首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   4428篇
  免费   219篇
  国内免费   133篇
电工技术   135篇
技术理论   2篇
综合类   290篇
化学工业   196篇
金属工艺   31篇
机械仪表   83篇
建筑科学   619篇
矿业工程   79篇
能源动力   107篇
轻工业   563篇
水利工程   170篇
石油天然气   130篇
武器工业   2篇
无线电   235篇
一般工业技术   783篇
冶金工业   464篇
原子能技术   34篇
自动化技术   857篇
  2024年   30篇
  2023年   104篇
  2022年   149篇
  2021年   231篇
  2020年   196篇
  2019年   177篇
  2018年   140篇
  2017年   156篇
  2016年   170篇
  2015年   150篇
  2014年   306篇
  2013年   247篇
  2012年   296篇
  2011年   294篇
  2010年   259篇
  2009年   266篇
  2008年   257篇
  2007年   227篇
  2006年   183篇
  2005年   152篇
  2004年   132篇
  2003年   131篇
  2002年   99篇
  2001年   87篇
  2000年   63篇
  1999年   47篇
  1998年   37篇
  1997年   22篇
  1996年   28篇
  1995年   20篇
  1994年   15篇
  1993年   8篇
  1992年   5篇
  1991年   8篇
  1990年   9篇
  1989年   4篇
  1988年   4篇
  1987年   4篇
  1986年   5篇
  1985年   4篇
  1984年   4篇
  1983年   6篇
  1982年   4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4780条查询结果,搜索用时 46 毫秒
1.
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.
Effects of mushroom type, seasoning and health benefit information (HBI) on consumers’ saltiness expectation, sensory liking, elicited emotions and purchase intent (PI) of extruded snacks were investigated. Five snacks were evaluated: straw mushroom (Volvariella volvacea) extrudates without (SME) or with seasoning (SMES), phoenix mushroom (Pleurotus pulmonarius) extrudates without (PME) or with seasoning (PMES), and the control without mushroom and seasoning. Hedonic scores and positive emotions were generally higher for seasoned mushroom-containing snacks (SMES and PMES) with 65% and 75.83% of consumers reporting willingness to purchase, respectively, after receiving HBI. Bored, interested and satisfied were identified as significant emotional predictors for PI odds. Flavour, saltiness, overall liking, bored, good and interested were critical attributes, differentiating snacks. This study demonstrated that sensory liking and PI of extruded brown rice-based snacks containing mushroom could be improved through savoury seasoning addition, which also allowed saltiness expectations to be met.  相似文献   
3.
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   

4.
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   
5.
6.
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   
7.
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   
8.
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   
9.
The aim of the study was to identify the importance of individual food product attributes (the use of preservatives, processing method, shelf-life period and nutritional value) as well as their relation to the purchase behaviour. To achieve this, consumer preferences were decomposed in conditions of full access to information, and data was compared with actual consumer behaviour related to making purchasing decisions in front of the store shelf. Based on data from 338 respondents, conjoint analysis and repeated ANOVA measurements were carried out, allowing to eliminate individual behavioural patterns. The results showed a dissonance between the consumers attitudes towards the attributes and their shopping behaviour. The processing method was the most important declared attribute for consumers, meanwhile this information was the least searched for during purchase. At the same time, shelf-life period marked as the least important was the main information searched for by consumers when shopping. The results also show a clear dislike towards the use of microwaves as a preservation method, while traditional thermal preservation was marked as the most positive for consumers. In addition, consumers were classified into 3 heterogeneous groups, identifying differences in the preferences of food attributes. The obtained results have practical value relating not only to the preferences of individual attributes, but also to their various variants. The results can be a guide for companies to properly label food products. The indicated dissonance illustrates the educational gap and related insufficient motivation to get to know the product before buying it. This is extremely important in connection with technological development and new food processing methods.  相似文献   
10.
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号