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111.
112.
Prior research on technology acceptance has primarily focused on understanding why individuals accept a particular technology, while very little is known about how individuals evaluate various types of technology, especially when they have different levels of experiences. In this research, we try to understand how individual characteristics influence their evaluation towards different types of technology. To test the research model empirically, a laboratory experiment was conducted, and the resulting data was used to test both measurement and structural models. Based on the statistic results, we found that people's need for cognition and originality cognitive style had different effects on technology evaluation in various contexts. This study sheds light on the rarely studied evaluation aspect of the technology acceptance. The main contribution of this study is that people employ different mechanisms to evaluate technology in different contexts, and individual characteristics play an important role in influencing technology evaluation. 相似文献
113.
Brett Abarbanel Bo Bernhard A. K. Singh Anthony Lucas 《Behaviour & Information Technology》2015,34(10):1005-1021
This study empirically tests a stimulus–organism–response (S–O–R) structural model that proposes that an online casino's atmospheric cues and functional qualities influence individuals' affective and cognitive responses, which in turn impact consumer behavioural intentions. Using self-reported data from a primarily US-based sample, analysed elements of the online gambling site stimulus included high and low task-relevant cues, financial trust, and gambling value. Demographic characteristics were found to moderate the relationship between the stimulus and internal satisfaction, with demographic group differences found among all stimulus constructs. Results emphasise the significant role that atmospherics and functional qualities play in generating positive behaviours from online gamblers, with additional implications in marketplace competitiveness and in responsible gambling practices. 相似文献
114.
Although the prominent concept of the last decade – user experience – maintains its significance in diverse disciplines, especially design, its focus has changed to eliciting positive user experiences by pursuing new possibilities for consumer products rather than by solely seeking solutions to existing problems. Designers continue to aim for rich user experiences with a variety of products, but have neglected self-service (interactive) kiosks. Hence, this paper, after giving a brief overview of the positive psychology literature, demonstrates the dimensions of positive user experiences with self-service kiosks through an empirical study conducted on coffee vending machines and automated tellers. 相似文献
115.
客户评论在人们的日常生活中越来越重要,人们希望从客户评论中获取商品的用户体验信息.客户评论数量的急剧增长使得用户快速、精准地获取有用的信息变得较为困难.为此,提出一种能够自动提取用户体验信息的方法.该方法通过语义片段过滤评论中的冗余信息,提取产品特征词及特征描述词,将其结合组成用户体验信息,自动获取信息能够迅速、准确地从客户评论中提取信息.实验结果证明了该方法的有效性,并且能够保证较高的准确率与查全率. 相似文献
116.
基于正交实验设计的人工蜂群算法 总被引:1,自引:0,他引:1
人工蜂群算法是近年来提出的较为新颖的全局优化算法,已成功地应用于解决不同类型的实际优化问题.然而在该算法及相关的改进算法中,侦察蜂通常采用随机初始化的方法来生成新食物源.虽然这种方法较为简单,但易造成侦察蜂搜索经验的丢失.从算法搜索过程的内在机制出发,提出采用正交实验设计的方式来生成新的食物源,使得侦察蜂能够同时保存被放弃的食物源和全局最优解在不同维度上的有益信息,提高算法的搜索效率.在16个典型的测试函数上进行了一系列实验验证,实验结果表明:1) 该方法能够在基本不增加算法运行时间的情况下,显著地提高人工蜂群算法的求解精度和收敛速度;2) 与3种典型的变异方法相比,有更好的整体性能;3) 可作为提高其他改进人工蜂群算法性能的通用框架,具备有良好的普适性. 相似文献
117.
Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human–computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human–computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects. 相似文献
118.
User experience has become a major issue lately with user value as one of its key elements. This study proposes a method to evaluate user value using a questionnaire specialized for a mobile device such as smartphones. The questionnaire was developed considering elements of user value, product features, and context of use. Then, a case study with hundreds of participants was conducted via the Internet to verify and screen out questionnaire items in terms of reliability and validity. Finally, a total of 16 questionnaire items were selected for evaluating elements of user value, consisting of self‐satisfaction, pleasure, sociability, customer need, and attachment. The results of this study are expected to help understand potential users and select design alternatives. 相似文献
119.
科学技术与生产力的发展带来了数据量的高速增长,其中视频图像等多媒体数据占了很大的比重。如何高效处理这些海量数据并从中快速挖掘有价值的信息是当前的研究热点。通常大数据具有四个特点,即数据量大、需要快速响应、数据类型多样和价值密度低。视频大数据同样具有以上特点,但其特殊性在于数据冗余更大,需要进行高效的压缩编码与分析处理。总的来说,视频大数据的研究内容包括了视频数据表示、智能视频分析、视频压缩与传输、视频显示与评价等方面。在发展趋势上,视频数据的表示将向真实感与智能化两个方向发展;智能视频分析技术将会借助深度神经网络获得更准确的识别分类结果;视频压缩技术在提升压缩效率的同时也会探索降低编码复杂度的方法,并通过结合人眼视觉感知特性的编码算法来减少视频大数据的视觉冗余;视频显示设备将伴随着视频数据表示形式的改变而进行相应的升级换代;视频质量的评价准则将由单一的图像质量评价向更加综合全面的用户体验质量评价发展。 相似文献
120.
分析了国外智慧城市人才开发的经验,研究了国内先发城市智慧城市建设人才开发的实践,并总结了值得我国智慧城市建设人才开发的借鉴要点。以期望对于开发与构建智慧城市建设人才队伍,保障智慧城市建设具有一定的价值。 相似文献