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11.
王弼解《易》,依据"言不尽意"和"立象尽意"的思想,合儒、道二家之精神,首唱"得意忘言",将其作为一种重要的诠释方法纳入到人们的视野之中。这一诠释方法的提出,不仅从认识论角度有助于对"言"、"象"、"意"三者关系的合理阐释,而且它与"有无互训"等原则结合在一起奠定了"以无为本"的玄学本体论体系之基础。王弼"得意忘言"的思想虽然有不成熟的方面,但是却蕴含着丰富的诠释学意蕴,在中国古代诠释传统的形成和发展中占据着不容忽视的地位。  相似文献   
12.
近几年提出了一些基于图卷积网络的协同过滤推荐模型,然而大部分模型将邻域权重视为常量且不区分用户和物品间的交互关系,无法获取令用户满意的推荐列表。因此,为了得到用户和物品更准确的嵌入表示,提出一种区分交互意图的图卷积协同过滤推荐算法MiGCCF(multi-intention graph convolutional collaborative filtering)。该算法将交互关系进行分解,细粒度分析用户与物品间的交互意图,并引入注意力机制,在消息传播过程中赋予邻域可学习的注意力权重,挖掘用户对于不同交互物品的喜爱度。在Gowalla与Amazon-book上的实验表明,该算法相比于基准算法,在两个数据集上的HR@50和NDCG@50指标分别提高了12.5%和8.5%,具有更好的性能表现。  相似文献   
13.
李静轩 《计算机应用研究》2020,37(10):3071-3076,3111
为解决APT(高级持续性威胁)攻防对抗过程中的防御滞后性问题,并在有限资源下做出最优主动防御决策,针对APT攻击过程中攻防双方意图、可行策略集随攻击阶段推进而演变的特点进行了研究,基于非合作博弈理论构建了多阶段APT攻防随机博弈模型AO-ADSG(APT-oriented attack-defense stochastic game)。针对APT攻防对抗中双方效用不对等的现象引入非零和思想,设计符合APT攻击特征的全资产要素效用量化方法;在分析博弈均衡的基础上给出最优防御策略选取算法。最后,通过“夜龙攻击”模拟实验验证了提出方法的可行性及正确性。  相似文献   
14.
This study challenges the conventional assumption that online customers with high purchase intention routinely move to the purchase stage. To this end, the process of how online customers form purchase intention and behaviour is examined. On the basis of product value distribution (PVD), we propose that the hypothetically expected product value (i.e. PVD average) determines purchase intention, whereas the actual probability of attaining the expected product value (i.e. PVD variance) moderates purchase behaviour. This proposal indicates that the expected product value has significance only when repeated purchase is assumed given that most consumers do not repeatedly purchase the same product in reality. Thus, the actual probability of attaining the expected product value more critically affects customer behaviour than does its expected value. The effectiveness of the research model is verified by conducting a survey on 300 online mall shoppers in Korea. The results confirm model effectiveness.  相似文献   
15.
Although mobile purchase is convenient in the age of mobile commerce, many consumers still do not utilize mobile purchase to its full potential. From the mobile vendor’s perspective, retaining current customers and facilitating their continued purchase are crucial to create profitability and achieve a sustainable development. An understanding of the continuance intention towards mobile purchase can provide insights into mobile vendors’ marketing campaigns. Therefore, it is important to examine the determinants that impact continuance intentions of consumers for mobile purchase. Drawing upon information success model, flow theory and trust, this study proposed and empirically tested an integrated model to better understand the determinants of consumers’ continued intention to purchase on mobile sites. Empirical data from 462 users who had experience with mobile purchase were tested against the proposed research model by using structural equation modelling (SEM). The results indicated that information quality, and privacy and security concerns are the main factors affecting trust, whereas service quality is the main factor affecting flow. System quality, and privacy and security concerns affect satisfaction. Trust affects flow, which in turn affects satisfaction. These three factors together affect continued intention towards mobile purchase. The findings of this study provide several important implications for mobile commerce research and practice.  相似文献   
16.
Web检索查询意图分类技术综述   总被引:8,自引:1,他引:7  
查询分类是近年来信息检索领域的研究热点,并且在很多领域得到了广泛地关注。主要讨论根据查询的意图进行分类的研究工作,从查询分类的诞生背景、关键技术、所使用的分类方法和评价方法方面进行综述评论,提出了查询意图分类面临的问题和挑战。认为缺乏权威的评测标准、在大规模数据集上的未经全面测试的性能、如何准确地获取查询的特征以及如何证明分类体系的完备性和独立性是目前查询意图分类研究的关键问题。  相似文献   
17.
针对现有意图识别联合模型在专业领域知识图谱问答中容易发生识别领域实体以及问句分类错误的情况,提出一个结合了领域知识图谱的意图识别联合模型。该模型有三步,将领域知识图谱中实体对应的本体标签以及本体间关系导入训练数据集,形成包含本体标签的知识文本以及额外包含本体关系的知识文本图;通过字符级嵌入和位置信息嵌入将包含了本体标签的知识文本转化成嵌入表示并依据知识文本图创建实体关系可视矩阵,明确知识文本各成分的相关程度;将嵌入表示和实体关系可视矩阵输入模型编码层进行模型的训练。以高速列车领域知识图谱为例,经过准确率和召回率的验证,以该方法训练出的模型在高速列车领域问答数据集的意图识别任务上取得了更好的表现。  相似文献   
18.
王浩  石蕊  刘畅  贾晓然  王明皓  韦波 《包装工程》2023,44(13):55-62
目的 探讨食品包装材质对消费者注意加工流程和绿色购买意愿影响的内在机制。方法 采用包装材质2(环保/普通)×食品类型2(实用品/享乐品)双因素实验设计,在货架购物场景下采用Tobii Glasses 2眼镜式眼动仪,采集被试者浏览货架不同食品时的眼动数据(平均注视时间、注视次数、热点图),并结合行为数据综合分析。结果 在平均注视时间上,包装材质与食品类型的交互作用显著,注视次数交互作用不显著;环保材质包装的食品获得更多关注,被试者偏好于选择环保包装的享乐食品。结论 包装材质与食品类型共同影响消费者的视觉感知效果与加工过程,环保包装对青年消费者的绿色购买意愿有正向促进作用。  相似文献   
19.
Online game is the most popular entertainment application in the virtual world and online gamers demonstrate high attachment to playing online games. Previous studies have linked to the numerous negative outcomes in playing online games. The factors contribute to the negative consequences on using online game have been relatively neglected. The purpose of this study is to explore the impact of perceived risk, intangibility, gender and age (adolescent/adult) difference on online game playing consequences and intentions. Past usage frequency is also made to look into the influence additional purchase intention. A total of 1418 useful questionnaires (including 1018 from public interview and 400 from online questionnaire feedback) were collected for final data analysis. The results demonstrated the important roles that time risk, psychological risk, financial risk, physical intangibility, mental intangibility and generality play on the negative consequences associated with online game playing. The results also indicated that male and adolescent individuals spent much more time on online game and intented to act the entertainment more than females and adults did. Finally, past online game playing frequency was showed to be a positive predictor of future online game playing intention.  相似文献   
20.
The aims of this paper are to: (1) modify the theory of consumption values in order to investigate online game users’ perceived value of purchasable game items, and (2) develop a new construct – the “integrated value of purchasing game items” – based on the modified theory of consumption values. We found that the enjoyment, character competency, visual authority, and monetary values are appropriate for describing how online game users perceive the value of game items. Utilizing second order analysis, the “integrated value of purchasing game items” was developed. To show the validity of the new construct, we developed a research model and tested it using the results of 327 valid questionnaires. Results revealed that the new construct is statistically significant in affecting users’ intention to purchase game items.  相似文献   
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