首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   196篇
  免费   0篇
  国内免费   2篇
综合类   2篇
建筑科学   10篇
能源动力   2篇
轻工业   2篇
无线电   8篇
一般工业技术   10篇
冶金工业   112篇
自动化技术   52篇
  2024年   1篇
  2021年   3篇
  2020年   5篇
  2018年   5篇
  2017年   9篇
  2016年   10篇
  2015年   2篇
  2014年   4篇
  2013年   6篇
  2012年   12篇
  2011年   11篇
  2010年   20篇
  2009年   16篇
  2008年   14篇
  2007年   11篇
  2006年   13篇
  2005年   13篇
  2004年   10篇
  2003年   14篇
  2002年   8篇
  2001年   5篇
  2000年   1篇
  1996年   2篇
  1993年   1篇
  1992年   1篇
  1976年   1篇
排序方式: 共有198条查询结果,搜索用时 15 毫秒
81.
While much research on video games has focused on aggressive outcomes, the extant research has not come to consensus on the role of other factors, notably enjoyment, frustration and individual differences amongst players, in mediating the link between violent game play and aggression. This experimental design uses a mental models approach to examine game features (e.g., controller naturalness), player characteristics (e.g., first person shooter experience, sex, degree of competitiveness) and the game play experience (e.g., perceived game realism, immersion, game failure, frustration and enjoyment) to explain aggressive outcomes. Results from a revised path model suggest perceived realism, immersion, and experience with other first person shooters all positively predicted enjoyment while frustration negatively predicted game enjoyment. Frustration and enjoyment both predicted state aggression. The findings of this study support the application of mental models as a theoretical approach to unify thinking about violent games, contextual features of violent games, individual difference variables and differences in player perceptions and game experiences with regards to outcome aggression. Results are discussed in terms of the model matching hypothesis and implications for the comprehensive study of violent game play, including the importance of enjoyment and frustration, are also discussed.  相似文献   
82.
Based on assumptions from entertainment theory, an online-study (N = 419) was conducted to investigate the differential relationships between enjoyment and appreciation of a video clip that dealt with the features of natural gas as fuel for cars, objective and subjective knowledge about the content of that clip, and behavioral intentions of dealing with the topic of natural gas. Structural equation modeling revealed that enjoyment was directly positively related to objective and subjective knowledge. However, objective knowledge did not predict and subjective knowledge was only weakly associated with behavioral intentions. Appreciation, in contrast, was directly negatively related to knowledge acquisition and not related to subjective knowledge, but was the best predictor for behavioral intentions. These results point to the distinct processes and relationships of different entertainment experiences. Implications for entertainment–education and online video portals are discussed.  相似文献   
83.
84.
Theory and research from the marketing literature on customer-based brand equity were used to predict how positive exposure to 4 early recruitment-related activities--publicity, sponsorships, word-of-mouth endorsements, and advertising--may affect the application decisions of engineering students. Similar to prior marketing findings, the results suggested that early recruitment-related activities were indirectly related to intentions and decisions through 2 dimensions of employer brand image: general attitudes toward the company and perceived job attributes. The relationships between word-of-mouth endorsements and the 2 dimensions of brand image were particularly strong. In addition, it was found that early recruitment-related activities interacted with one another such that employer brand image was stronger when firms used publicity in conjunction with other early recruitment-related activities. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
85.
The research tested a model of treatment decision making in chronic illness that includes health beliefs, quality of life, and relationship with the physician (shared or not). Inflammatory bowel disease patients, (N=218) reported on their physician-patient relationship, general and disease-specific quality of life, and intentions to take a drug, for which perceived benefits and costs were manipulated. For more symptomatic patients, both costs and benefits predicted intentions; however, for less symptomatic patients, costs played a more important role. Physician recommendation predicted intention primarily among those who shared a decision-making relationship with their physician. Overall, the model accounted for 57.8% of the variance in medication-taking intention. Findings suggest that an integrative consideration of relationship factors, health beliefs, and health status may help explain treatment intentions among the chronically ill. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
86.
Biometrics has become an important alternative in user authentication to a system. The Brunei Government has embarked on various e-government projects. Some of these projects embed biometric mechanism for authentication. The acceptance of biometric security services appears to be affected by several factors, some of which may be the personal attitude of the users, influences of normality and context in which it is used. The study focuses on 155 executives from the 10 ministries of Brunei Darussalam to explore the behavioural intent of the executives towards biometrics through their attitudes. The theory of planned behaviour (TPB) was used as a reference framework, to understand the intention of using biometrics. The data analyses through Smart-PLS suggest that government officers’ attitudes towards biometrics is a predictor of behavioural intention, whereas, subjective norms is a predictor of attitude, perceived behavioural control, behavioural intention and behaviour, i.e. the use of the biometric technology. The implications of these findings are discussed and some conclusions are drawn.  相似文献   
87.
Extant studies generally recognise that virtual community building is an effective marketing programme for forging deep and enduring affective bonds with consumers. This study extends previous research by proposing and testing a model that investigates key mediating processes (via trust, satisfaction and identification) that underlie the relationship between virtual community participation and consumer loyalty intentions. The authors test the hypotheses using data obtained from three large online retailing stores. Virtual community participation significantly enhances loyalty intentions, through both social mechanisms (via community identification) and psychological mechanisms (via trust and satisfaction). Moreover, the findings provide insights into the complex relationship between the two mechanisms in online shopping settings. Community identification is a pivotal factor for enhancing customer loyalty intentions. The results advance understanding of the process by which virtual community building facilitates the development of business-to-consumer relationships in the computer-mediated environment. The authors discuss the managerial implications of the findings, as well as avenues for further research.  相似文献   
88.
This paper regards a comparative study which investigates in-service and pre-service Greek early childhood teachers’ views and intentions about integrating and using computers in early childhood settings. Views and intentions were investigated via a questionnaire administered to 240 in-service and 428 pre-service early childhood teachers. Confirmatory Factor Analysis showed that the one-factor structure of the questionnaire holds in both populations. Measurement partial invariance between the two populations was confirmed. Comparing the two populations with regard to the degree of adopting positive views–intentions and the level of computer self-efficacy, teachers expressed more positive views–intentions and students reported higher computer self-efficacy. Implications for teacher training are discussed.  相似文献   
89.
This study investigated employees’ information systems security policy (ISSP) compliance behavioural intentions in organisations from the theoretical lenses of social bonding, social influence, and cognitive processing. Given that previous research on ISSP compliance has been based on deterrence theory, this study seeks to augment and diversify research on ISSP compliance through its theoretical perspective. Relevant hypotheses were developed to test the research conceptualisation. Data from a survey of business managers and IS professionals confirmed that social bonds that are formed at work largely influence attitudes towards compliance and subjective norms, with both constructs positively affecting employees’ ISSP compliance. Employees’ locus of control and capabilities and competence related to IS security issues also affect ISSP compliance behavioural intentions. Overall, the constructs in the research model enhance our understanding of the social-organisational and psychological factors that might encourage or accentuate employees’ ISSP compliance in the workplace.  相似文献   
90.
The purposes of this study are mainly to investigate the relationships among website features (i.e. utilitarian and hedonic features), user experience, perceived value (i.e. information value, experiential value, social value, and transaction value), user attitude, and behavioral intentions (i.e. intention to use and word-of-mouth intention), and additionally the mediating effects of user experience and attitude are also explored in this study in an online gamification context. Specifically, this study applies a structural equation model to test the causal relationships among those website features, user experience, perceived value, user experience, and behavioral intentions in an online gamification context. Results show that both utilitarian features and hedonic features have significant impact on users’ experience, which in turn affects their perception of value and attitude. Users’ perceptions of information and transaction value also significantly affect their attitude, and in turn affect their behavioral intentions. Besides, the mediating effects of user experience and attitude are also confirmed in this study. To summarize, the findings of this study can help website managers improve their users’ perceptions of value and attitude more effectively and act as a guide for research and development (R&D) of gamification to acquire competitive advantage and further evoke desired behavioral intentions.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号