全文获取类型
收费全文 | 2032篇 |
免费 | 123篇 |
国内免费 | 83篇 |
专业分类
电工技术 | 29篇 |
综合类 | 35篇 |
化学工业 | 3篇 |
金属工艺 | 14篇 |
机械仪表 | 43篇 |
建筑科学 | 61篇 |
矿业工程 | 4篇 |
能源动力 | 20篇 |
轻工业 | 10篇 |
水利工程 | 8篇 |
石油天然气 | 3篇 |
武器工业 | 4篇 |
无线电 | 227篇 |
一般工业技术 | 54篇 |
冶金工业 | 6篇 |
原子能技术 | 7篇 |
自动化技术 | 1710篇 |
出版年
2024年 | 3篇 |
2023年 | 18篇 |
2022年 | 27篇 |
2021年 | 51篇 |
2020年 | 61篇 |
2019年 | 35篇 |
2018年 | 40篇 |
2017年 | 73篇 |
2016年 | 111篇 |
2015年 | 79篇 |
2014年 | 141篇 |
2013年 | 110篇 |
2012年 | 127篇 |
2011年 | 140篇 |
2010年 | 77篇 |
2009年 | 118篇 |
2008年 | 110篇 |
2007年 | 117篇 |
2006年 | 121篇 |
2005年 | 92篇 |
2004年 | 83篇 |
2003年 | 60篇 |
2002年 | 81篇 |
2001年 | 46篇 |
2000年 | 56篇 |
1999年 | 51篇 |
1998年 | 36篇 |
1997年 | 15篇 |
1996年 | 16篇 |
1995年 | 11篇 |
1994年 | 20篇 |
1993年 | 23篇 |
1992年 | 20篇 |
1991年 | 10篇 |
1990年 | 6篇 |
1989年 | 7篇 |
1988年 | 7篇 |
1987年 | 4篇 |
1986年 | 8篇 |
1985年 | 11篇 |
1984年 | 4篇 |
1983年 | 1篇 |
1982年 | 4篇 |
1981年 | 1篇 |
1980年 | 3篇 |
1978年 | 1篇 |
1977年 | 1篇 |
1976年 | 1篇 |
排序方式: 共有2238条查询结果,搜索用时 828 毫秒
101.
Jeff Winter Author Vitae Kari Rönkkö Author Vitae 《Journal of Systems and Software》2010,83(11):2059-2072
This article presents an experience report where we compare 8 years of experience of product related usability testing and evaluation with principles for software process improvement (SPI). In theory the product and the process views are often seen to be complementary, but studies of industry have demonstrated the opposite. Therefore, more empirical studies are needed to understand and improve the present situation. We find areas of close agreement as well as areas where our work illuminates new characteristics. It has been identified that successful SPI is dependent upon being successfully combined with a business orientation. Usability and business orientation also have strong connections although this has not been extensively addressed in SPI publications. Reasons for this could be that usability focuses on product metrics whilst today's SPI mainly focuses on process metrics. Also because today's SPI is dominated by striving towards a standardized, controllable, and predictable software engineering process; whilst successful usability efforts in organisations are more about creating a creative organisational culture advocating a useful product throughout the development and product life cycle. We provide a study and discussion that supports future development when combining usability and product focus with SPI, in particular if these efforts are related to usability process improvement efforts. 相似文献
102.
We present a new intuitive UI, which we call cross‐boundary brushes, for interactive mesh decomposition. The user roughly draws one or more strokes across a desired cut and our system automatically returns a best cut running through all the strokes. By the different natures of part components (i.e., semantic parts) and patch components (i.e., flatter surface patches) in general models, we design two corresponding brushes: part‐brush and patch‐brush. These two types of brushes share a common user interface, enabling easy switch between them. The part‐brush executes a cut along an isoline of a harmonic field driven by the user‐specified strokes. We show that the inherent smoothness of the harmonic field together with a carefully designed isoline selection scheme lead to segmentation results that are insensitive to noise, pose, tessellation and variation in user's strokes. Our patch‐brush uses a novel facet‐based surface metric that alleviates sensitivity to noise and fine details common in region‐growing algorithms. Extensive experimental results demonstrate that our cutting tools can produce user‐desired segmentations for a wide variety of models even with single strokes. We also show that our tools outperform the state‐of‐art interactive segmentation tools in terms of ease of use and segmentation quality. 相似文献
103.
The purpose of this study is twofold: first, to investigate user goals in social virtual worlds; second, to introduce a methodological alternative (i.e., a means-end chain approach) for analyzing user goals in cyberspaces. The data were acquired from a web survey, and were analyzed by means-end chain analysis (MECA), which produces users’ goal structure in reference to a hierarchical system of interrelated goals (Olson & Reynolds, 1983). The results show that people come to social virtual worlds to satisfy their social and hedonic needs, and to escape from real world constraints, as do virtual community members and virtual gamers; they also pursue unique activities, such as creating virtual objects and selling them. On the other hand, by clarifying relations among users’ goals, MECA provides a richer explanation for user goals than prior research which only offers separate user goals for cyberspace users without explanation of relationship among goals. 相似文献
104.
105.
User participation emerged as a critical issue for collaborative and social recommender systems as well as for a range of other systems based on the power of user community. A range of mechanisms to encourage user participation in social systems has been proposed over the last few years; however, the impact of these mechanisms on users behavior in recommender systems has not been studied sufficiently. This paper investigates the impact of encouraging user participation in the context of CourseAgent, a community-based course recommender system. The recommendation power of CourseAgent is based on course ratings provided by a community of students. To increase the number of course ratings, CourseAgent applies an incentive mechanism which turns user feedback into a self-beneficial activity. In this paper, we describe the design and implementation of our course recommendation system and its incentive mechanism. We also report a dual impact of this mechanism on user behavior discovered in two user studies. 相似文献
106.
While prior research has investigated the main effects of external factors on user perceptions of a new IT, little work has been into the interaction effect of external factors on user perceptions. In a longitudinal experimental study, we examined the effect of the quality of persuasive argument, user training, and first-hand use on user perceptions of the new technology over time. We found that the effect of argument quality on users’ perceived ease of use was greater when users had no training. However, we did not find the same effect occurred due to perceived usefulness. We also found that first-hand use changed users’ perceived usefulness more over time when users received high quality arguments or when they had no training. While we found that first-hand use changed users’ perceived ease of use more when users received high quality arguments, first-hand use did not change users’ perceived ease of use differently whether they had or had not received prior training. 相似文献
107.
fKenzo (=friendly Kenzo) is a graphical user interface providing a user-friendly front-end for the Kenzo system, a Common Lisp program devoted to Algebraic Topology. The fKenzo system provides the user interface itself, an XML intermediary generator-translator and, finally the Kenzo kernel. We describe in this paper the main points of fKenzo, and we explain also the advantages and limitations of fKenzo with respect to Kenzo itself. The text is separated into two parts, trying to cover both the user and the developer perspectives. 相似文献
108.
Beate Grawemeyer 《Interacting with computers》2011,23(3):256-267
Security policies are required that protect information from unauthorised access, and also respect challenges users face in creating, and particularly managing, increasing numbers of passwords. This paper investigates real password use in the context of daily life. It presents the results of an empirical study where participants completed a password diary over 7 days, followed by debrief interviews to gain further knowledge and understanding of user behaviour. The results reported relate to how many passwords are in use, the types of passwords participants created, the relationships between different passwords and to sensitive services, how participants retrieved their passwords and finally, the different strategies adopted by users in their management of passwords. The paper concludes by providing a high level set of password guidelines, along with suggestions for mechanisms to support creating, encoding, retrieving and executing multiple passwords. 相似文献
109.
Sari Kujala Virpi RotoKaisa Väänänen-Vainio-Mattila Evangelos KarapanosArto Sinnelä 《Interacting with computers》2011,23(5):473-483
The goal of user experience design in industry is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure provided in the interaction with a product. So far, user experience studies have mostly focused on short-term evaluations and consequently on aspects relating to the initial adoption of new product designs. Nevertheless, the relationship between the user and the product evolves over long periods of time and the relevance of prolonged use for market success has been recently highlighted. In this paper, we argue for the cost-effective elicitation of longitudinal user experience data. We propose a method called the “UX Curve” which aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time. The usefulness of the UX Curve method was assessed in a qualitative study with 20 mobile phone users. In particular, we investigated how users’ specific memories of their experiences with their mobile phones guide their behavior and their willingness to recommend the product to others. The results suggest that the UX Curve method enables users and researchers to determine the quality of long-term user experience and the influences that improve user experience over time or cause it to deteriorate. The method provided rich qualitative data and we found that an improving trend of perceived attractiveness of mobile phones was related to user satisfaction and willingness to recommend their phone to friends. This highlights that sustaining perceived attractiveness can be a differentiating factor in the user acceptance of personal interactive products such as mobile phones. The study suggests that the proposed method can be used as a straightforward tool for understanding the reasons why user experience improves or worsens in long-term product use and how these reasons relate to customer loyalty. 相似文献
110.
Dong-Seok Lee 《Applied ergonomics》2009,40(3):440-447
This study introduces a user interface, referred to as the flow interface, which provides a graphical representation of the movement of content among and inside audio/video devices. The proposed interface provides a different frame of reference with content-oriented visualization of the generation, manipulation, storage, and display of content as well as input and output. The flow interface was applied to a VCR/DVD recorder combo, one of the most complicated consumer products. A between-group experiment was performed to determine whether the flow interface helps users to perform various tasks and to examine the learning effect of the flow interface, particularly in regard to hooking up and recording tasks. The results showed that participants with access to the flow interface performed better in terms of success rate and elapsed time. In addition, the participants indicated that they could easily understand the flow interface. The potential of the flow interface for application to other audio video devices, and design issues requiring further consideration, are discussed. 相似文献