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21.
The term gamification and gamified systems are a trending area of research. However, gamification can indicate several different things, such as applying the game-like elements into the design of the user interface of a software, but not all gamification is necessarily associated with software products. Overall, it is unclear what different aspects are studied under the umbrella of ‘gamification’, and what is the current state of the art in the gamification research. In this paper, 1164 gamification studies are analyzed and classified based on their focus areas and the research topics to establish what the research trends in gamification are. Based on the results, e-learning and proof-of-concept studies in the ecological lifestyle and sustainability, assisting computer science studies and improving motivation are the trendiest areas of gamification research. Currently, the most common types of research are the proof-of-concept studies, and theoretical works on the different concepts and elements of gamification.  相似文献   
22.
Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists, and media scholars, examining both overall negative attitudes about video games and perceived linkages with youth assaults specifically. Results reflected continued lack of scholarly consensus on the issue of video game influences with only 15.3% of scholars endorsing the view that violent video games contribute to youth assaults. As hypothesized, older scholars endorsed more negative views of video games generally, although this appeared to be related to experience with games rather than age per se. Scholars with more negative attitudes toward youth themselves were also more negative about games. Criminologists and media scholars were more skeptical of violent video games contributing to youth assaults than were psychologists. These results are discussed in relation to Moral Panic Theory.  相似文献   
23.
Cognitive, emotional, and arousal responses to violent games play a central role in theoretical explanations of how violent media may affect aggression. However, existing research has focused on a relatively narrow range of responses to violent games in experimental settings. This limits our understanding of whether and how violent game-induced responses relate to aggression in real life. To address these gaps, this study investigated how cognitive effort, emotional valence, and arousal in response to violent games relate to early adolescents' aggression, both cross-sectionally and over a period of one year. In addition, we investigated how a social context variable (i.e., family conflict) predicts these responses to violent games and subsequent aggression. A sample of 448 early adolescents (10–14 years) completed survey questions and media diaries that measured their responses to violent games. Results showed that, outside the lab, a positive cross-sectional relationship between violent game-induced arousal and aggression exists. In addition, arousal mediated the relationship between family conflict and aggression. Study findings justify increased research attention to media responses outside the lab and a need for further theoretical and methodological refinement.  相似文献   
24.
An awakening interest in public space in Brazilian cities is emphasising the value of existing civic areas. Guilherme Wisnik , a critic, curator and professor at the Faculty of Architecture and Urbanism of the University of São Paulo, looks at the history and potential future of Brazil's urban spaces. He highlights how despite the introduction of innovative Modernist design in the mid-20th century, which forged ‘a new relationship between architecture, urbanism and landscape design’, more recently the country's cities have been subject to the vicissitudes of market and political forces.  相似文献   
25.
Tom Holbrook , Director at architecture and urban design practice 5th Studio, describes two projects in the south of England that respond spatially to the needs of ‘the knowledge economy’. The first is the River Lea Park, to the east of London, which promotes open connectivity between people in a post- industrial landscape; and the second is the Creative Exchange in St Neots, Cambridgeshire, a building designed to accommodate local enterprise. Both are designed to redirect social and economic activities, supporting creative swarming, and establishing what Stafford Beer has coined as ‘platforms for change’.  相似文献   
26.
An understanding of the complex problems of land-use competition requires an appreciation of natural processes, cultural values, economic imperatives and political agendas. This integrated understanding is an important component of the study programme for higher education students seeking a professional qualification in landscape architecture. A repertoire of game templates is introduced as an initial step in formulating a conceptual framework for the curriculum/games designer to explore the potential of play in ecological landscape planning. The concepts of social action space, permissible action space and motivational action space are used to investigate the qualities of each template for further game design development. The abstraction of these concepts may assist the designer to move beyond the usability of games into viewing their value as a learning method.  相似文献   
27.
彭文峥  郭璇 《室内设计》2013,28(5):44-49
文章借用“情景对话”的概念并将其运用到传统街道的空间分析中,研究独特的传统街道空间形态和场所意象;剖析了场景与情节的构成要素,以及其如何被空间体验中的人们强烈地感知并唤起人们共同的场所记忆;探讨了营造空间认同感、体验感的途径。以期对现代城市步行街的更新设计有所启示。  相似文献   
28.
田启岩  李硕  杨丽英  邵士亮  张弼  高岳  帅梅 《机器人》2022,44(5):513-521
面向北京冬奥会对机器人跨域火炬传递的需求,研发水陆两栖机器人、水下变结构机器人、空中飞行机器人、地面机器人、冰雪面六足机器人和助力外骨骼机器人等6型面向火炬接力的系列机器人,利用这些机器人可在地面、空中和水下完成火炬传递。最终,根据北京2022年冬奥会火炬接力路线方案的调整,将水陆两栖机器人、水下变结构机器人和水下特种火炬应用于北京2022年冬奥会火炬传递活动中,实现了奥运史上首次机器人与机器人之间的水下火炬传递;助力外骨骼机器人应用于北京2022年冬残奥会火炬传递活动中,残疾人代表使用下肢助力外骨骼进行了火种汇集,两位残疾人火炬手分别借助上肢和下肢助力外骨骼机器人一起进行了火炬传递,传递出“科技改变生活”的理念,体现出“技术温暖人心”的精神。  相似文献   
29.
随着中国体育设施建设投资多元化趋势的显现,体育场馆运营已经成为投资者和场馆业主最为关注的问题之一。体育场馆的良性运营是体育设施建设的出发点和归宿点。通过对目前中国体育场馆现状的分析,探讨了2008年奥运会后中国体育场馆的发展趋势。  相似文献   
30.
武汉市涉核单位众多,存在一定的核与辐射事故风险。通过对武汉市举办第七届世界军人运动会可能存在的核与辐射风险因素进行识别及评价,确定可能发生的12类核与辐射事故类型及风险水平,进而有针对性的制定风险防控措施,做到辐射应急管理关口前移,在保证军运会期间核技术利用单位正常生产活动的基础上有效的保障了核与辐射安全。  相似文献   
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