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11.
本文首先分析当前超媒体教学系统的不足,并在此基础上给出超媒体计算机辅助教学系统HICAI的设计思想、体系结构及各组成模块的功能。  相似文献   
12.
The essential activities of a museum are multifaceted and include collection, preservation, research, exhibition, education, and entertainment. Hence, the march toward a full-fledged digital museum must evolve from the digital library concept with the addition of various interactive edutainment modules. In this paper, we describe various phases of the digital museum systems constructed by the National Chi Nan University, Taiwan, over the past few years. The design concepts and integration issues of essential digital museum modules are addressed. We have as our long-term goal the construction of an integrated digital museum that provides digital archives with user-friendly information access interfaces, intriguing virtual exhibitions, adaptive online courseware, and adaptive interactive games. A mechanism to facilitate the implementation of large-scale aesthetic exhibitions has been proposed. Our approach, the fine-grained modularization of aesthetic hypermedia presentations, concerns the balance between the complexity in the authoring process, the aesthetic qualities of final hypermedia presentations, and efforts at style template implementation. Moreover, various experiences and evaluations of content-based image retrieval, online courseware, and online interactive games will also be addressed. Future work toward an integrated digital museum system is proposed. Our digital museums can be accessed at http://dlm.ncnu.edu.tw.  相似文献   
13.
Abstract Various studies have shown that visualisation and animation in CAL packages offer students with effective 'conceptual anchors' to hook their thinking onto. This paper examines the role of these visual representations of a CAL package in an economics course, and argues for the design and organisation of instructional activities to exploit the cognitive opportunities and address the limitations of these representations. In other words, a holistic approach to visualisation and animation is required to serve as conceptual anchors rather than sources of misconceptions.  相似文献   
14.
Abstract This paper reports on an experiment in which a whole semester course in psychology was replaced by a mixed formula consisting of a CD-ROM complemented by a series of seminars and workshops. The CD-ROM was conceived as a collection of documents (hypertexts, research data, references, videos and activities) linked together with genuine Netscape facilities. Students were invited to search through these documents for information to answer questions (called challenges ) on the topic. A multiple-choice questionnaire accompanied each challenge in order to foster students' self-evaluation. The seminars, held every other week, served both as forums to discuss each of the topics under the guidance of an expert. Careful analysis of students' answers to two questionnaires at the beginning and end of the course and during interviews, showed that such a formula was favourably accepted by a large majority of students, although it lead to more anxiety and work load than a traditional course. Positive effects were also observed on learning.  相似文献   
15.
The paper reports on the initial development of a hypermedia environment aimed at teachers. The system uses constructivist learning principles to discover the preconceptions held by teachers about fundamental electrical principles. The interface is designed to be as transparent and non‐threatening as possible, thus allowing the users to concentrate on content. The system which was prototyped in SuperCard has generated positive feedback from the eventual end users.  相似文献   
16.
探讨应用能反映领域知识本质结构的语义网,应用课程排序方法、有向无环图的拓扑排序方法动态生成课件等关键技术,为开发者提供一个动态生成个性化超媒体课件的框架和过程.  相似文献   
17.
随着信息多样化的发展,信息的表现形式向组合化发展,而单一媒体不具备将信息的内容与其表现特征在时间和空间上同步统一的能力,为此多媒体和超媒体技术应运而生。MHEG标准定义了多媒体/超媒体信息对象编码表示的最终形式,以及以该信息对象为单元在系统内部 或系统间进行的交互,它在多媒体/超媒体应用中,特别是交互式分布多媒体环境中将失常非常重要的角色。文中介绍了多媒体和超媒体编码标准MHEG的发展历史、范围、  相似文献   
18.
HCS:基于Client/Server的多媒体创作平台   总被引:2,自引:2,他引:0  
将超媒体技术和客户/服务器模型相结合,建立了“基于客户/服务器环境的多媒体创作联右HCS”。本文介绍了HCS系统的设计思想、总体结构及系统的组成和特点。  相似文献   
19.
Cooperative hypermedia means producting and manipulating hyperorganized multimedia data by a group of (co-)users. We have been realizing a prototype that enables coauthors to cooperatively produce hypermedia documents. It allows coauthors to communicate their ideas, drafts, guidelines, and constraints within a group in order to exchange information (remotely or face-to-face) and improve the final document.When analyzing the transition from individual work to group work within different human activities, two pitfalls are often detected if computer support is considered. On the one hand are the social and technological communication problems, particularly if members of the group are geographically distant from one another. On the other hand are the productivity falls, which are usually due to communication difficulties and frequent social inadequacies of the group's computer support. We would like to propose the use of this prototype — CoMEdiA — as a way to enhance, or prevent the fall of, intra-group communication and the outcomes of group edit tasks (constrained to the kind of taks for which it has been designed). Most of the techniques used to achieve this can be used in other tools to support other specific type of group activities.  相似文献   
20.
本文介绍了一个智能辅助教学写作环境CourseTalk的设计与实现.在这个环境中使用了综合媒体结构(Hypermedia)、Prolog和黑板结构等技术,以及推理与查询相结合的搜索策略,并提出一种通过编辑直接定义关系数据以及可以用Prolog语言方便地描述教学策略的方法.同时还讨论了有关知识获取、教学策略选择和学生模型等问题.  相似文献   
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