首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   3195篇
  免费   104篇
  国内免费   53篇
电工技术   70篇
综合类   64篇
化学工业   117篇
金属工艺   73篇
机械仪表   136篇
建筑科学   53篇
矿业工程   25篇
能源动力   48篇
轻工业   63篇
水利工程   6篇
石油天然气   22篇
武器工业   7篇
无线电   286篇
一般工业技术   93篇
冶金工业   500篇
原子能技术   14篇
自动化技术   1775篇
  2024年   6篇
  2023年   41篇
  2022年   51篇
  2021年   121篇
  2020年   80篇
  2019年   64篇
  2018年   76篇
  2017年   108篇
  2016年   185篇
  2015年   131篇
  2014年   253篇
  2013年   199篇
  2012年   192篇
  2011年   271篇
  2010年   148篇
  2009年   157篇
  2008年   183篇
  2007年   121篇
  2006年   117篇
  2005年   80篇
  2004年   77篇
  2003年   152篇
  2002年   164篇
  2001年   95篇
  2000年   25篇
  1999年   25篇
  1998年   14篇
  1997年   13篇
  1996年   17篇
  1995年   8篇
  1994年   6篇
  1993年   8篇
  1992年   8篇
  1990年   9篇
  1989年   6篇
  1988年   7篇
  1987年   9篇
  1986年   13篇
  1985年   13篇
  1984年   16篇
  1983年   8篇
  1982年   10篇
  1981年   6篇
  1980年   5篇
  1979年   5篇
  1978年   8篇
  1977年   4篇
  1976年   8篇
  1975年   7篇
  1974年   5篇
排序方式: 共有3352条查询结果,搜索用时 0 毫秒
91.
Online game is the most popular entertainment application in the virtual world and online gamers demonstrate high attachment to playing online games. Previous studies have linked to the numerous negative outcomes in playing online games. The factors contribute to the negative consequences on using online game have been relatively neglected. The purpose of this study is to explore the impact of perceived risk, intangibility, gender and age (adolescent/adult) difference on online game playing consequences and intentions. Past usage frequency is also made to look into the influence additional purchase intention. A total of 1418 useful questionnaires (including 1018 from public interview and 400 from online questionnaire feedback) were collected for final data analysis. The results demonstrated the important roles that time risk, psychological risk, financial risk, physical intangibility, mental intangibility and generality play on the negative consequences associated with online game playing. The results also indicated that male and adolescent individuals spent much more time on online game and intented to act the entertainment more than females and adults did. Finally, past online game playing frequency was showed to be a positive predictor of future online game playing intention.  相似文献   
92.
The present research examined disclosure in online social networking profiles (i.e., FACEBOOK™). Three studies were conducted. First, a scoring tool was developed in order to comprehensively assess the content of the personal profiles. Second, grouping categories (default/standard information, sensitive personal information, and potentially stigmatizing information) were developed to examine information pertinent to identity threat, personal and group threat. Third, a grouping strategy was developed to include all information present in FACEBOOK™, but to organize it in a meaningful way as a function of the content that was presented. Overall, approximately 25% of all possible information that could potentially be disclosed by users was disclosed. Presenting personal information such as gender and age was related to disclosure of other sensitive and highly personal information. Age and relationship status were important factors in determining disclosure. As age increased, the amount of personal information in profiles decreased. Those seeking a relationship were at greatest risk of threat, and disclosed the greatest amount of highly sensitive and potentially stigmatizing information. These implications of these findings with respect to social and legal threats, and potential means for identifying users placing themselves at greatest risk, are discussed.  相似文献   
93.
The use of the Internet in the daily activities of individuals and firms has become entrenched, and online shopping has become commonplace. However, debates about how online shopping recommendation mechanisms (OREMs) should be designed have not been completely resolved. The challenge with traditional online shopping recommendation mechanisms (TR-OREMs) is that they focus too much on quantitative factors. Thus, they ignore causal interrelationships with qualitative factors that are believed to significantly impact quantitative factors. Considering only quantitative factors and ignoring qualitative ones likely distorts the final recommendation results. Another problem with TR-OREMs is that they ignore the perceived psychological reactance of consumers against the recommended products. Such consumer reactance may be reduced when the causal interrelationships among all the quantitative and qualitative factors are analyzed and incorporated properly into the OREM. To overcome these problems, we propose a causal map – online shopping recommendation mechanisms (CM-OREMs) based on a causal map. We analyzed possible causal relationships among quantitative and qualitative factors and incorporated them in the recommendation process to reduce consumer reactance against the recommendation results. Furthermore, an elaboration likelihood model (ELM) was used to build hypotheses about how the online shopping behavior of consumers is affected by OREMs based on the proposed causal map. Specifically, the performance of the proposed OREM was empirically analyzed by gathering experiment data from qualified respondents who were asked to refer to the proposed OREM before making purchasing decisions via mobile phones. Statistical results showed that the proposed OREMs could enhance consumer decision satisfaction, decision confidence, and attitude toward the recommended products. It could also positively affect consumer purchasing intentions. The OREM had a greater effect on the high-reactance group of participants than on the low-reactance group as well as on a high-involvement product versus a low-involvement product.  相似文献   
94.
针对应用于网上银行的增强型USB Key扩展了RSASSA—PKCS1—v1_5签名机制,并以此为基础提供了增强型USB Key的签名和验签方案。该方案从根本上解决了在原有系统不变的情况下增强型USB Key和原有系统兼容性问题,为银行推广增强型USB Key扫除了技术上的障碍,同时也为其他行业使用增强型USB Key提供了参考。  相似文献   
95.
微机原理教学中几个问题的探讨   总被引:3,自引:1,他引:2  
随着计算机科学的发展和教学改革的深入,教师在微机原理课程的教学中遇到了一些新问题。文章对课程的定位和目标、传统与现代的关系、内容与课时的矛盾、理论和实践的协调以及研究性学习等几个问题进行了探讨。  相似文献   
96.
The practice of implementing real-time optimization (RTO) using a rigorous steady-state model, in conjunction with model predictive control (MPC), dates back to the late 1980s. Since then, numerous projects have been implemented in refinery and chemical plants, and RTO has received significant attention in the industrial and academic literature. This history affords us the opportunity to assess the impact and success of RTO technology in the process industries. We begin with a discussion of the role RTO serves in the hierarchy of control and optimization decision making in the plant, and outline the key steps of the RTO layer and the coordination with MPC. Where appropriate, we point out the different approaches that have been used in practice and discuss the success factors that directly relate to the success of RTO within an organization. We also discuss alternative approaches that have been used to alleviate some of the challenges associated with implementing RTO and which may be appropriate for those unwilling to commit to the traditional RTO approach. Lastly, we provide suggestions for improvement to motivate further research.  相似文献   
97.
秦业  袁海文 《自动化仪表》2011,32(5):70-72,76
目前,安全阀在线校验系统普遍存在精度低、安全性和便携性差等缺点.提出了以STC12C5A单片机为核心,基于阀瓣微动技术的便携式安全阀自动校验仪的设计方案,并完成了对该压力校准系统的研制.工程应用表明,该仪器具有精度高、功耗低等特点,能实现数据共享,操作灵活,易于携带,在行业中具有很高的推广价值.  相似文献   
98.
沈学利  钟华 《计算机工程》2011,37(11):89-91
针对决策树因生长而导致的占用存储空间大、查询速度慢、提供分类决策信息失误率高等弊端,研究数据挖掘中决策树与数据仓库的理论共性,提出将决策树与数据仓库相结合,包括表示方法的结合和基于OLAP操作的结合,以达到提供全新决策支持的目的。应用结果证明了该结合的可行性与优越性。  相似文献   
99.
The present study examined whether traditional gender role expectations (Eagly, 1987) influence behaviors in non-traditional contexts such as online virtual environments. Participants were 352 Second Life users who reported their activities and experiences in Second Life. Results indicated that men and women differed in the types of activities they engaged in a manner predicted by social role theory. Specifically, as compared to women, men were more likely to report building things (e.g. objects), to own and work on their own virtual property, and were less likely to change their avatar’s appearance. Women, as compared to men, were more likely to meet people, shop, regularly change their avatar’s appearance, and buy clothes/objects for their avatar. The present study adds to our understanding of how traditional gender role expectations may carry over to online virtual worlds and influence online behavior.  相似文献   
100.
This paper presents a study of the problem of online deadline scheduling under the preemption penalty model of Zheng, Xu, and Zhang (2007). In that model, each preemption incurs a penalty of ρ times the weight of the preempted job, where ρ ? 0 is the preemption penalty parameter. The objective is to maximise the total weight of jobs completed on time minus the total penalty.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号