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71.
Microblogging platforms are gaining popularity among corporations and their top management in recent years. Although microblogging services like Twitter and Sina Weibo are now prevalently used for managing CEOs’ images and public relations, few studies have examined the effects of these practices on the loyalty of target audiences. This study examined the effect of CEO image strategy on follower loyalty in the microblogging context. Based on the self-presentation theory, four types of CEO image strategies were identified, namely the Expert, Friend, Textbook, and Daybook strategies. These categories were identified based on the levels of interactivity and professionalism of the CEOs on their microblogs. An online survey was used to collect data from microblog users, that is, the CEOs’ followers. The results showed that CEO image strategy influences follower loyalty in the microblogging context and that Chinese microblog users are fondest of CEOs who present themselves as experts rather than as friends (H1). The results also showed that usage orientation moderates the effect of CEO image on follower loyalty (H2) and that goal orientation positively influences CEOs with a highly professional image.  相似文献   
72.
1)殷周时代螺钿器的涂膜以及断面构造研究;2)唐代螺钿的成立和编年谱系;3)从唐、五代型螺钿到宋、元型螺钿的变化;4)贝片彩色技术的开始和其影响;5)唐代以来木地螺钿史的实态解析;6)中国的木地、树脂地螺钿和东南亚、南亚螺钿的关系。  相似文献   
73.
A liquid membrane system, denoted a strip dispersion hybrid liquid membrane (SDHLM) containing 1‐phenyl‐3‐methyl‐4‐benzoyl‐pyrazolone –5 as carrier in xylene, was reported for the transport and separation of Cu(II) from Zn (II) ions. The effects of various factors on the transport of copper(II) ions through SDHLM were systematically investigated by orthogonal tests. The optimum transport conditions of copper ions were summarized. In the overall mass transfer process the mass transfer resistance due to the aqueous boundary layer diffusion and diffusion in the microporous membrane is dominant. The accumulation of the Cu(II)‐carrier coordination compound in the membrane shows that the transfer in SDHLM possesses the characteristic of nonequlibrium mass transfer in this study. The rheologic experiments verified that the organic phase in the SDHLM system was the non‐Newtonian fluid and the organic phase after transport of 6 hr was a system of thixotropy in our experimental conditions. The lag ring experiments proved that the thixotropy of the organic phase in the SDHLM system was relevant to the composition of the membrane. In the experimental comparison of two types of liquid membrane, SDHLM has superiority over SLM in respect of transport flux, permeability coefficient, recovery percentage or concentration of solute in the stripping solution, efficiency of uphill transport, loss of membrane solution, and the separation efficiency of the membrane.  相似文献   
74.
提出了一种新的基于DCT域的MPEG-2码流转换算法,该算法与现有算法,即通过解码、空域采样率转换来设定新的码流参数,再编码的算法相比,无需IDCT、DCT操作,便可在DCT域实现码流转换,而且省去了运动矢量估值和运动补偿过程,不仅节省了大量帧存和减少了运算量,而且更具有实时性的优点,对MPEG-2 MP@ML到4:2:2Profile@ML码流转换算法实例的分析和现实表明:该算法能简单有效的实现压缩域码流转换,其思想同样可广泛用于其他基于DCT压缩图象的采样率转换、线性滤波等任务。  相似文献   
75.
Full body gestures provide alternative input to video games that are more natural and intuitive. However, full-body game gestures designed by developers may not always be the most suitable gestures available. A key challenge in full-body game gestural interfaces lies in how to design gestures such that they accommodate the intensive, dynamic nature of video games, e.g., several gestures may need to be executed simultaneously using different body parts. This paper investigates suitable simultaneous full-body game gestures, with the aim of accommodating high interactivity during intense gameplay. Three user studies were conducted: first, to determine user preferences, a user-elicitation study was conducted where participants were asked to define gestures for common game actions/commands; second, to identify suitable and alternative body parts, participants were asked to rate the suitability of each body part (one and two hands, one and two legs, head, eyes, and torso) for common game actions/commands; third, to explore the consensus of suitable simultaneous gestures, we proposed a novel choice-based elicitation approach where participants were asked to mix and match gestures from a predefined list to produce their preferred simultaneous gestures. Our key findings include (i) user preferences of game gestures, (ii) a set of suitable and alternative body parts for common game actions/commands, (iii) a consensus set of simultaneous full-body game gestures that assist interaction in different interactive game situations, and (iv) generalized design guidelines for future full-body game interfaces. These results can assist designers and practitioners to develop more effective full-body game gestural interfaces or other highly interactive full-body gestural interfaces.  相似文献   
76.
Abstract

For interdiffusion profiles obtained at 1000ºC in the Fe-rich corner of the ternary system Fe –Cr – Al the evaluation of these profiles with the method proposed by Dayananda and Sohn in 1999 has been performed. Further, an alternative mathematical model is presented which directly yields element mobilities and Kirkendall velocities from experiments if the Gibbs free energy of the system is given as a function of composition, temperature and pressure. Computer simulations show that, interestingly enough, already fairly weak deviations from (thermodynamic) ideality will lead to pronounced up-hill diffusion effects for the majority component, i.e. Fe.  相似文献   
77.
Testing the influence of user interface interactivity (UII) in databases on scientific behaviors (SB) and investigating the flow experience (FE) as mediator between UII and SB, as well as the role of self-efficacy (SE) as an interferer were the aims of this research. 366 Faculty members and Ph.D. students participated as scholars to complete a questionnaire. We made a SB questionnaire through a comparative review of the related literature on FE, UII and SE. Structural equation modeling was used for data analysis. We found that the more self-efficient participants, the more they experience UII and SB changes/adaptations. Also, we found those participants who experienced more flow, had more chance to experience SB changes and adaptations in UII environments.  相似文献   
78.
Researchers have overwhelmingly concluded that substantial benefits can be achieved by organizations increasing the level of interactivity on their websites. However, interactivity, with its emphasis on facilitating visitors’ unconstrained exchanges and control over website content, may undermine the communicative purpose of an organization’s website. Taking a perspective based on the duality of goals, we argue that interactivity may not be desirable for some supporting organizations. We tested these ideas by examining the features of interactivity on 105 websites that are supported by national and international groups. Some of the websites are supported by ideological groups that have a strong interest in controlling their messages and clearly articulating their ideology to the public. A subset of the ideological groups also sanctions acts of violence in support of their ideology. As predicted, we found substantial differences in the level of interactivity between the violent groups and other ideological and non-ideological groups, with the greatest disparity occurring in social media. We conclude that for violent groups the need for control over website content and representation outweighs the benefits of interactivity. Surprisingly, we found little difference between nonviolent ideological and non-ideological groups. Implications for theory and practice are discussed.  相似文献   
79.
Wyse  Lonce  Kellock  Peter 《Multimedia Systems》1999,7(1):48-54
We describe a system for generating and controlling sound effects from within applications. We discuss performance demands and current technology constraints on sound synthesis methods, highlight several distinct interactive control strategies, and demonstrate a development environment for making a large database of heterogeneous sound models manageable by developers who are not sound synthesis experts.  相似文献   
80.
In this article, I outline how the interface of new media functions rhetorically as an exordium to engage users and to dispose them to persuasion. The modular, networked, and interactive nature of new media requires an interface: a central place of interaction for the technological, human, social, and cultural aspects of new media. I propose that the interface functions rhetorically through three modes of interactivity, including multi-directionality, manipulability, and presence. By understanding these modes of interactivity and how they function to create various degrees of interaction and engagement, we can begin to develop the analytic tools needed to increase critical awareness of the interface. A rhetorical understanding of the interface enables us and our students to see that the shape and design of the interface is not natural and inevitable. The design of the interface is a design of human experience and, as such, the interface becomes a locus of power. The modes of interactivity it deploys are capable of enabling empowerment and enacting rhetorical patterns of control.  相似文献   
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