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1.
Smartphones are being used and relied on by people more than ever before. The open connectivity brings with it great convenience and leads to a variety of risks that cannot be overlooked. Smartphone vendors, security policy designers, and security application providers have put a variety of practical efforts to secure smartphones, and researchers have conducted extensive research on threat sources, security techniques, and user security behaviors. Regrettably, smartphone users do not pay enough attention to mobile security, making many efforts futile. This study identifies this gap between technology affordance and user requirements, and attempts to investigate the asymmetric perceptions toward security features between developers and users, between users and users, as well as between different security features. These asymmetric perceptions include perceptions of quality, perceptions of importance, and perceptions of satisfaction. After scoping the range of smartphone security features, this study conducts an improved Kano-based method and exhaustively analyzes the 245 collected samples using correspondence analysis and importance satisfaction analysis. The 14 security features of the smartphone are divided into four Kano quality types and the perceived quality differences between developers and users are compared. Correspondence analysis is utilized to capture the relationship between the perceived importance of security features across different groups of respondents, and results of importance-satisfaction analysis provide the basis for the developmental path and resource reallocation strategy of security features. This article offers new insights for researchers as well as practitioners of smartphone security.  相似文献   
2.
The Indian telephony industry is a diverse platform for product and service in customer value perception. The present study organizes and synthesizes the varied research streams for developing a customer value delight (CVD) framework for marketing decisions like segmentation and targeting. The conceptual framework is developed by using ten-value predictor variables and customer delight through divergent viewpoints identified from previous studies. The significance of the segregation proposition is tested through discriminant analysis in three different dimension runs i.e. delight, gender, and marital category. The scholarship behind the study provides insight into an imperative issue of segregating customer delight by perceived value predictors in categories. The perceptual mapping and vector magnitude analysis of value predictors were performed to club customers in two categories of Mid-Town (low/moderate delight) and Extremes (high delight). The analysis rigorously supports the discriminating power of perceived price, perceived benefit, and self-congruity. The salience of study unlocks psychographic and demographic perceptual maps of customer delight with its perceived value predictors for strategic and tactful planning in the mobile industry.  相似文献   
3.
BackgroundConsidering the growing participation of woman in the labor market and the high prevalence of the musculoskeletal disorders (MSD) in the footwear industry workers, the aim of this study was to evaluate and compare female and male footwear industry workers in relation to their demographics, occupational characteristics, stress levels, MSD symptoms prevalence, physical activity levels, alcohol and tobacco use.MethodsThe study included 175 female and 182 male footwear industry workers. Data was collected using the Perceived Stress Scale – 10, the Standardized Nordic Questionnaire, the International Physical Activity Questionnaire, the Alcohol Use Disorders Identification Test, and the Fagerstrom test for Nicotine Dependence.ResultsThe female workers were younger, had less time in the company and in the current job. They reported more stress (p = 0.001), had less time for physical activity (p = 0.004), higher prevalence of MSD symptoms in the last 12 months (p = 0.003), and consumed less alcohol (p = 0.006) than the male workers.ConclusionsFemale and male footwear industry workers presented significant differences in their demographics, occupational characteristics, stress levels, MSD prevalence, physical activity levels, alcohol and tobacco use. These differences should be taken into consideration in the implementation of intervention programs for optimum outcomes.Relevance to industryFemale footwear industry workers were more stressed, presented higher prevalence of MSD symptoms, and reported less time for physical activity than male footwear industry workers. The differences between male and female workers should be taken into consideration in the implementation of MSD prevention programs.  相似文献   
4.
Meat is deeply associated with masculine identity. As such, it is unsurprising that women are more likely than men are to become vegetarian. Given the gendered nature of vegetarianism, might men and women who become vegetarian express distinct identities around their diets? Through two highly powered preregistered studies (Ns = 890 and 1775) of self-identified vegetarians, combining both frequentist and Bayesian approaches, I found that men and women differ along two dimensions of vegetarian identity: (1) dietary motivation and (2) dietary adherence. Compared to vegetarian men, vegetarian women reported that they are more prosocially motivated to follow their diet and adhere to their diet more strictly (i.e., are less likely to cheat and eat meat). By considering differences in how men and women construe vegetarian dieting, investigators can generate deeper insights into the gendered nature of eating behavior.  相似文献   
5.
Non-business e-commerce adoption refers to the use of e-commerce by not-for profit organizations such as religious organizations, government agencies and academic institutions to reduce their expenses or to improve their operations and customer service. Being a new research niche in the field of e-commerce, non-business e-commerce has received very little or no research attention. This has resulted in a very poor understanding of this niche, especially with regards to its adoption facilitators and inhibitors. Based on this impetus, a field survey of Malaysian Universities was conducted to determine the key factors that facilitate non-business EC adoption as well as the role of gender differential. A comprehensive list of potential facilitators for the strategic use of information technology was derived from extant research reports and used to collect data from five public universities in Malaysia. The data were factor-analysed to determine the key underlying dimensions of facilitators. On the basis of the resulting five dimensions namely, relative advantage orientation, network orientation, information efficiency orientation, innovativeness orientation and competitiveness orientation, regression analysis was done to determine the impact of the five dimensions on adoption. Dummy variable was created for gender and applied in the regression analysis in order to estimate the moderation effect of sex typing on the relationship between the resulting dimensions and adoption. Implications of the findings are discussed.  相似文献   
6.
Using a mixed method approach of questionnaires, observations and field notes, the authors have studied a number of settings during the past two years which have focussed on the development of ICT capability through play. Some of these have involved children identified as disaffected or disadvantaged, whilst others have involved initial teacher education students. In this paper, we consider some of the results obtained from the most recent of these settings, relate these to those obtained from the other settings, and explore further a number of inter-related issues which have arisen from the analysis. We particularly focus on the effect of learners’ self-esteem and self-efficacy; the influence of gender-related characteristics; the role of interaction between learners during activity; and the value of reflection.  相似文献   
7.
Prior research on digital games illustrates a perceived gender gap in participation and performance, suggesting men as playing more and better than women. This article challenges the gender gap using longitudinal behavioral data of men and women in 2 MMOs in the United States and China. Results show that women advance at least as fast as men do in both games. Thus, perceived gender‐based performance disparities seem to result from factors that are confounded with gender (i.e., amount of play), not player gender itself. We conclude that the stereotype of female players as inferior is not only false, but also a potential cause for unequal participation in digital gaming.  相似文献   
8.
Previous studies of tablet personal computers have concentrated on their use in education and healthcare. The current study focused instead on personal usage, investigating how satisfied users are with their own tablets after having used them in their daily lives. The objective was to identify the major features for tablets and to investigate how form factors affect the preference of functions by performing a comparison of iPad1 and Galaxy Tab. Also, gender and ethnicity were analyzed to determine whether they influence satisfaction with the devices. For e‐mail and web browsing functions, users’ ratings showed more satisfaction with the iPad1 since it has a larger display; for the e‐book reader function, users indicated higher satisfaction with the Galaxy Tab. Male users evaluated their devices by the function itself, whereas female users were mainly concerned with aesthetic aspects. Koreans indicated that they were less satisfied with their tablets than were other ethnic groups.  相似文献   
9.
This study examines the reasons underlying gender swapping and its impacts on online gaming behavior. While previous studies considered gender swapping to be an abnormal or rare exception in one's self‐presentation, this study hypothesized that people swap genders as a rational choice based on practical benefits. An online survey was conducted with 318 male players of MMORPGs in Korea. Players swapped gender in games to gain benefits from other players under the condition of anonymity rather than to represent their own gender identity. Men playing female avatars displayed more socially amiable behaviors conventionally characterized as more feminine. Moreover, players were more willing to purchase virtual goods to decorate their gender swapped avatars, mediated by their emotional attachment to their avatar.  相似文献   
10.
The purpose of this study was to examine individual differences in the effectiveness of learning objects in secondary school classrooms. Specifically, gender, age, grade, subject area, and computer comfort (self-efficacy) were examined in 850 students. Effectiveness was measured in terms of student attitude (learning, quality, and engagement) and student performance. No gender differences were observed between males and females with respect to student attitudes or performance. Age was significantly correlated with student attitudes and performance, however correlation coefficients were small. Grade 12 students were more positive about learning objects and performed better than grade 9 and 10 students. Science students had significantly more positive attitudes and performed better than mathematics students. Finally, students who were more comfortable about computers, appreciated learning objects more than their less confident peers, however performance was unaffected.  相似文献   
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