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61.
Investigations have been carried out which suggest that motivation of employees in all industries is affected by the environment or culture in which they work. Research undertaken in Melbourne, Australia investigated the effect of the workplace environment encountered on a construction site on motivation and demotivation of construction professionals. The data collected supported the hypothesis that the environment of a construction site does affect demotivation levels of site personnel. Specifically, several variables were significantly linked to this result, including long hours, chaos, non-recognition for work done and colleagues' aggressive management style. The results provide a valuable basis for indicating how the construction industry can create a more attractive workplace environment for professional site staff. 相似文献
62.
F.J.M. Scheublin 《Building Research & Information》2013,41(6):451-455
A new form of contractual agreement and way of working adapted from other industries, the ‘project alliance’, was researched, developed and is undergoing demonstration to reduce the length of construction time and construction costs. This is achieved through contractor involvement at an early stage of the design process, project participants paid on a net cost basis with participants jointly sharing in the financial success or failure of the project at completion, and the creation of a contractual partnership between all parties. Cet article porte sur des recherches faites sur une nouvelle forme d'accord contractuel et sur une méthode de travail issue d'autres industries; cette étude intitulée «project alliance» a été affinée et est en cours de démonstration, l'objectif étant de raccourcir la durée des travaux de construction et d'en réduire les coûts. Ces réductions sont possibles, d'une part, grâce à l'implication du contractant au début du processus de conception, les participants au projet étant payés sur la base du coût net et étant solidaires, sur le plan financier, de la réussite ou de l'échec du projet au moment de l'achèvement et, d'autre part, grâce la création d'un partenariat contractuel entre toutes les parties concernées. 相似文献
63.
The use of Information and Communication Technologies in higher education has proved to be very effective in different educational environments. A less explored area is their application for evaluation on-line, since it is a different process, with specific components. This work describes a methodology that combines the assessment with multiple choice tests through the virtual environment Moodle and the evaluation by using traditional classroom exams. The proposed mixed methodology ELFF (E-Learning and Face to Face) was implemented during the academic year 2010–2011 in the subject Microeconomics: Markets and Competition in the European Union of the double degree in Law and in Business Administration and Management, to assess complementary aspects of the knowledge acquired. The obtained results show that it clearly promotes the participation of students, increases their motivation and improves their competence and so, their performance in terms of qualifications. 相似文献
64.
Ulrich Bretschneider Jan Marco Leimeister 《The Journal of Strategic Information Systems》2017,26(4):246-260
Incentive-based forms of crowdfunding – such as reward-, equity- and lending-based crowdfunding – are becoming increasingly popular. However, research that studies backers’ motivations for funding in these environments is still in an embryonic state, revealing an inconsistent and narrow picture. The few existing studies are largely guided by the idea that backers are mainly egoistically motivated and do not have prosocial motives. We developed a research model that describes backers’ motivation and conducted an empirical study to examine this model. Results indicate that backers indeed have several self-interest motivations for funding: prospect of a reward; expectation of recognition from others; to lobby a certain project in the hopes of its fruition; and to develop their image. However, some backers are also prosocially motivated in that they develop feelings of liking for a certain venture and/or project team. Furthermore, we found evidence that herding has a significant moderating effect on backers’ reward motivation. Strategic IS researchers as well as crowdfunding practitioners can draw on our findings to systematically design, implement, and evaluate potential incentive systems that respond to reward-, recognition-, lobbying-, image- and liking-motives and thereby attract the crowd more effectively to invest in ventures presented on incentive-based crowdfunding systems. 相似文献
65.
Virtual gifting and danmaku are important interactive behaviors in the course of game live streaming. Viewers send both gifts and danmaku enthusiastically while watching a game live stream. This study aimed to explore why viewers send danmaku or virtual gifts in the course of game live streaming. Five possible motivations and two types of behavioral patterns were identified. An online survey of game live streaming viewers in China was used to verify whether these motivations had an impact on their interactive behaviors. The results from 352 respondents showed that there were differences in the factors affecting danmaku and gifting interactions. Both the motivations and behavioral patterns had impacts on interactive behaviors such as virtual gifting and danmaku, but the nature of the impact differed. 相似文献
66.
Food production, especially meat, is one of the main pressures on the environment and experts agree that diets have to change into a more sustainable direction. The present paper examines whether Self-Determination Theory (SDT) can be of help in fostering more sustainable food choices by taking a closer look at the relationship between food-related types of motivation and different aspects of meat consumption, based on a survey among 1083 consumers in the Netherlands. SDT appeared to be useful for studying why consumers can be motivated to make more sustainable food choices and also why these preferences are not shared by all consumers. Consumers with different types of motivation differed in their level of meat consumption (frequency and portion size), reasons for not frequently eating meat, frequency of buying carefully produced meat, frequency of buying meat substitutes, and preferences in favor or not of plant-based protein products. Internalized motivation was the main factor that made a difference, but intrinsic enjoyment of cooking and eating also played a role. The conclusion is that SDT provides both theoretical and policy-oriented insights into fostering more sustainable food choices. 相似文献
67.
Carrot and stick 2.0: The benefits of natural and motivational prosody in computer-assisted learning
For acquiring new skills or knowledge, contemporary learners frequently rely on the help of educational technologies supplementing human teachers as a learning aid. In the interaction with such systems, speech-based communication between the human user and the technical system has increasingly gained importance. Since spoken computer output can take on a variety of forms depending on the method of speech generation and the employment of prosodic modulations, the effects of such auditory variations on the user’s learning achievement require systematic investigation. The experiment reported here examined the specific effects of speech generation method and prosody of spoken system feedback in a computer-supported learning environment, and may serve as validational tool for future investigations of spoken computer feedback effects on learning. Learning performance in a basic cognitive task was compared between users receiving pre-recorded, naturally spoken system feedback with neutral prosody, pre-recorded feedback with motivating (praising or blaming) prosody, or computer-synthesized feedback. The observed results provide empirical evidence that users of technical tutoring systems benefit from pre-recorded, naturally spoken feedback, and do even more so from feedback with motivational prosodic modulations matching their performance success. Theoretical implications and considerations for future implementations of spoken feedback in computer-based educational systems are discussed. 相似文献
68.
The aim of the present research was to develop pop-up windows that motivate users and evoke a positive user experience. Several variants of achievement eliciting pop-ups were designed and tested on a real business-website. A pre-test examined the effectiveness of 24 combinations of pictures and words in eliciting achievement motivation. The strongest effects on user experience were found for pop-ups containing a congruent achievement-related picture and word. The three pop-up variants with the most positive ratings were employed in a subsequent experiment.The main experiment tested the effects of a sequence of three pop-ups that were presented on a website. We had three conditions with different display times of the sequence of pop-ups. They were presented to 78 website-users for either 1, 2 or 3 s, and compared to a control group on subsequent motivation-related ratings. The results demonstrated that the website was stronger associated with achievement motivation if pop-ups were presented for only 1 or 2 s, compared with 3 s or the control group. This indicates that short presentations of pop-ups could activate achievement motivation in users of learning and business websites. It could be an important design guideline to flash shorter pop-ups that make online environments more appealing to users. 相似文献
69.
Klaus Krippendorff 《Theoretical Issues in Ergonomics Science》2013,14(1):43-72
This essay seeks to clarify the paradigm shift from object-centred to human-centred research and design. It suggests abandoning the technological determinism that underlies the industrial era conceptions of human–machine interactions, which still informs much of current human factors or ergonomic research and making room for models of human–machine interactions that are derived from the human use of language, conversation and play. The essay demonstrates the significance of this shift by contrasting two ways users account for their involvement with artifacts: extrinsic and intrinsic motivation. It contends that intrinsic motivation largely escapes the traditionally object-centred scientific research methods. To inquire into the use of intrinsically motivating artifacts and aid the design of artifacts that have a chance to be intrinsically motivating, therefore, demands taking a different epistemological path, one that acknowledges the crucial use of language. This essay outlines such a path, pursues it and ends with practical suggestions for the design of artifacts that enable intrinsically motivating interfaces to arise. 相似文献
70.
Blair Beadnell Mark Nason Pamela A. Stafford David B. Rosengren Ray Daugherty 《Accident; analysis and prevention》2012