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1.
Enterprise Architecture (EA) is increasingly being used by large organizations to get a grip on the complexity of their business processes, information systems and technical infrastructure. Although seen as an important instrument to help solve major organizational problems, effectively applying EA seems no easy task. Active participation of EA stakeholders is one of the main critical success factors for EA. This participation depends on the degree in which EA helps stakeholders achieve their individual goals. A highly related topic is effectiveness of EA, the degree in which EA helps to achieve the collective goals of the organization. In this article we present our work regarding EA stakeholder satisfaction and EA effectiveness, and compare these two topics. We found that, regarding EA, the individual goals of stakeholders map quite well onto the collective goals of the organization. In a case study we conducted, we found that the organization is primarily concerned with the final results of EA, while individual stakeholders also worry about the way the architects operate.  相似文献   
2.
Using the data collected from the online banking users in Taiwan, we build a hierarchical model of e-banking service quality and investigate the relationships among e-service quality, trust, satisfaction, loyalty, and brand equity. Moreover, the simultaneous equations system approach is also applied to transfer the traditional satisfaction-loyalty path into the simultaneous relationships between trust and loyalty, and between satisfaction and loyalty. As the structural form coefficients demonstrate the direct relations between our research constructs, the reduced form estimates further disclose the total impacts of the quality of e-banking service on trust, satisfaction, loyalty, and brand equity, respectively. The results indicate that the perceived quality formed through interaction with an online banking service positively affects customer trust and satisfaction, which in turn influence loyalty and brand equity. The significant simultaneous relationships between trust and loyalty, and between satisfaction and loyalty, are confirmed by our data, implying that these relationships must be determined simultaneously, rather than sequentially.  相似文献   
3.
Abstract This paper reports on a study of boys in an Australian secondary school who were under achieving in school mathematics. The subjects were asked to develop computing software to teach fellow students about aspects of Ancient Egyptian mathematics. The paper reports four example case studies of the experience of the subjects during the course of the intervention. The paper examines the use of computing software development as a vehicle for the incidental learning of mathematical technique and for changes in attitude towards mathematics. Four different mathematical activities are reported in the case studies with a screen-dump of the subjects work included as an illustrative example.  相似文献   
4.
信息技术的飞速发展影响着各行各业,企业的竞争重点已经由以产品为中心转向以客户为中心,新的技术被应用在顾客管理体系中,参照目前各科服务的特点,结合顾客服务体系的特点,提出了顾客管理体系的改进方案与技术应用。  相似文献   
5.
根据数控机床生产厂的实际需要,设计了数控机床顾客满意度测评程序.对测评实例进行了分析,根据分析结果,进行了数控机床顾客满意度改进提升措施的研究.提出了以顾客为中心的生产经营理念,加强服务质量,同时利用信息技术,提升数控机床顾客满意度.  相似文献   
6.
While functional differences between today’s cell phones and traditional computers are becoming less clear, one difference remains plain – cell phones are almost always on-hand and allow users to connect with an array of services and networks at almost any time and any place. The Pew Center’s Internet and American Life Project suggests that college students are the most rapid adopters of cell phone technology and research is emerging which suggests high frequency cell phone use may be influencing their health and behavior. Thus, we investigated the relationships between total cell phone use (N = 496) and texting (N = 490) on Satisfaction with Life (SWL) in a large sample of college students. It was hypothesized that the relationship would be mediated by Academic Performance (GPA) and anxiety. Two separate path models indicated that the cell phone use and texting models had good overall fit. Cell phone use/texting was negatively related to GPA and positively related to anxiety; in turn, GPA was positively related to SWL while anxiety was negatively related to SWL. These findings add to the debate about student cell phone use, and how increased use may negatively impact academic performance, mental health, and subjective well-being or happiness.  相似文献   
7.
New business models and applications have been continuously developed and popularized on the Internet. In recent years, a number of applications including blogs, Facebook, iGoogle, Plurk, Twitter, and YouTube known as Web 2.0 have become very popular. These aforementioned applications all have a strong social flavor. However, what social factors exert an influence onto their use is still unclear and remains as a research issue to be further investigated. This research studies four social factors and they are subjective norm, image, critical mass, and electronic word-of-mouth. A causal model of the satisfaction and continuance intention of Web 2.0 users as a function of these four social factors is proposed. Results indicate that user satisfaction with Web 2.0 applications significantly affects electronic word-of-mouth, which in turn significantly influences their continuance intention. In addition, subjective norm, image and critical mass all have a significant impact onto satisfaction, which in turn has an indirect significant influence on electronic word-of-mouth. Finally, all social factors have a significant direct impact on continuance intention. Finally, implications for service providers and researchers are discussed.  相似文献   
8.
通过问卷调查,获得第一手资料,应用统计软件对数据进行处理。结合各指标的方差分析各指标的平均满意度,应用因子分析对原来十三项指标进行化简,建立新建本科院校学生公选课满意度的综合评价模型,并进行排序。结果表明,学生所学专业、公选课的性质是影响学生对公选课的满意度的主要因素。  相似文献   
9.
Enterprise Resource Planning Systems (ERP) facilitate the flow of information within a company by storing data in common databases. These systems offer a holistic view of the organization because they reduce information redundancy, offer information in real time, help with process standardization, and improve information flow and communication among employees. Nevertheless, the benefits attributed to an ERP implementation can be lost without an effective user training. Previous studies have observed that common training mechanisms don't provide meaningful learning to users, and that user satisfaction rates range from neutral to low. Therefore, in this paper we study the effects that gamification has on ERP training concerning user learning and user satisfaction. Gamification is the use of game elements and game design techniques in non-gaming environments. Several applications prove that gamified systems increase user engagement and performance. Our hypotheses were that a gamified system for ERP training improve user learning and user satisfaction levels during the training period. To test our hypotheses, we designed and evaluated a gamified system. The results showed that users trained using a gamified system performed better than those trained using a conventional, non-gamified, training mechanism.  相似文献   
10.
The introduction of Internet content filtering software (ICFS) has led to intense debate among civil liberties groups. This paper explores the relationship between membership in five previously established adopter categories and users’ adoption of ICFS. The study also investigates how membership in the five adopter categories (innovators, early adopters, early majority adopters, late majority adopters, and laggards) affects user perceptions of and satisfaction with the software as well as parental attitudes towards their children’s Internet use.  相似文献   
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