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1.
数字绘画技术主要应用在商业插画、科普插画、少儿插画、游戏人物及场景设定等方面,其中又是在动画与游戏中应用最广,让数字绘画艺术更好地为我国的文化创意产业服务,向世界展示出具有本民族特色的文化艺术产品,中国的传统装饰艺术将是其取之不尽的艺术宝库。  相似文献   
2.
文章首先介绍湖南、贵州等地少数民族手工艺产品的当代状况,并从传统工艺的文化的传承和资本的流动的角度进行了分析。之后,文章简介了台湾省内对于创意产业的发展的部分经验,总结融合创意产业发展少数民族手工艺产品的发展策略。  相似文献   
3.
文章结合毕业创作课程的体会,从毕业创作的"果"反思色彩教学中的"因",将毕业创作课程发现的问题进行"因果"反思,提出为什么要在色彩教学中引导学生的创作意识。通过在色彩教学过程中的思考与实践,探讨如何能更好地引导以增强学生的创作意识。文章认为基础教学与创作脱离,会导致学生缺少在绘画实践和主观情感表达的领悟,教学的最终目的是通过课程训练来开发学生的创造性思维,增进绘画技能的同时也应多关注学生自身表达的欲望。  相似文献   
4.
在中国大力提倡继承非物质文化遗产,设计文化走向世界之时,深刻认识汉字在商业设计中的个性语言,摸索汉字造型的客观规律与更广泛的表现力,是一个重要课题。一个商业平面设计作品所需传达的内容不仅仅是图形的展现,其文字内容的展现更是一个重要的传达因素,直观而易识的文字不仅能够准确地传达商品的信息,还能起到宣传商品、美化商品的作用。  相似文献   
5.
This article investigates how transdisciplinary approaches to curriculum design on a taught masters programme in creative technologies enhance digital creativity in students. Drawing on the experience of developing and running the Masters in Creative Technologies (MA/MSc) at the Institute of Creative Technologies at De Montfort University, Leicester, we explore a number of areas relating to transdisciplinary teaching and learning in higher education, including: how digital technologies enable students to work in a transdisciplinary manner; how working creatively with technology enables transdisciplinary modes of working; and the ways in which transdisciplinarity, enabled by digital technologies, has affected the creative practice of learners. The article discusses how the programme has developed a climate for creativity, and outlines how the knowledge and skills gained during a creative technologies-related transdisciplinary programme meet the needs of a changing workplace.  相似文献   
6.
目前在高等学校教学改革中,基于计算机网络环境下的教学已成趋势。以《大学计算机基础》教学为例,结合网络教学实践,旨在探讨如何利用网络自主学习的平台,培养学生的创造性学习能力。  相似文献   
7.
The work aims to improve the assessment of creative problem-solving in science education by employing language technologies and computational–statistical machine learning methods to grade students’ natural language responses automatically. To evaluate constructs like creative problem-solving with validity, open-ended questions that elicit students’ constructed responses are beneficial. But the high cost required in manually grading constructed responses could become an obstacle in applying open-ended questions. In this study, automated grading schemes have been developed and evaluated in the context of secondary Earth science education. Empirical evaluations revealed that the automated grading schemes may reliably identify domain concepts embedded in students’ natural language responses with satisfactory inter-coder agreement against human coding in two sub-tasks of the test (Cohen’s Kappa = .65–.72). And when a single holistic score was computed for each student, machine-generated scores achieved high inter-rater reliability against human grading (Pearson’s r = .92). The reliable performance in automatic concept identification and numeric grading demonstrates the potential of using automated grading to support the use of open-ended questions in science assessments and enable new technologies for science learning.  相似文献   
8.
A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically.
Liane GaboraEmail:
  相似文献   
9.
This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the “around-the-table” form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The “around-the-table” form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task.  相似文献   
10.
旅游产业在产品、市场、品牌、宣传营销以及基础设施建设等诸多方面都和文化创意产业拥有交集,两者结合使得科技含量高、形式活泼、文化内涵丰富的旅游产品的出现成为可能。江西省文化资源丰富,自然风景优美宜人,但文化创意产业与旅游产业融合不尽如人意。本文从江西省旅游产业与文化产业融合基础入手,对两大产业的融合模式进行研究,提出了相关对策建议。  相似文献   
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