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91.
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   
92.
We propose a visualization based approach for digital signature authentication. Using our method, the speed and pressure aspects of a digital signature process can be clearly and intuitively conveyed to the user for digital signature authentication. Our design takes into account both the expressiveness and aesthetics of the derived visual patterns. With the visual aid provided by our method, digital signatures can be authenticated with better accuracy than using existing methods—even novices can examine the authenticity of a digital signature in most situations using our method. To validate the effectiveness of our method, we conducted a comprehensive user study which confirms positively the advantages of our approach. Our method can be employed as a new security enhancement measure for a range of business and legal applications in reality which involve digital signature authorization and authentication.  相似文献   
93.
Acceptance, utility, and usability of system designs have become a focal interest in human–computer interaction (HCI) research, yet at present there is a lack detailed understandings of which system design features influence them. The purpose of the study is to examine the effects of five product design features; customization, adaptive behavior, memory load, content density, and speed on user preference through an experimental study by using conjoint analysis. In experimental study, instead of classical conjoint cards, prototypes were generated for products. Besides, desirability and market segments of product prototypes were identified. In line with the results, among the five product design features, speed is the most and customization is the least important features that affect user preference. Contrary to the expectations, customization has a relatively small importance value in this research. Subsequent design features that influence user preference after speed are minimal memory load, adaptive behavior, and content density, respectively. According to findings, interfaces that have high-speed, minimal memory load, adaptive behavior, low content density, and customization features are more preferable than those that do not.  相似文献   
94.
Recent legal changes have increased the need for developing accessible user interfaces in computer-based systems. In this sense, previously existing user interfaces are intended to be modified and new user interfaces are intended to be designed taking accessibility guidelines into account. Typically, model-based approaches have been used when developing accessible user interfaces or redefining existing ones. But the use of static models leads to the development of not dynamically adaptable user interfaces. Dynamic adaptation in accessible user interfaces is important due to the fact that interaction difficulties on people with disabilities may change through use. In this paper, we present some contributions that can be obtained from the application of the Dichotomic View of plasticity in the personalization of user interfaces. With the double perspective defined in this approach, it is intended to go further from a mere adaptation to certain user stereotypes, offering also a dynamic support to real limitations or difficulties users can encounter during the use of the UI. This goal is achieved analyzing user logs by an inference engine that dynamically infers modifications in the user interface to adjust it to varying user needs. A case study is presented in order to show how the guidelines and software support defined in the Dichotomic View of plasticity can be applied to develop a component for a particular system aimed at performing dynamic user interface adaptations with accessibility purposes. This approach includes some innovations that make it different from conventional adaptable mechanisms applied to accessibility in some important aspects.  相似文献   
95.
Design patterns for user interface for mobile applications   总被引:1,自引:0,他引:1  
The topic of this paper is a collection of user interface (UI) design patterns for mobile applications. In the paper we present the structure of the patterns collection – the patterns are suggested solutions to problems that are grouped into a set of problem areas that are further grouped into three main problem areas – a structure which is valuable both as an index to identifying patterns to use, and it gives a fairly comprehensive overview of issues when designing user interfaces for mobile applications. To show the breadth of the patterns collection we present six individual problems with connected design patterns in some detail – each coming from different problem areas. They represent important and relevant problems, and are on different levels of abstraction, thus showing how patterns may be used to present problems and solutions on different levels of detail. To show the relevance and usefulness of the patterns collection for usability professionals with a mixed background, we present some relevant findings from a validation of the patterns collection. In addition to verifying the relevance and usefulness of the patterns collection, it also shows both expected and surprising correlations between background and perceived relevance and usefulness. One important finding from the validation is an indication that the patterns collection is best suited for experienced UI developers wanting to start developing mobile UIs. Using a patterns collection for documenting design knowledge and experience has been a mixed experience, so we discuss pros and cons of this. Finally, we present related work and future research.  相似文献   
96.
针对当前的图形用户界面自动化测试中存在的局限性,提出一种每日自动回归测试(DART)框架的改进方案。研究DART流程、事件流图,包含了事件关联图的方法,实现对事件流图的优化,并采用权重选择法对DART方法进行改进,使之成为一种高效、简洁的自动冒烟测试框架。  相似文献   
97.
吴晨  韦向峰 《计算机科学》2016,43(Z6):435-439
在互联网上用户评价内容中很多比较句的比较结果反映了语句陈述者对比较对象的倾向性态度。根据已有的10类比较句句型总结了它们的常见概念搭配,在基于语义块的语句倾向性分析方法的基础上构建了比较句自动识别系统和比较句倾向性自动分析系统。采用第四届中文倾向性分析评测的语料进行实验,对语料中的比较句进行了识别,对比较句中的要素进行了抽取并且分析了比较句的倾向性,识别结果和倾向性分析结果均好于所有参评系统的平均值。  相似文献   
98.
Objective: Objective and subjective methods have been used in the past to assess workplace fatigue, but little is known about correlations between them. We examine correlations between subjective and objective measures, including measures collected in a workplace scenario. Methods: 15 young and 17 older participants were assessed before and after work with four types of fatigue measure: objective physical (posturography), objective mental (psychomotor vigilance task), subjective physical and mental (self-assessment), objective and subjective realistic (oculomotor behaviour, observer-rated facial expression, typing performance). Results: Pre- and post-test scores were analysed with an ANOVA, significant differences were submitted to a factor analysis. It yielded three factors: one representing posturography, the second self-rated mental and physical fatigue and the third observer-rated facial expression. Conclusions: Results advocate the existence of three independent fatigue components: Objective physical fatigue, introspective and extrospective fatigue.

Practitioner Summary: This study analyses correlations between different subjective and objective fatigue markers to better understand the complex nature of workplace fatigue. Measurements were conducted directly at the workplace. Results reveal that fatigue comprises three independent fatigue components: Objective physical fatigue, introspective and extrospective fatigue.  相似文献   

99.
Origin‐destination (OD) pattern is a highly useful means for transportation research since it summarizes urban dynamics and human mobility. However, existing visual analytics are insufficient for certain OD analytical tasks needed in transport research. For example, transport researchers are interested in path‐related movements across congested roads, besides global patterns over the entire domain. Driven by this need, we propose waypoints‐constrained OD visual analytics, a new approach for exploring path‐related OD patterns in an urban transportation network. First, we use hashing‐based query to support interactive filtering of trajectories through user‐specified waypoints. Second, we elaborate a set of design principles and rules, and derive a novel unified visual representation called the waypoints‐constrained OD view by carefully considering the OD flow presentation, the temporal variation, spatial layout and user interaction. Finally, we demonstrate the effectiveness of our interface with two case studies and expert interviews with five transportation experts.  相似文献   
100.
The field of cyber security is faced with ever‐expanding amounts of data and a constant barrage of cyber attacks. Within this space, we have designed BubbleNet as a cyber security dashboard to help network analysts identify and summarize patterns within the data. This design study faced a range of interesting constraints from limited time with various expert users and working with users beyond the network analyst, such as network managers. To overcome these constraints, the design study employed a user‐centered design process and a variety of methods to incorporate user feedback throughout the design of BubbleNet. This approach resulted in a successfully evaluated dashboard with users and further deployments of these ideas in both research and operational environments. By explaining these methods and the process, it can benefit future visualization designers to help overcome similar challenges in cyber security or alternative domains.  相似文献   
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