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1.
monolithic information system to effectively serve the needs of an entire healthcare organizational structure. Thus, information and telecommunications systems must primarily provide the infrastructure to support the effective integration of distributed and heterogeneous components, ensuring overall integrity in terms of functional and information interworking. This approach i.e., the integration of heterogeneous autonomous distributed systems, to developing and managing regional healthcare networks ensures the transfer and integration of consistent information between healthcare facilities, without imposing constraints on the operation of individual clinical units. This paper presents the results of an ongoing effort for the design and implementation of an architecture based on digital library technologies, for the provision of user-oriented telematic services in a regional healthcare network. Specifically, it addresses issues related to the provision of user-oriented services, transparent to the needs of different user groups and the requirements of specific tasks, based on: a) meta-information for the creation of an information infrastructure for the regional healthcare network which is, effectively, a multimedia distributed digital library, b) intelligent informationretrieval strategies to selectively retrieve information from multimedia data, c) agent-based technologies for effective service delivery adapted to the current user needs and the task at hand, and d) middleware services that explicitly reveal not only the characteristics of the information sources, but also address the context of specific telematic services, through appropriate mediation mechanisms. Received: 10 April 1997 / Revised: 6 July 1997 / Accepted: 5 August 1997  相似文献   
2.
The Semantic Web envisions a World Wide Web in which data is described with rich semantics and applications can pose complex queries. To this point, researchers have defined new languages for specifying meanings for concepts and developed techniques for reasoning about them, using RDF as the data model. To flourish, the Semantic Web needs to provide interoperability—both between sites with different terminologies and with existing data and the applications operating on them. To achieve this, we are faced with two problems. First, most of the world’s data is available not in RDF but in XML; XML and the applications consuming it rely not only on the domain structure of the data, but also on its document structure. Hence, to provide interoperability between such sources, we must map between both their domain structures and their document structures. Second, data management practitioners often prefer to exchange data through local point-to-point data translations, rather than mapping to common mediated schemas or ontologies.This paper describes the Piazza system, which addresses these challenges. Piazza offers a language for mediating between data sources on the Semantic Web, and it maps both the domain structure and document structure. Piazza also enables interoperation of XML data with RDF data that is accompanied by rich OWL ontologies. Mappings in Piazza are provided at a local scale between small sets of nodes, and our query answering algorithm is able to chain sets mappings together to obtain relevant data from across the Piazza network. We also describe an implemented scenario in Piazza and the lessons we learned from it.  相似文献   
3.
A new stream of research indicates that framing effects are based on emotional as well as cognitive processes. However, it is not entirely clear whether emotions mediate framing effects and what the moderators of emotional mediation processes are. To address these questions, we conducted an experiment in which the framing of responsibility for a social problem was manipulated (ambivalent vs. high‐responsibility frame). We find that the high‐responsibility frame increased the preference for punitive measures by increasing responsibility beliefs and eliciting anger. Furthermore, we find that trait anger moderates the framing effect on anger and that responsibility beliefs are positively associated with anger intensity. The significance of these findings for framing research and suggestions for future studies are discussed.  相似文献   
4.
良好的环境有益于居民的身心健康,对于长时间逗留在居住环境里的老年人而言意义尤其重大。针对衰老带来的一系列健康问题,规划设计应关注建成环境对老年人个体活动机能的支持与补偿,发掘环境要素在促进健康行为、发挥康复作用等方面的潜力。由于建成环境和人群健康分属于两个影响因素众多的开放系统,现阶段,作为新兴研究领域的相关探索在认识基础和研究方法等方面尚存在一系列亟待解决的问题。为此,本文提出以环境压力模型和积极生活生态模型作为理论基础,以循证策略作为研究方法,以中介效应作为分析手段开展研究工作,旨在为健康视野下老年宜居环境的探索提供理论基础和研究框架。  相似文献   
5.
Distrust hinders disputing parties and mediators from achieving mediation success. Mediators therefore often use different trust-building tactics to generate some degree of trust in themselves and in the mediation process. This paper reports a study that identified the trust-building tactics used by construction mediators and examined the efficacy of these tactics with respect to their outcomes. Three study stages were designed. With reference to the mediation model of Sloan (1998), trust-building tactics and outcomes were first identified in Stage I. Next, the data were collected from accredited mediators with a questionnaire survey in Stage II. The collected data were then validated via reliability assessments in Stage III. With the use of multiple regression analyses, the efficacy of the trust-building tactics was examined by relating these tactics to their outcomes. The findings of this study suggest that the trust-building tactics used in Step 4 (i.e., explore interests) of Sloan’s (1998) mediation model are influential in developing trust among disputing parties and that they can also act as a time-saving tool in the mediation process. Furthermore, it was found that mediators can earn trust by adopting the trust-building tactics used in Step 3 (i.e., issues and trust) of Sloan’s (1998) model. These tactics can also serve to improve the relationships between the disputing parties. The results show that the trust-building tactics used in the final step (i.e., solutions) of Sloan’s (1998) model seem to have low efficacy in developing trust among disputing parties.  相似文献   
6.
The present paper attempts to empirically study the cognitive impacts of Massive Multiplayer Online Role-Playing Games (MMORPGs) in uncontrolled contexts in light of the Cognitive Mediation Networks Theory, a new model of human intelligence that aims to explain cognition as the result of brain activity combined with the information-processing done by external structures such as tools, social groups and culture. A sample of 1280 students Brazilian high school students answered a form inquiring about socio-demographic information plus the use of computer games, and also was submitted to a short knowledge exam and a mini psychometric test. The findings indicated that, due to their underlying structure and sociocultural nature, MMORPGs are associated to a greater level of insertion into the Digital Age, higher levels of logical-numerical performance, and better scholastic ability. Finally, suggestions are made for future studies on the subject.  相似文献   
7.
詹俊鹏 《福建建筑》2010,(12):111-115
从工程建设监理实践中,总结监理工作八条基本经验:质量监管是监理的根本任务;依法监理是监理的法律保障;图纸和技术标准是监理的基本依据;旁站巡视检验和协调是监理的好形式;先进技术设备是监理的好手段;艰苦奋斗是监理的好作风;学习和实践是提高监理水平的阶梯;反腐倡廉是监理的纪律保证。  相似文献   
8.
There is a lack of research into why consumers value process characteristics. In this study, we test the hypothesis that the impact of process characteristics such as organic and free-range on consumers’ choices of food products is at least partly mediated through expected eating quality or taste expectations. In other words, the process characteristics partly function as cues to (eating) quality. Using a traditional metric conjoint approach based on an additive model, four product characteristics (production method, price, size and information about farmer and rearing conditions) were varied in a fractional factorial conjoint design, creating nine profiles of whole chickens. 384 Respondents rated the nine different chickens in terms of taste expectations and willingness to buy. Since the nine records for each respondent are not independent, we used linear mixed modelling for the mediation analysis. We find that, as expected, taste expectations are a strong predictor of willingness to buy. As hypothesised, the impact of both product and process characteristics on willingness to buy is at least partly mediated through taste expectations. Hence, the study shows that process characteristics are important for consumers, not only in and off themselves, but partly because consumers make inferences about eating quality from knowledge about such process characteristics.  相似文献   
9.
IntroductionThe main purpose of this cross-sectional study was to investigate whether visual discomfort acts as a mediating factor between perceived visual ergonomic working conditions and self-rated visual performance among office workers who carry out administrative tasks and computer-based work at the Swedish Tax Agency.MethodsA questionnaire was sent to 94 office workers addressing: 1) perceived visual quality of the visual display units; 2) prevalence of eye symptoms; and 3) self-rated visual performance. Eighty-six persons (54 women (63%), 31 men (36%), and 1 of unspecified sex) answered the questionnaire. Multiple regression analysis investigated the association between visual ergonomic working conditions and visual performance, both with and without visual discomfort as a mediator.ResultsThe group mean of the Indexed survey questions indicated a reasonably good quality of visual ergonomic working conditions, a relative absence of eye symptoms, and acceptable self-rated visual performance. Results from multiple regression analysis showed a significant association between perceived visual ergonomic working conditions and self-rated visual performance (r2 = 0.30, β = 0.327, p < 0.01). When visual discomfort was used as a mediator, the association between perceived visual ergonomic working conditions and self-rated visual performance remained the same (r2 = 0.32, β = 0.315, p < 0.01).DiscussionIt was remarkable to discover that self-rated visual performance was independent of visual discomfort. Possible explanations include exposure factors not included in the current study, such as dry air and sensory irritation in the eyes, psychosocial stress, time spent performing near work activities, or time exposed to visually deficient working conditions.Relevance to industryThe strong connection between satisfaction with visual ergonomic working conditions and productivity in this study has implications for workplace profitability and staff satisfaction. If productivity is enhanced by better visual ergonomic working conditions, then managers of workplaces may be able to improve work outcomes by optimizing the physical work environment.  相似文献   
10.
With the rapid growth and popularity of Social Streaming Apps (SSAs) worldwide, it is valuable for scholars to understand the links between immersive experience provided by SSA, users’ attitudes towards SSA, and the resultant SSA dependency. Although unexplored in the SSA context, previous research has indicated the significance of immersive experience and its influence on user’s specific behavior through user attitude. The present study employs Structural Equation Modelling, by using 459 samples from a survey, to explore how the intensity of immersive experience can influence the degree of user dependency on SSA. Results indicate that immersive experience is positively associated with users’ positive attitudes towards SSA, which would lead to SSA dependency. In addition, this study also found out that users’ favorable attitude partially mediates the relationship between immersive experience and solitary play dependency. Whereas, attitude fully mediated the relationship between five out of six dimensions of SSA dependency. Furthermore, to better comprehend the intervening relationships between immersive experiences, user attitude, SSA dependency, the study also conducted a moderation analysis taking frequency of use as a moderating variable. The results illustrate that a high frequency of use is a strong psychological indicator for SSA dependency. This supports the importance of considering actual behavior along with their psychological states when examining users’ immersive experience and their SSA dependency.  相似文献   
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