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11.
College students (n = 140) were examined to test whether sensation seeking and perceived stress would predict abuse of the Internet. Previous studies have found that disinhibition, boredom susceptibility, and total sensation seeking scores were related to Internet abuse ( 9 and 30). Because stress has been documented to have a negative effect on students ( Pierceall & Keim, 2007), and may be linked to Internet use ( Lavoie & Pychyl, 2001), it was tested as a possible predictor of Internet abuse. This study also analyzed abuse of the Internet for sexual purposes, because sexuality is prevalent online, and college students are in an age of sexual exploration. Results of stepwise regression analyses revealed that disinhibition and total perceived stress were predictive of Internet abuse for sexual purposes, and perceived hopelessness and boredom susceptibility were predictive of Internet abuse for non-sexual purposes. Implications for students and Internet abuse are discussed.  相似文献   
12.
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   
13.
The principal objective of this study was to investigate the mediating and moderating effects of product involvement and trust toward websites in relation to the effects of the attributes of web advertisements on customers’ purchase intentions. We collected data consisting of a total of 264 responses from individuals with previous experience with purchasing products from online shopping mall sites, and utilized the PLS (partial least squares) method to analyze the collected data.  相似文献   
14.
The use of online collaboration tools for virtual teamwork has been studied extensively, but mainly at the individual-level. We decided to examine the effect of macro-level factors (i.e., team attributes) and applied hierarchical linear modeling analysis to a sample of data collected from 96 individuals nested in 34 virtual teams. Our results suggested that the development of behavioral e-collaboration intentions by individual virtual team members was affected by their perceptions about the system, as described by individual-level IT use theories, and macro-level factors pertaining to the team. The collaboration technology was perceived to be less useful when employed to communicate with social loafers; and collective social loafing negatively influenced the teams’ potency assessments. After controlling for individual-level perceptions of system usefulness, team potency augmented team members’ intentions to use the online collaboration technology with similar teams. It also improved team performance.  相似文献   
15.
Coolness has recently started to be explored as a design goal for interactive products from practitioners as well as researchers within human–computer interaction (HCI), but there is still a need to further operationalise the concept and explore how we can measure it. Our contribution in this paper is the COOL questionnaire. We based the creation of the questionnaire on literature suggesting that perceived coolness is decomposed to outer cool (the style of a product) and inner cool (the personality characteristics assigned to it). In this paper, we focused on inner cool, and we identified 11 inner cool characteristics. These were used to create an initial pool of question items and 2236 participants were asked to assess 16 mobile devices. By performing exploratory and confirmatory factor analyses, we identified three factors that can measure the perceived inner coolness of interactive products: desirability, rebelliousness and usability. These factors and their underlying 16 question items comprise the COOL questionnaire. The whole process of creating the questionnaire is presented in detail in this paper and we conclude by discussing our work against related work on coolness and HCI.  相似文献   
16.
In recent years, with increased opportunities to post content on social media, a number of users are experiencing information overload in relation to social media use. This study addresses how Japanese Twitter users suffering from information overload cope with their stress, focusing on two actions: (1) The “unfriending” activities and (2) The changes in tweet processing methods. Objective data, such as numbers of friends, were collected through Twitter's open Application Programming Interfaces (APIs), and subjective data, such as perceived information overload and tweet processing methods, were collected through a web-based survey as a panel dataset (n = 778). The results demonstrated that although users experience information overload, they continue to increase their number of friends, and that the users who experience information overload modify their usage habits to avoid seeing all received tweets. In short, users do not choose a strategy to reduce the absolute number of received tweets, but only a strategy that involves changing the processing method of the received tweets.  相似文献   
17.
消费者在线评论有用性影响因素模型研究   总被引:1,自引:0,他引:1  
彭岚  周启海  邱江涛 《计算机科学》2011,38(8):205-207,244
消费者在线评论的价值已经得到消费者和在线零售商的公认,对评论有用性的研究已经成为新的研究热点。从减少消费者决策风险出发,在感知诊断性概念基础上定义了评论有用性概念,构建了一个评论有用性影响因素模型。从传播说服理论的维度考察,评论等级、评论长度、好评率和使用互联网经验是影响评论有用性的重要因素。商品类型对评论有用性具有调节作用。  相似文献   
18.
Li KW  Yu RF  Han XL 《Applied ergonomics》2007,38(3):259-265
A study on combined manual materials-handling tasks performed on floors under three friction levels was conducted. Eight male subjects participated in the study. The maximum acceptable weight of handling, including lifting, carrying for 3m, lowering, and walking 3m back at twice per minute was determined. The subject then performed the same tasks for 10 min. Heart rate, Vo2, energy efficiency, perceived sense of slip, and rating of perceived exertion for whole body strain were measured. The results showed that the effects of friction level on the maximum acceptable weights of handling, perceived sense of slip, Vo2, and energy efficiency were statistically significant (p相似文献   
19.
This paper presents the results of an empirical study on the subjective evaluation of code smells that identify poorly evolvable structures in software. We propose use of the term software evolvability to describe the ease of further developing a piece of software and outline the research area based on four different viewpoints. Furthermore, we describe the differences between human evaluations and automatic program analysis based on software evolvability metrics. The empirical component is based on a case study in a Finnish software product company, in which we studied two topics. First, we looked at the effect of the evaluator when subjectively evaluating the existence of smells in code modules. We found that the use of smells for code evaluation purposes can be difficult due to conflicting perceptions of different evaluators. However, the demographics of the evaluators partly explain the variation. Second, we applied selected source code metrics for identifying four smells and compared these results to the subjective evaluations. The metrics based on automatic program analysis and the human-based smell evaluations did not fully correlate. Based upon our results, we suggest that organizations should make decisions regarding software evolvability improvement based on a combination of subjective evaluations and code metrics. Due to the limitations of the study we also recognize the need for conducting more refined studies and experiments in the area of software evolvability.
Casper LasseniusEmail:
  相似文献   
20.
This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the “around-the-table” form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The “around-the-table” form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task.  相似文献   
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