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1.
《Ergonomics》2012,55(1):61-74
Speech displays and verbal response technologies are increasingly being used in complex, high workload environments that require the simultaneous performance of visual and manual tasks. Examples of such environments include the flight decks of modern aircraft, advanced transport telematics systems providing in-vehicle route guidance and navigational information and mobile communication equipment in emergency and public safety vehicles. Previous research has established an optimum range for speech intelligibility. However, the potential for variations in presentation levels within this range to affect attentional resources and cognitive processing of speech material has not been examined previously. Results of the current experimental investigation demonstrate that as presentation level increases within this ‘optimum’ range, participants in high workload situations make fewer sentence-processing errors and generally respond faster. Processing errors were more sensitive to changes in presentation level than were measures of reaction time. Implications of these findings are discussed in terms of their application for the design of speech communications displays in complex multi-task environments. 相似文献
2.
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
3.
Recordings of the Earth's surface oscillation as a function of time (seismograms) can be sonified by compressing time so that most of the signal's frequency spectrum falls in the audible range. The pattern-recognition capabilities of the human auditory system can then be applied to the auditory analysis of seismic data. In this experiment, we sonify a set of seismograms associated with a magnitude-5.6 Oklahoma earthquake recorded at 17 broadband stations within a radius of ∼300 km from the epicenter, and a group of volunteers listen to our sonified seismic data set via headphones. Most of the subjects have never heard a sonified seismogram before. Given the lack of studies on this subject, we prefer to make no preliminary hypotheses on the categorization criteria employed by the listeners: we follow the “free categorization” approach, asking listeners to simply group sounds that they perceive as “similar.” We find that listeners tend to group together sonified seismograms sharing one or more underlying physical parameters, including source–receiver distance, source–receiver azimuth, and, possibly, crustal structure between source and receiver and/or at the receiver. This suggests that, if trained to do so, human listeners can recognize subtle features in sonified seismic signals. It remains to be determined whether auditory analysis can complement or lead to improvements upon the standard visual and computational approaches in specific tasks of geophysical interest. 相似文献
4.
This study investigates factors affecting handheld human - computer interaction (HCI) for older adults with Age-related Macular Degeneration (AMD). This is largely an uncharted territory, as empirical investigations of HCI concerning users with visual dysfunction and/or older adults have focused primarily on desktop computers. For this study, participants with AMD and visually healthy controls used a handheld computer to search, select and manipulate familiar playing card icons under varied icon set sizes, inter-icon spacing and auditory feedback conditions. While all participants demonstrated a high rate of task completion, linear regression revealed several relationships between task efficiency and the interface, user characteristics and ocular factors. Two ocular measures, severity of AMD and contrast sensitivity, were found to be highly predictive of efficiency. The outcomes of this work reveal that users with visual impairments can effectively interact with graphical user interfaces on small displays in the presence of low-cost, easily implemented design interventions. Furthermore, results demonstrate that the detrimental influence of AMD and contrast sensitivity on handheld technology interaction can be offset by such interventions. This study presents a rich data set and is intended to inspire future work characterizing and modeling the interactions of individuals with visual impairments with non-traditional information technology platforms and contexts. 相似文献
5.
《Ergonomics》2012,55(6):807-827
The goal of the present study was to investigate the human factors issues related to acoustic beacons used for auditory navigation. Specific issues addressed were: (1) the effect of various beacon characteristics on human accuracy in turning toward the direction of the acoustic beacon; (2) the difference between real and virtual environments on human accuracy in turning toward the acoustic beacon; and (3) the perceived sound quality of various acoustic beacons. Three experiments were conducted in which acoustic beacons were presented in a background of 80 dBA pink noise. Results of the localization tasks revealed that (a) presentation mode (continuous versus pulsed beacon sound) did not affect the overall localization accuracy or number of front-back confusion errors; and (b) the type of acoustic beacon affected the size of localization error. Results of the sound quality assessment indicated that listeners had definite preferences regarding the type of sound being used as a beacon, with (a) non-speech beacons preferred over speech beacons, (b) a beacon repetition rate of 1.1 rps preferred over either the 0.7 or 2.5 rps rates, and (c) a continuous operation of a beacon preferred over a pulsed operation. Finally, sound quality ratings and localization errors were highly negatively correlated. This finding demonstrates the usefulness and practical values of sound quality judgements for audio display design and evaluation. 相似文献
6.
《Ergonomics》2012,55(1-3):68-87
Multimodal interfaces offer great potential to humanize interactions with computers by employing a multitude of perceptual channels. This paper reports on a novel multimodal interface using auditory, haptic and visual feedback in a direct manipulation task to establish new recommendations for multimodal feedback, in particular uni-, bi- and trimodal feedback. A close examination of combinations of uni-, bi- and trimodal feedback is necessary to determine which enhances performance without increasing workload. Thirty-two participants were asked to complete a task consisting of a series of ‘drag-and-drops’ while the type of feedback was manipulated. Each participant was exposed to three unimodal feedback conditions, three bimodal feedback conditions and one trimodal feedback condition that used auditory, visual and haptic feedback alone, and in combination. Performance under the different conditions was assessed with measures of trial completion time, target highlight time and a self-reported workload assessment captured by the NASA Task Load Index (NASA-TLX). The findings suggest that certain types of bimodal feedback can enhance performance while lowering self-perceived mental demand. 相似文献
7.
Seither-Preisler Annemarie; Johnson Linda; Krumbholz Katrin; Nobbe Andrea; Patterson Roy; Seither Stefan; Lütkenh?ner Bernd 《Canadian Metallurgical Quarterly》2007,33(3):743
An Auditory Ambiguity Test (AAT) was taken twice by nonmusicians, musical amateurs, and professional musicians. The AAT comprised different tone pairs, presented in both within-pair orders, in which overtone spectra rising in pitch were associated with missing fundamental frequencies (F0) falling in pitch, and vice versa. The F0 interval ranged from 2 to 9 semitones. The participants were instructed to decide whether the perceived pitch went up or down; no information was provided on the ambiguity of the stimuli. The majority of professionals classified the pitch changes according to F0, even at the smallest interval. By contrast, most nonmusicians classified according to the overtone spectra, except in the case of the largest interval. Amateurs ranged in between. A plausible explanation for the systematic group differences is that musical practice systematically shifted the perceptual focus from spectral toward missing-F0 pitch, although alternative explanations such as different genetic dispositions of musicians and nonmusicians cannot be ruled out. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
8.
本文在文献(1)建立的外周听觉系统以及部分中枢听觉神经系统的基础上,建立了一个主意识别器。它由听觉模型作为语音声学前端处理器(即特征提取),由具有tonotopic组织结构的神经网络作为识别分类器。大量实验表明,由该听觉模型提取的特征参数不仅能很好地表示主意区别意义,而且对于噪声环境下的语音特征表示有较好tobustness。语音识别实验表明:在有噪声的情况下,采用听觉模型参数的识别器,其识别率明 相似文献
9.
听觉特性在数字音频压缩编码中的应用 总被引:1,自引:2,他引:1
文章对人耳的听觉特性作了较详细的介绍,指出其在压缩编码中的重要作用,并进一步讨论了它在数字音频压缩技术中的具体应用。 相似文献
10.
以机座舱宽带澡声为背景.在视听高负荷条件下,用4种不同语声(男高音、男巾音、女高音,女中音)的战斗机汉语合成话音告警用语.通过工效学实验.实测200名飞行员,得出战斗机汉语合成语音告警用语的设计参数。此研究结果为飞机设计部门提供客观依据,同时也为使用部门提供定量评价标准。 相似文献