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91.
The main purpose of this study was to investigate the views of primary students about interactive whiteboard [IWB] use in their classes from attitudinal and pedagogical perspectives. Research was designed as an empirical approach to phenomenology. Data was collected from fifty primary students (fourth to eighth) through focus group interviews. Nvivo 9 qualitative data analysis software was used to analyze data. Results showed that students like instruction with IWB especially for such reasons/capabilities as practical and economical use, better visual presentation, and test-based use. Students were predominantly uncomfortable with the technical problems. They believed that instruction with IWB positively impacted their learning especially because of visualization and contextualization, effective presentation, test-based use, and motivational factors. Finally it was inferred that IWBs were not used to their full potential, and both technical problems and common practices indicated that teachers were still at an initial stage of transmission to instruction with IWB and they needed both technical and pedagogical training. 相似文献
92.
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management systems, it is important to consider how to best integrate the visually complex and highly concrete desktop virtual reality into more text-driven and abstract environments such as those found in learning managements systems. This review of literature examines recent signaling literature within the context of multimedia learning and hypermedia learning. Signaling is a technique that involves using cues to emphasize important information in materials (Mayer, 2009, pp. 108–117). The analysis concluded that the depth and breadth of signaling literature is severely lacking. While certain related bodies of literature can be used to inform signaling research in desktop virtual reality and online learning management systems, no studies were found that directly address these topics. This article makes several important contributions to the body of signaling literature. First, based on what is known through literature, this article is a first attempt at examining signaling as a technique for integrating desktop virtual reality with online learning management systems. Second, this analysis resolves an important gap in literature by differentiating between signaling and cueing. Third, this article provides a survey of recent signaling-related literature and identifies specific areas that inform future work with desktop virtual reality delivered using online learning management systems. Finally, a taxonomy for classifying multimedia and hypermedia is presented as a tool for more effectively describing interventions used in signaling research. 相似文献
93.
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged 17 on average, was conducted. Hierarchical regression analyses showed that an increase in time spent playing games on a PC/Mac was related to higher scores on practical and theoretical computer knowledge. Moreover, practical computer knowledge was higher for adolescents who liked playing shooters, fantasy games, or Facebook-games. Frequency of social media use was associated with higher scores in practical computer knowledge. A bootstrap analysis indicated that this relationship was mediated by a decrease in computer anxiety, not by more positive attitudes toward the computer. Gender yielded substantial main effects on the media literacy variables but the associations between the computer and Internet activities and the literacy aspects were similar for boys and girls. This study is expected to encourage future longitudinal research on adolescents' incidental learning during leisure time computer and Internet activities. 相似文献
94.
刘靖轩 《湖南工业职业技术学院学报》2013,(2):74-77
本文从城市多元化的视角阐释美国电视剧《老友记》成功的原因,展现以纽约为代表的多元化现代都市中的各种元素的碰撞,并进一步预测这些大城市的未来命运。 相似文献
95.
社会媒体是人们用来分享意见、见解、观念和经验的平台或工具,目前已经发展成具有日益重大影响力的新媒体。面向社会媒体的信息抽取就是要从充满噪音的、零碎的、非结构化的社会媒体的自由文本中提取有价值的结构化的信息,以利于从社会媒体内容中有效地获取信息。介绍了面向社会媒体的信息抽取这一任务的诞生背景、要解决的主要问题、面l临的主要挑战、相关工作以及未来的研究方向。 相似文献
96.
介绍了乙二醇的生产技术,分析了国内外乙二醇的生产消费现状及市场前景,提出了发展我国乙二醇生产的一些建议。 相似文献
97.
针对广域网上多媒体资源访问服务质量问题,设计一种面向媒体资源的高性能分布媒体存储系统(DMSS)。系统以按多媒体文件特征设计的高效媒体文件系统(MFS)为基础,通过自适应创建资源副本服务器来保证服务质量,降低网络带宽消耗。给出了系统构架和原型描述,通过性能分析验证了其高效性。 相似文献
98.
在当今社会,每天全国卫星电视网传送出近百套电视节目,覆盖了文化、教育、科技、体育等大量有价值的内容,能否让希望保存这些资源的人或由于某些原因无法及时看到并录制自己所关注节目的人方便快捷地获得这些电视资源?电视节目远程录制与点播系统就可以让使用者很容易地获得所需的电视资源,本文将介绍本系统的设计思想和编程技术。 相似文献
99.
叶建军 《成都纺织高等专科学校学报》2003,20(3):6-8
根据作者开发《染整工艺学》多媒体CAI课件的经验,介绍了该课件的特点、主要内容和多媒体素材以及制作该课件所需的软硬件环境和制作方法。认为制作《染整工艺学》多媒体课件必须充分利用多媒体形象、生动、直观、信息量大的特点,并利用多媒体课件的交互功能,体现染整工艺基本理论和生产实践经验,以利于教师的课堂教学和学生的自学。 相似文献
100.
首先运用经典动态规划方法,研究股票付息下国际证券市场中一类最优证券投资组合
和消费选择问题,并利用投资学理论对投资者只投资两种证券情形的最优组合给出经济分析和
解释.然后,运用非常简单和直接的方法对两种典型的效用函数给出最优解的显式形式,求解的
技巧来自解决线性二次最优控制问题的配平方法.最后,给出一些数值计算例子来展示各模型参
数对最优选择的影响. 相似文献