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排序方式: 共有111条查询结果,搜索用时 15 毫秒
1.
高员工离职率给企业带来昂贵的人力资源重置成本,是近年来国内企业人力资源管理面临的一个突出问题。因此员工离职行为引起学术界高度关注,现有研究主要围绕员工离职影响因素以及离职模型等方面进行分析。本文通过对员工离职行为的现有研究成果进行总结分析,认为我国应该从以下三个方进行后续研究:第一,引入中国特色变量,建立本土特色离职模型;第二,采用结构方程模型、历史事件法、规则提取法等方法加大量化研究的力度;第三,分行业对员工离职行为进行研究,细化研究对象。  相似文献   
2.
While China has seen the widespread adoption of facial recognition payment, concerns over the potential risks impede the further growth of user acceptance. Drawing on the perspectives of perceived value and trust, we developed a research model to explore how the Chinese users’ trade-off between perceived benefits (perceived convenience and perceived novelty) and perceived risks (perceived privacy risk and perceived financial risk) influences their usage intention. Based on survey data from 1,200 Chinese mobile payment users, this study uses structural equation modeling to examine the hypotheses. Our results show that perceived convenience positively influences perceived value, while privacy risk and financial risk negatively influence perceived value and trust. Although perceived novelty has no significant effect on perceived value and trust, perceived value positively influences trust, and both of them have a positive effect on the intention to use. Furthermore, our moderation analysis indicates that the influence of perceived value on the intention to use is stronger among users who consider facial information to be more sensitive. The theoretical implications for research as well as the practical implications for practitioners are also discussed.  相似文献   
3.
The principal objective of this study was to investigate the mediating and moderating effects of product involvement and trust toward websites in relation to the effects of the attributes of web advertisements on customers’ purchase intentions. We collected data consisting of a total of 264 responses from individuals with previous experience with purchasing products from online shopping mall sites, and utilized the PLS (partial least squares) method to analyze the collected data.  相似文献   
4.
Mobile payment is receiving growing attention globally, from consumers to merchants, as an alternative to using cash, check, or credit cards. The potential of this technology is enormous. This study aims to identify the main determinants of mobile payment adoption and the intention to recommend this technology. We advance the body of knowledge on this subject by proposing an innovative research model that combines the strengths of two well-known theories; the extended unified theory of acceptance and use of technology (UTAUT2) with the innovation characteristics of the diffusion of innovations (DOI), with perceived security and intention to recommend the technology constructs. The research model was empirically tested using 301 responses from an online survey conducted in a European country, Portugal. Data was analyzed using the structured equation modeling (SEM). We found compatibility, perceived technology security, performance expectations, innovativeness, and social influence to have significant direct and indirect effects over the adoption of mobile payment and the intention to recommend this technology. The relevance of customer's intention to recommend mobile payment technology in social networks and other means of communication was also confirmed, supporting the recommendation to include it in social marketing campaigns and in future technology adoption studies. For researchers this study provides a basis for further refinement of individual models of acceptance. For practitioners, understanding the key constructs is crucial to design, refine, and implement mobile payment services, applications, and products that achieve high consumer acceptance, value, and high rates of positive recommendations in social networks.  相似文献   
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6.
《Ergonomics》2012,55(7):758-781
From the literature on error detection, the authors select several concepts relating error detection mechanisms and prospective memory features. They emphasize the central role of intention in the classification of the errors into slips/lapses/mistakes, in the error handling process and in the usual distinction between action-based and outcome-based detection. Intention is again a core concept in their investigation of prospective memory theory, where they point out the contribution of intention retrievals, intention persistence and output monitoring in the individual's possibilities for detecting their errors. The involvement of the frontal lobes in prospective memory and in error detection is also analysed. From the chronology of a prospective memory task, the authors finally suggest a model for error detection also accounting for neural mechanisms highlighted by studies on error-related brain activity.  相似文献   
7.
基于用户查询意图识别的Web搜索优化模型   总被引:2,自引:1,他引:1  
杨艺  周元 《计算机科学》2012,39(1):264-267
在对用户查询意图进行分析分类的基础上,提出了一种Web搜索优化模型。该模型通过识别用户查询意图来查询意图特征词和内容主题词的双重约束,再结合用户查询行为获得查询目标,既保证了用户查询意图的准确匹配,又自动过滤和屏蔽了不相关信息。与相关工作对比,其重点在于准确获取用户查询意图,提高用户满意度。实验结果表明,该模型在实现信息搜索准确性和用户对查询结果满意度方面比传统搜索方法有明显改善。  相似文献   
8.
Microblogging has become one of the most popular social communication styles in the world. Much research has already addressed this hot issue; however, studies examining the intentions behind microblogging behaviors are limited. This study extended the theory of planned behavior (TPB) to predict intention to microblog and other behaviors. The results showed that social identity was the greatest predictor of intention, followed by attitude and perceived behavioral control. Social identity fully mediated the effects of subjective norms and self-identity on intention. Intention significantly predicted users' microblogging behaviors. These results have important implications for industry players and marketing managers.  相似文献   
9.
Educational animated movies are one of the most entertainment format to deliver any educational messages. These movies can be used a wide range of educational subject areas such as science, engineering and daily life skills procedures. The purpose of this study is to determine the behavioral intention of pre-service teachers while preparing educational animated movies, the factors influencing such behavioral intention, and their experiences. The sample consists of 98 (52 males and 46 females) pre-service teachers studying Department of Computer Education and Instructional Technology. As data collection tools, two different scales were used in order to determine the levels of attitude of the pre-service teachers towards making animated movies and their experiences such as their cooperative communication levels, levels of enjoyment and having difficulty. They prepared the animated movies for class use during five weeks. According to the findings, they were willing to make animated movies in their future lessons. In addition, they enjoyed it, did not experience much difficulty, and engaged in cooperative communication with one another. Performance expectancy was seen to have the highest mean and to have a significant influence on behavioral intention. This research is significant because process of preparing movies is easy and achievable and thus encourages all branch teachers to use this technology in their lessons.  相似文献   
10.
The development of business applications with game features has given rise to a new trend called gamification and challenged e-banking to introduce new game elements, such as mechanics and social cues, to its traditional applications. Yet, there has been a lack of empirical evidence regarding the intention to use, these type of applications and their possible impacts on business. Here, we explore the role of gamification, socialness, and other four well-known variables (ease-of-use, usefulness, enjoyment, and intention to use) in a gamified business application and corresponding business. We proposed and evaluated a model based on the Technology Acceptance Model to better analyze and understand the adoption of gamified business applications. To test this model, we developed a study using a sample of 183 bank customers, and we found that gamification significantly improved the customer’s sense of social interaction, which, in turn, strongly influenced the customer’s intention to use the applications. We argue that this intention to use could provide a strong benefit to the business, in term of increased customer engagement. This paper presents a new conceptual model to predict behavioral intention in regards to gamification in e-banking, illustrating seven variables that affect the adoption of e-banking by bank customers. Our findings contribute overall to a better understanding of gamification in e-banking (with the extension of Technology Acceptance Model theories, and the new variable gamification), providing important practical implications for software development and marketing practices.  相似文献   
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