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1.
Studies on Game Transfer Phenomena (GTP) have demonstrated that experiencing altered sensorial perceptions, automatic thoughts and behaviours after playing video games are relatively common phenomena. The aim of this paper is twofold: (i) to validate the Turkish version of the GTP scale (GTPS), and (ii) to examine the prevalence and the relation between the various dimensions of GTP (e.g., visual perceptions, thoughts, behaviours) and video game players’ individual characteristics (e.g., demographics, gaming habits). A total of 954 frequent players were recruited online. Independently of the different samples used in the original validation of the GTPS and the current study, the findings obtained via confirmatory factor analysis showed that the GTPS-Turkish is reliable and valid and proved to be adequate for measuring GTP. A total of 99% of the players in the sample had experienced some type of GTP. Moreover, the correlational, univariate and multivariate analyses showed associations between various video game player characteristics and GTP. The most remarkable finding was that the prevalence of GTP was higher among minors than adults. 相似文献
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Angelica B. Ortiz de Gortari 《Telematics and Informatics》2018,35(2):382-396
Research on Game Transfer Phenomena (GTP) has demonstrated that playing video games can lead to re-experiencing images, sounds, tactile sensations, spontaneous thoughts and actions, sometimes triggered by physical objects/events associated with the game. Location-based augmented reality games posit interesting questions regarding GTP, particularly because they use physical locations, they overlay digital images in physical contexts and the gameplay shifts between the virtual and the physical world. This study aims to investigate the prevalence of GTP and the role of immersion, augmented reality and sound in a sample of English- (EnS) and Spanish- (SpS) speaking gamers of the game Pokémon Go (PoGo). A total of 1313 gamers (Mage?=?31.47) were recruited online. GTP was less common than in previous studies; however, 82.4% had experienced GTP at least once. The SpS showed higher prevalence of GTP and played more intensively. Automatic mental processes predominated in the EnS, while behaviours and actions were more common in the SpS. The absence or presence of video game features seems important for the way GTP manifests. For instance, tactile hallucinations were more prevalent, while sensations of self-motion were less reported. Playing with augmented reality (AR) and sounds showed significant correlations with various GTP types, but not with re-experiencing images from the game. More gamers who reported the sensation that Pokémon were physically present or looked for Pokémon outside the screen while playing, as connotations of immersion, had experienced GTP. Experiencing GTP while playing may be more common in location-based augmented reality games, compared to other games. 相似文献
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Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2281 gamers’ participated in an online survey. The majority of gamers experienced a mild level of GTP. The factors significantly associated with the severe level of GTP were: (i) being students, (ii) being aged 18 to 22 years, (iii) being professional gamers, (iv) playing videogames every day in sessions of 6 h or more, (iv) playing to escape from the real world, (v) having a sleep disorder, mental disorder or reported dysfunctional gaming, and (vi) having experienced distress or dysfunction due to GTP. In addition, having used drugs and experiencing flashbacks as side-effects of drug use were significantly less likely to be reported by those with mild level of GTP. In a regression analysis, predictors of severe GTP included positive appraisals of GTP, distress or dysfunction due to GTP, and tendency to recall dreams. In general, the findings suggest that those with severe level of GTP share characteristics with profiles of gamers with dysfunctional gaming (e.g., problematic and/or addictive gaming). 相似文献
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It is known that concentric filling and discharge are the most recommended solutions in silo design. However, different reasons such as costs, space problems and the client's specific requirements have a significant influence on the final design. Therefore, engineers sometimes need to make use of eccentric filling and discharge solutions. These designs are usually related to phenomena such as unfavorable switches in the flow regime, associated with extreme unsymmetrical pressure distributions around the silo wall, oscillations of the load, etc., which may cause failures or instabilities of silo structures, involving then high costs for the industry and, in the worst cases, accidents where human life may be endangered. Understanding about these phenomena associated with hopper eccentricities is still needed.This research work deals with pressure measurements on three steel silos with different hopper eccentricities. The results not only confirm, at a qualitative level, phenomena that have also been described in previous research, but also provide new knowledge concerning non-symmetric loads in wheat and maize silos with conical hoppers of different eccentricities. Non-symmetric components of the pressures and shifts in flow regimes have been studied and discussed in relation to load assessment for the design of silos. 相似文献
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余兵 《可编程控制器与工厂自动化(PLC FA)》2006,(2):105-109,59
炉温系统因其复杂性存在混沌现象,因此是难于控制的对象。混沌现象的主要特征之一是初始条件稍有不同,随着时间的变化其行为差异极大。但混沌并不等同于无序,表现为整体稳定,但局部是不稳定的,因此从全局考虑呈现出混沌与有序并存。文中采用模糊控制技术克服了用传统PID难于控制的炉温混沌现象的困难,系统的仿真与实际运行效果表明,模糊控制是克服混沌现象的一种有效方法。 相似文献
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Summary The motivation for this paper arises out of the authors experiences in modelling real decision makers where the decisions
show not only a continuous response to a continuously changing environment but also sudden or discontinuous changes. The theoretical
basis involves a parametric characterisation of the environment, a decision makers perception of it in terms of a twice differentiable
Distribution Function and a bounded Loss Function. Under a specified, minimizing dynamic, the resultant Expected Loss Function
satisfies the conditions for a potential function and Thoms Catastrophe Classification Theorem may be used to assess the singularity
points and the thresholds at which jump decisions are taken. The paper describes the theory, summarises some results on unimodal
distributions illustrated by jump decisions and population polarisation. Mixture distributions are then examined and the E* models defined. These are then briefly illustrated by reference to models which have been constructed in relation to Prison
Riots, Agricultural and Economic modelling. 相似文献
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论锰矿矿山地压灾变的研究 总被引:2,自引:0,他引:2
分析了矿山地压研究现状,提出锰铁矿山地下开采灾变控制研究方向;系统网络化分类分区研究,地压信息按开采方法综合与反馈决策,灾变主控因素的深化探讨,开拓交叉边缘学科。 相似文献