全文获取类型
收费全文 | 3670篇 |
免费 | 205篇 |
国内免费 | 127篇 |
专业分类
电工技术 | 120篇 |
技术理论 | 2篇 |
综合类 | 276篇 |
化学工业 | 190篇 |
金属工艺 | 31篇 |
机械仪表 | 80篇 |
建筑科学 | 572篇 |
矿业工程 | 76篇 |
能源动力 | 61篇 |
轻工业 | 158篇 |
水利工程 | 169篇 |
石油天然气 | 102篇 |
武器工业 | 2篇 |
无线电 | 196篇 |
一般工业技术 | 756篇 |
冶金工业 | 452篇 |
原子能技术 | 34篇 |
自动化技术 | 725篇 |
出版年
2024年 | 34篇 |
2023年 | 105篇 |
2022年 | 144篇 |
2021年 | 169篇 |
2020年 | 155篇 |
2019年 | 143篇 |
2018年 | 130篇 |
2017年 | 132篇 |
2016年 | 123篇 |
2015年 | 88篇 |
2014年 | 247篇 |
2013年 | 200篇 |
2012年 | 250篇 |
2011年 | 230篇 |
2010年 | 229篇 |
2009年 | 228篇 |
2008年 | 210篇 |
2007年 | 194篇 |
2006年 | 165篇 |
2005年 | 138篇 |
2004年 | 111篇 |
2003年 | 115篇 |
2002年 | 91篇 |
2001年 | 77篇 |
2000年 | 54篇 |
1999年 | 42篇 |
1998年 | 28篇 |
1997年 | 21篇 |
1996年 | 18篇 |
1995年 | 17篇 |
1994年 | 13篇 |
1993年 | 8篇 |
1992年 | 5篇 |
1991年 | 7篇 |
1990年 | 8篇 |
1989年 | 4篇 |
1988年 | 4篇 |
1987年 | 4篇 |
1986年 | 4篇 |
1985年 | 4篇 |
1984年 | 4篇 |
1983年 | 4篇 |
1964年 | 3篇 |
1963年 | 3篇 |
1961年 | 4篇 |
1960年 | 3篇 |
1958年 | 4篇 |
1957年 | 6篇 |
1956年 | 5篇 |
1955年 | 3篇 |
排序方式: 共有4002条查询结果,搜索用时 15 毫秒
1.
Jun Dong Cho Luis Cavazos Quero Jorge Iranzo Bartolom Do Won Lee Uran Oh Inae Lee 《Color research and application》2021,46(1):103-116
A recent development in tactile technology enables an improvement in the appreciation of the visual arts for people with visual impairment (PVI). The tactile sense, in conjunction with, or a possibly as an alternative to, the auditory sense, would allow PVIs to approach artwork in a more self‐driven and engaging way that would be difficult to achieve with just an auditory stimulus. Tactile colour pictograms (TCPs), which are raised geometric patterns, are ideographic characters that are designed to enable PVIs to identify colours and interpret information by touch. In this article, three TCPs are introduced to code colours in the Munsell colour system. Each colour pattern consists of a basic cell size of 10 mm × 10 mm to represent the patterns consistently in terms of regular shape. Each TCP consists of basic geometric patterns that are combined to create primary, secondary, and tertiary colour pictograms of shapes indicating colour hue, intensity and lightness. Each TCP represents 29 colours including six hues; they were then further expanded to represent 53 colours. Two of them did not increase the cell size, the other increased the cell size 1.5 times for some colours, such as yellow‐orange, yellow, blue, and blue‐purple. Our proposed TCPs use a slightly larger cell size compared to most tactile patterns currently used to indicate colour, but code for more colours. With user experience and identification tests, conducted with 23 visually impaired adults, the effectiveness of the TCPs suggests that they were helpful for the participants. 相似文献
2.
Collaboration with artificial intelligence (AI) is a growing trend even in the field of creativity. This paper examines which quantitative metrics can be used to comparatively analyse human-computer co-creativity with children. To study this question, 24 schoolchildren of age 10–11 wrote a poem with three co-creative poetry writing processes: a human-computer, a human-human, and a human-human-computer process. The computational participant in the processes was an AI-based application called the Poetry Machine. The children were asked to evaluate their user experience with a 5-point Likert-type questionnaire after each writing process and a comparative questionnaire after finishing all processes. The metrics used in the evaluation were immediate fun, long-term enjoyment, creativity, self-expression, outcome satisfaction, ease of starting and finishing writing, quality of ideas and support from others, and ownership.
Significant differences were found in fun, long-term enjoyment, quality of ideas, support, and ownership. The high number of statistically relevant results was enabled by exposing all participants to all writing processes, and the comparative questionnaire. The human-human-computer process was evaluated the best in long-term enjoyment and the human-computer process the weakest in support and idea quality. Creativity and ease of finishing writing turned out to be outlining metrics for the co-creative processes. 相似文献
3.
Smartphones are indispensable for many young people, which in turn increases the risk of smartphone addiction. Previous studies have discovered significant and positive influences of boredom proneness, sensation seeking and smartphone addiction. This study further explored these influences, their underlying mechanisms, and the mediating effects of pastime, flow experience and self-regulation on smartphone addiction. A total of 442 Chinese college students completed a survey focusing on boredom proneness, sensation seeking, pastime, flow experience, self-regulation and smartphone addiction. The results indicated that boredom proneness positively affects smartphone addiction. Contrary to expectations, the results showed that there is no significant relationship between sensation seeking and smartphone addiction. Moreover, pastime and self-regulation have partial mediation effects on the relationship between boredom proneness and smartphone addiction, while the effect of sensation seeking on smartphone addiction is completely transmitted with the help of flow experience and self-regulation. The findings and their implications are discussed. 相似文献
4.
ABSTRACT The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style. 相似文献
5.
Computer-Supported Collaborative Learning (CSCL) is concerned with how Information and Communication Technology (ICT) might facilitate learning in groups which can be co-located or distributed over a network of computers such as Internet. CSCL supports effective learning by means of communication of ideas and information among learners, collaborative access of essential documents, and feedback from instructors and peers on learning activities. As the cloud technologies are increasingly becoming popular and collaborative learning is evolving, new directions for development of collaborative learning tools deployed on cloud are proposed. Development of such learning tools requires access to substantial data stored in the cloud. Ensuring efficient access to such data is hindered by the high latencies of wide-area networks underlying the cloud infrastructures. To improve learners’ experience by accelerating data access, important files can be replicated so a group of learners can access data from nearby locations. Since a cloud environment is highly dynamic, resource availability, network latency, and learner requests may change. In this paper, we present the advantages of collaborative learning and focus on the importance of data replication in the design of such a dynamic cloud-based system that a collaborative learning portal uses. To this end, we introduce a highly distributed replication technique that determines optimal data locations to improve access performance by minimizing replication overhead (access and update). The problem is formulated using dynamic programming. Experimental results demonstrate the usefulness of the proposed collaborative learning system used by institutions in geographically distributed locations. 相似文献
6.
Today’s information technologies involve increasingly intelligent systems, which come at the cost of increasingly complex equipment. Modern monitoring systems collect multi-measuring-point and long-term data which make equipment health prediction a “big data” problem. It is difficult to extract information from such condition monitoring data to accurately estimate or predict health statuses. Deep learning is a powerful tool for big data processing that is widely utilized in image and speech recognition applications, and can also provide effective predictions in industrial processes. This paper proposes the Long Short-term Memory Integrating Principal Component Analysis based on Human Experience (HEPCA-LSTM), which uses operational time-series data for equipment health prognostics. Principal component analysis based on human experience is first conducted to extract condition parameters from the condition monitoring system. The long short-term memory (LSTM) framework is then constructed to predict the target status. Finally, a dynamic update of the prediction model with incoming data is performed at a certain interval to prevent any model misalignment caused by the drifting of relevant variables. The proposed model is validated on a practical case and found to outperform other prediction methods. It utilizes a powerful deep learning analysis method, the LSTM, to fully process big condition monitoring series data; it effectively extracts the features involved with human experience and takes dynamic updates into consideration. 相似文献
7.
掌握了理论知识并不等于有了实战经验,更不等于有实战能力。从理论到有实战能力的飞跃,只有亲临生产线,在不断解决问题过程中实现。 相似文献
8.
陶淑艳 《石油化工管理干部学院学报》2006,(1):36-39
进入新世纪,面对激烈的市场竞争环境,组织变革成为常态。领导者的责任就是要掌握组织变革的基本理论,学习成功变革的经验,保证组织变革成功。 相似文献
9.
10.
Understanding the differences between how novice and experienced designers approach design tasks 总被引:2,自引:1,他引:1
Research was undertaken to understand how to provide the most appropriate support for novice designers in engineering design.
However, how designers apply their experience and knowledge is not understood and further research in this area is required.
This paper describes an observational study to understand how novice and experienced designers approach design tasks.
Electronic Publication 相似文献