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41.
Computer Mediated Environments (CMEs) allow people to communicate and interact electronically, either synchronously or asynchronously, their key characteristic being online interactivity. This study attempts to provide a better understanding of communication behavior in CMEs, the study objective being to investigate the effects of the level of interactivity on web users’ attitudes and intentions towards the use of online communication tools. It tests constructs based on system characteristics (interactivity), extrinsic motivation (the Technology acceptance model), and intrinsic motivation (Flow theory) in an integrated theoretical framework for online communication behavior. This study demonstrates the development of a reliable and valid measure to capture several critical constructs in order to understand online communication behavior. Questionnaires were placed on the website for voluntary participants who use online communication tools to complete. The statistical results revealed that attitude and behavioral intention are directly affected by users’ internal and external motivation, and are indirectly affected by interactivity through the perceived ease of use, perceived usefulness, and flow experience. This shows that interactivity is an important element of web-based information technology for absorbing users, and is not only mediated by task-oriented (external) motivation but also entertainment-oriented (internal) motivation. 相似文献
42.
为解决机械制图虚拟零部件测绘课题中遇到的装配体虚拟交互性拆装问题.以典型零部件齿轮减速器为例.介绍利用VRML技术如何实现对齿轮减速器进行交互性虚拟拆卸和装配的设计。通过对减速器交互性拆卸和装配过程的分析.构建了减速器拆装过程模型、实验场景模型、减速器各零件的三维实体几何模型和行为模型,利用VRML技术及其脚本程序编程实现减速器交互性拆卸和装配的功能。该实验文件相对较小.可以在网络上实现远程实时操作. 相似文献
43.
This contribution addresses an obstacle in building the online community in computer graphics education—achieving a critical mass of quality material. We propose a novel repository service introducing “live” graphics gems to the material, i.e. modifiable program listings with corresponding interactivities that are compiled and versioned server-side. Repository material now evolves on the fly. The approach provides a granular source control to embrace also materials that authors would not publish as open source. We describe both the technical content management and educational setups for live graphics gems. Implementation details and showcases are included. 相似文献
44.
Edgar Galvan-Lopez 《国际自动化与计算杂志》2008,5(1):81-89
In this work, we explore and study the implication of having more than one output on a genetic programming (GP) graph-representation. This approach, called multiple interactive outputs in a single tree (MIOST), is based on two ideas. First, we defined an approach, called interactivity within an individual (IWI), which is based on a graph-GP representation. Second, we add to the individuals created with the IWI approach multiple outputs in their structures and as a result of this, we have MIOST. As a first step, we analyze the effects of IWI by using only mutations and analyze its implications (i.e., presence of neutrality). Then, we continue testing the effectiveness of IWI by allowing mutations and the standard GP crossover in the evolutionary process. Finally, we tested the effectiveness of MIOST by using mutations and crossover and conducted extensive empirical results on different evolvable problems of different complexity taken from the literature. The results reported in this paper indicate that the proposed approach has a better overall performance in terms of consistency reaching feasible solutions. 相似文献
45.
一种基于OpenGL3D API的人机实时交互技术 总被引:1,自引:0,他引:1
利用MFC基本类库优势的OpenGL强大的图形功能,成功地实现了3D API人机实时交互功能,并以一具体应用为例,论述了3D拾取的原理和具体实现方案。 相似文献
46.
J. K. Burgoon J. A. Bonito B. Bengtsson C. Cederberg M. Lundeberg L. Allspach 《Computers in human behavior》2000,16(6)
Advancements in computer technology have allowed the development of human-appearing and -behaving virtual agents. This study examined if increased richness and anthropomorphism in interface design lead to computers being more influential during a decision-making task with a human partner. In addition, user experiences of the communication format, communication process, and the task partner were evaluated for their association with various features of virtual agents. Study participants completed the Desert Survival Problem (DSP) and were then randomly assigned to one of five different computer partners or to a human partner (who was a study confederate). Participants discussed each of the items in the DSP with their partners and were then asked to complete the DSP again. Results showed that computers were more influential than human partners but that the latter were rated more positively on social dimensions of communication than the former. Exploratory analysis of user assessments revealed that some features of human–computer interaction (e.g. utility and feeling understood) were associated with increases in anthropomorphic features of the interface. Discussion focuses on the relation between user perceptions, design features, and task outcomes. 相似文献
47.
In this article, we argue that putting felt-life, that is life as lived, sensed and experienced, at the centre of human–computer
interaction (HCI) both focuses attention on the sensual and emotional and throws new light on the cognitive and intellectual
aspects of people’s interactions with technology. As a consequence, it offers an opportunity to address issues such as resistance,
identity, and attachment that are not otherwise addressed in HCI. Some of the analytic and empirical possibilities for addressing
issues such as these are described, and the methodological requirement for local, context-rich research discussed. Finally,
the opportunity that a felt-life approach opens up to raise critically reflective questions about technology and self is discussed.
In this context, a framework for exploring interaction by placing technologies and activities in relation to each other on
felt-life dimensions, such as interpassive–interactive and mutual-one-sided, is exemplified. The framework is used here to
address design and evaluation questions that relate to self and agency in human computer interactions.
This article is a revised version of a paper originally presented at ECCE’12, the conference of the European Association of
Cognitive Ergonomics, held in York, UK in 2004. 相似文献
48.
This paper explores how game and message related characteristics of interactivity and brand anthropomorphism interact each other with gamers' cognition demand (high cognition versus low cognition demand) to influence gamers' brand attention, brand recall, and brand recognition in advergames. The mixed-measures experimental design study revealed that in high cognition demand game play, gamers' brand attention, recognition, and recall are low, in comparison with low cognition demand game. However, in high cognition demand condition, gamers exposed to brand interactivity game (versus no interactivity and game interactivity) showed higher brand attention and memory. The results also showed that gamers’ brand anthropomorphism works as a boundary condition which further shapes the above-said effects. 相似文献
49.
Daekyung Kim Ph. D. 《Journal of Computer-Mediated Communication》2012,17(4):422-435
This study examines how politically interested Internet users perceive blogs as a credible source of news and information. More specifically, this study aims to identify a new possible factor that has a moderating impact on blog credibility assessment in the collaborative nature of digital media circumstances. This study found that blog credibility was predicted by the interaction between blog reliance and online news activity, indicating that those who more actively interact with news and with other users judge blogs as more credible than those who do less so. Implications of the findings were discussed for future research. 相似文献
50.
In analyzing the human tendency to treat computers as social actors (CASA), researchers tend to rule out the anthropomorphism explanation because anthropomorphism is understood to be “a sincere, conscious belief” that computers are human and/or deserving of human attributions. But, does anthropomorphism have to be necessarily mindful? Could it not also be a mindless tendency, especially given that most of us have somewhat long associations with our computers and have built human-like bonds with them? We examined these questions empirically by investigating whether the user tendency to treat computers as human beings is conscious (mindful) or non-conscious (mindless). We manipulated two variables (presence/absence of human-like agent and the low/high interactivity) on a health website and experimentally investigated whether they serve as anthropomorphic cues to trigger mindful attributions of human-ness to the website or mindless evaluations of the site in human terms. We found evidence for mindless anthropomorphism, with implications for user judgments of credibility of information on the site. 相似文献