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21.
The purposes of this study are to: (1) obtain measures of actual decision support system (DSS) use that include the three elements of DSS use proposed by Burton-Jones and Straub (Burton-Jones, A., & Straub, D.W., Jr., (2006). Reconceptualizing system usage: An approach and empirical test. Information Systems Research, 17(3), 228–246), and (2) identify an important psychological construct – a user’s motivation to perform a task – and examine how it interacts with two DSS characteristics – effectiveness and efficiency – to affect actual DSS use. As predicted, the findings indicated that individuals who used a more effective DSS to work on a task that they were motivated in increased usage of the DSS, while DSS use did not differ between individuals who used either a more or less effective DSS to complete a task that they were less motivated in. The results also showed significant difference for two measures of DSS use (i.e., STEP and TIME) and no significant difference for one measure of DSS use (i.e., USE) between individuals who used either a more or less efficient DSS to perform a task that they were more motivated in. As expected, significant differences were found for individuals who used either a more or less efficient DSS to complete a task that they were less motivated in. Finally, the results showed that DSS use increased when perceived ease of use and perceived usefulness of the DSS were high; therefore, these results corroborate the findings of prior research in the context of actual DSS use.  相似文献   
22.
Information technology is becoming increasingly important for entrepreneurs. Protecting their technical infrastructure and stored data is, therefore, also becoming more vital. Nevertheless, research into the safety and security of entrepreneurs in general, and online threats targeted at entrepreneurs in particular, is still limited. This study investigates to what extent self-employed entrepreneurs protect themselves against online threats, and what motivates them to do so. Based on secondary analyses on data collected from 1622 Dutch entrepreneurs, we observe that the majority implement technical and personal coping measures. By adopting protection motivation theory as a theoretical basis for our study, we found that coping appraisal explains the adoption of protective measures. Entrepreneurs are likely to implement protective measures when they believe a measure is effective, when they are capable of using internet technology, when their attitude towards online protection is positive and when they believe they are responsible for their own online security. Although the secondary analysis provides some limitations, this study offers new insights into the usage of protective measures and the motivation for taking them. These insights can help to improve information security campaigns.  相似文献   
23.
The alarming growth rate in the online game industry calls for a need of understanding the determinants of online gamers’ behaviour. Investigating how online gamers choose different online characters assists online game vendors to design characters that match the needs of different online gamers. Recently, numerous online game designers have introduced celebrity figures as characters for certain online games. The popularity of those celebrities has resulted in greater awareness of these games, and hopefully further increases the playability of online games. While different online gamers are motivated by different desires for playing, it is insufficiently researched whether these online celebrity characters have actually altered players’ choice in giving preference to these games. Thus, this study conducts an experimental design to study the reasons behind players’ choice of characters by studying how online games perceive the interpersonal attractiveness of celebrity online characters, and how online gamers with different playing motivations display different behaviours in their choice of online game characters. Results from the survey filled out by participants after the experiments show that the attractiveness of celebrity online characters is significantly higher than that of non-celebrity characters. Further, online game players with a social playing motivation tend to choose celebrities as their online game characters.  相似文献   
24.
Mobile advertising is booming, due to the popularity of mobile devices. Drawing on motivation theory, this study examines the factors that influence consumers’ attitudes toward mobile advertising. The authors identify timeliness, localization, and personalization of the advertisement message as antecedents of extrinsic motivation, as well as consumer innovativeness and perceived enjoyment as antecedents of intrinsic motivation. Using structural equation modeling, the study analyzes the conceptual model with a sample of 218 mobile phone users. Both intrinsic and extrinsic motivations mediate the effects of the advertising message’s characteristics on mobile phone users’ attitudes toward mobile advertising.  相似文献   
25.
Abstract. Software development in the FreeBSD project is incremental in the sense that a stream of contributions, including bugfixes and minor and major new features, go into a single branch in the repository, the development branch (or 'trunk'), and are required to preserve the software in a working state. This creates a succession of development releases, akin to the practice of frequent releasing argued by Eric S. Raymond in his essay 'The Cathedral and the Bazaar' to be the key to the success of Linux and other open source projects. The positive and negative impact of this approach is discussed based on a survey involving 72 project participants. On the positive side, the data indicate that it creates a highly motivating 'see bug, fix bug, see bug fixed in new release' life cycle, and helps integrate bugfixing with new development. On the negative side, the data indicates that the highly incremental model does not support the development of complex new features.  相似文献   
26.
Intelligence has been an object of study for a long time. Different architectures try to capture and reproduce these aspects into artificial systems (or agents), but there is still no agreement on how to integrate them into a general framework. With this objective in mind, we propose an architectural methodology based on the idea of intentional configuration of behaviors. Behavior‐producing modules are used as basic control components that are selected and modified dynamically according to the intentions of the agent. These intentions are influenced by the situation perceived, knowledge about the world, and internal variables that monitor the state of the agent. The architectural methodology preserves the emergence of functionality associated with the behavior‐based paradigm in the more abstract levels involved in configuring the behaviors. Validation of this architecture is done using a simulated world for mobile robots, in which the agent must deal with various goals such as managing its energy and its well‐being, finding targets, and acquiring knowledge about its environment. Fuzzy logic, a topologic map learning algorithm, and activation variables with a propagation mechanism are used to implement the architecture for this agent.  相似文献   
27.
Due to the opportunities provided by the Internet, more and more people are taking advantage of distance learning courses and during the last few years enormous research efforts have been dedicated to the development of distance learning systems. So far, many e-learning systems are proposed and used practically. However, in these systems the e-learning completion rate is about 30%. One of the reasons is the low study desire when the learner studies the learning materials. In this research, we propose an interactive Web-based e-learning system. The purpose of our system is to increase the e-learning completion rate by stimulating learner’s motivation. The proposed system has three subsystems: the learning subsystem, learner support subsystem, and teacher support subsystem. The learning subsystem improves the learner’s study desire. The learner support subsystem supports the learner during the study, and the teacher support subsystem supports the teacher to get the learner’s study state. To evaluate the proposed system, we developed several experiments and surveys. By using new features such as: display of learner’s study history, change of interface color, encourage function, ranking function, self-determination of the study materials, and grouping of learners, the proposed system can increase the learning efficiency.
Giuseppe De MarcoEmail:
  相似文献   
28.
Abstract

In order to determine whether videophones are appropriate communication tools for psychometric assessments, we need to determine whether the quality of videophones is adequate to enable this type of assessment or whether it places a burden on the communication. The purpose of this study is to measure the subjective quality of video and audio features of commercially available videophones in the context of a psychometric assessment session. We recruited 52 subjects who used the videophone to participate in a psychometric assessment using the Perceived Stress Scale. After each session, participants filled out the ITU-T P.920 that assesses the context-specific quality of the video-call. Findings indicate that the overall audio and image quality of the video-call was satisfactory and participants perceived the videophones as useful in the context of psychometric assessment. These findings strengthen the call for use of video mediated communication in home and hospice settings and disease management.  相似文献   
29.
实地调研了上海市中心城区4家百货商场的10家少女装品牌的消费者信息,包括消费者购买动机、消费者购买行为.通过因子和频数分析,可以将上海少女装假日消费者分为4类,并确认其购买动机和购买动机差异.研究结论有助于少女装零售品牌了解服装假日市场,同时为少女装品牌针对自身品牌特征制定差异化的假日服务营销组合策略提供参考依据.  相似文献   
30.
高校的学风直接关系到人才培养质量,关系到青年学生的成长成才。构建科学有效的学习动力系统是推动高校学风建设的关键。在综述学习动力系统理论的基础上,探讨经典理论存在的问题,对学习需要、学习目标和学习动机等系统要素进行协同创新,构建新的学习动力系统,使各要素紧紧围绕学习目标,形成协调、协作,产生拉动效应,从而提升学习动力系统的整体效果。  相似文献   
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