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41.
We developed a visual analysis tool to support the verification, assessment, and presentation of alleged cases of plagiarism. The analysis of a suspicious document typically results in a compilation of categorized “finding spots”. The categorization reveals the way in which the suspicious text fragment was created from the source, e.g. by obfuscation, translation, or by shake and paste. We provide a three‐level approach for exploring the finding spots in context. The overview shows the relationship of the entire suspicious document to the set of source documents. A glyph‐based view reveals the structural and textual differences and similarities of a set of finding spots and their corresponding source text fragments. For further analysis and editing of the finding spot's assessment, the actual text fragments can be embedded side‐by‐side in the diffline view. The different views are tied together by versatile navigation and selection operations. Our expert reviewers confirm that our tool provides a significant improvement over existing static visualizations for assessing plagiarism cases.  相似文献   
42.
针对微博中用户影响力分析这个问题,提出用户影响力的计算方法。该方法首先提出用户自身影响力以及用户被影响力的概念,并根据用户自身特征与用户粉丝情况得出其计算公式,从而可以综合考虑用户在微博中的所有信息,计算出用户影响力。实验结果表明,这种计算方法能比较好地反映用户在其粉丝中的影响力。  相似文献   
43.
44.
End-User Development aims to find novel ways that are suitable and intuitive for end users to create their own applications. We present a graphical environment in which users create new mashups by directly selecting interaction elements, content and functionalities from existing Web applications without requiring the intervention of expert developers. Then, users just need to exploit a copy–paste metaphor to indicate how to compose the selected interactive content and functionalities in the new mashup. The environment is enabled by a Web-based platform accessible from any browser, and is suitable for users without particular programming skills. We describe the architecture of our platform and how it works, including its intelligent support, show example applications, and report the results of first user studies.  相似文献   
45.
Predicting the goals of internet users can be extremely useful in e-commerce, online entertainment, and many other internet-based applications. One of the crucial steps to achieve this is to classify internet queries based on available features, such as contextual information, keywords and their semantic relationships. Beyond these methods, in this paper we propose to mine user interaction activities to predict the intent of the user during a navigation session. However, since in practice it is necessary to use a suitable mix of all such methods, it is important to exploit all the mentioned features in order to properly classify users based on their common intents. To this end, we have performed several experiments aiming to empirically derive a suitable classifier based on the mentioned features.  相似文献   
46.
Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human–computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human–computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects.  相似文献   
47.
User experience has become a major issue lately with user value as one of its key elements. This study proposes a method to evaluate user value using a questionnaire specialized for a mobile device such as smartphones. The questionnaire was developed considering elements of user value, product features, and context of use. Then, a case study with hundreds of participants was conducted via the Internet to verify and screen out questionnaire items in terms of reliability and validity. Finally, a total of 16 questionnaire items were selected for evaluating elements of user value, consisting of self‐satisfaction, pleasure, sociability, customer need, and attachment. The results of this study are expected to help understand potential users and select design alternatives.  相似文献   
48.
Recently, people have begun to realize the importance of child‐resistant (CR) medicine packaging. However, most manufacturers and designers have not been able to effectively provide prevention strategies or design criteria to protect consumers. This research proposes a systematic approach to analyze CR packaging design problems and experiments to evaluate the identified design parameters and to generate the most suitable CR medicine packaging design. The design of a CR packaging bottle is used as an example to help explain the development procedure. During the development procedure, user trials, questionnaires, and children's anthropometric data on bottle opening and hand operations are analyzed. Five design parameters, specifically the cap diameter, cap height, bottle height, bottle diameter, and torsion, are identified and used to perform a Taguchi orthogonal array experimental analysis. A computer‐aided design system is also built to help generate the most suitable design alternatives. The results should assist designers in determining the most important CR design parameters and their most suitable combinations for bottle and related CR medicine packaging design.  相似文献   
49.
The environmental and noise impact of airports often causes extensive political discussion which in some cases even lead to transnational tensions. Analyzing local approach and departure patterns around an airport is difficult since it depends on a variety of complex variables like weather, local and general regulations and many more. Yet, understanding these movements and the expected amount of flights during arrival and departure is of great interest to both casual and expert users, as planes have a higher impact on the areas beneath during these phases. We present a Visual Analytics framework that enables users to develop an understanding of local flight behavior through visual exploration of historical data and interactive manipulation of prediction models with direct feedback, as well as a classification quality visualization using a random noise metaphor. We showcase our approach using real world data from the Zurich International Airport region, where aircraft noise has led to an ongoing conflict between Germany and Switzerland. The use cases, findings and expert feedback demonstrate how our approach helps in understanding the situation and to substantiate the otherwise often subjective discourse on the topic.  相似文献   
50.
Hand‐drawn sketching on napkins or whiteboards is a common, accessible method for generating visual representations. This practice is shared by experts and non‐experts and is probably one of the faster and more expressive ways to draft a visual representation of data. In order to better understand the types of and variations in what people produce when sketching data, we conducted a qualitative study. We asked people with varying degrees of visualization expertise, from novices to experts, to manually sketch representations of a small, easily understandable dataset using pencils and paper and to report on what they learned or found interesting about the data. From this study, we extract a data sketching representation continuum from numeracy to abstraction; a data report spectrum from individual data items to speculative data hypothesis; and show the correspondence between the representation types and the data reports from our results set. From these observations we discuss the participants’ representations in relation to their data reports, indicating implications for design and potentially fruitful directions for research.  相似文献   
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