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1.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   
2.
Imprudent linking weaves a tangled Web   总被引:1,自引:0,他引:1  
Lynch  P.J. Horton  S. 《Computer》1997,30(7):115-117
Hypertext linking is often embraced uncritically by Web authors eager to explore the power of hypertext without first considering its effects on their readers' comprehension. Hypertext linking is not a substitute for thought-we think with ideas, not with dissociated snippets of raw information. Even the most germane bits of information cannot become ideas, regardless of how cleverly they are stacked, listed or linked. Ideas define relevance, provide context and establish patterns. With patterns, most concepts become intelligible, and we need continuity and stability of theme and context to recognize patterns. So, like most powerful technologies, hypertext links are a mixed blessing. Used improperly, they can be detrimental to Web sites. “Loose links” can drive away an audience, dilute the site's message, confuse the reader with irrelevant digressions and become a continuing maintenance headache for site authors and Webmasters  相似文献   
3.
Industries in the US continue to lose ground in international competition. If IS is to help change that trend, it will have to become more creative. Creativity improvement programs are being introduced in other areas of the company— now is the time for IS organizations to follow suit.  相似文献   
4.
A clear understanding of the concept and consequences of diversity in science and technology is a key issue for Europe, when considering the current debate on cohesion Put forward within the Single European Act. According to Article 130B of the Single Act, all European policies, including technological policies must contribute to the achievement of a greater cohesion throughout the EC. The European market is generally presented as mainly a patchwork of national or even regional characteristics, with compartmentalized niches, and specific regulations. But does cohesion mean decreasing disparities between regions, which in such case signifies a passive policy of reallocation of resources within the EC, at the risk of generating uniformity? Or, does cohesion mean integration of all innovative and creative efforts, which implies a more complex policy of stimulation, under the condition to maintain a certain diversity? Must the governments systematically reduce diversity, or on the contrary must they enlarge diversity? How can they distinguish between negative and positive aspects of diversity? How do they operate a trade off between economies of scale and economies of diversity? To try to answer these political issues and to set up a coherent industrial policy at the EC level, a careful analysis of the sources of diversity, of the mechanisms that generate or reduce diversity, of the ways to valorize diversity are discussed in this paper  相似文献   
5.
Due to several inherent advantages, plasma processing technology may become a very useful tool in the production of new materials. An increasing research effort based on experimental as well as theoretical investigations has been invested in this area for the synthesis of advanced materials. In describing the thermal-plasma processing technique, this article employs examples from research at the Plasma Processing Laboratory at the University of Idaho.  相似文献   
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The main objective of the present work is to modify the traditional mapping method for the simulation of distributive mixing of multiphase flows in geometries involving moving parts such as, internal mixers or twin-screw extruders without a limitation on their geometrical periodicity. The periodicity condition, limits the results of traditional mapping method to tracking mapping mesh between specific discrete time intervals or distances for that geometry is repeated, hence, result is only for fixed orientation of rotors. Imaginary domain method is introduced to track mapping mesh from one state to the next free of geometrical periodicity limitations. In this work the method is introduced and its applicability and accuracy is discussed in details. A two-dimensional (2D) simulation of mixing of two Newtonian fluids with different viscosities in an intermeshing internal mixer is used as a test case study. In this example the key issues of ability to predict mixing state in details for all orientations of rotors is presented. To reduce diffusion errors of mapping method in the boundaries of the rotors, mapping mesh refinement technique that relies upon one single reference mesh is also presented.  相似文献   
8.
By contrast to design meetings, design evaluation meetings (DEMs) have generally been considered as situations in which, according to DEM methodologies, design activities are quite marginal. In a study of DEMs in software development, i.e. in technical review meetings following a particular review methodology, we showed: (i) the occurrence of design activities as part of an argumentation process; (ii) the relative importance of cognitive synchronisation as a prerequisite for evaluation; (iii) the important role played in evaluation by argumentation that makes explicit the underlying design rationale (DR). On the basis of our results, we discuss the potential for using DR methodologies in this kind of meetings.  相似文献   
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10.
We discovered that a food aversion could be conditioned in anesthetized sheep. Sheep were allowed to eat a familiar food (alfalfa-grain pellets) for 30 min, and 90 min later they were given either an intraruminal (IR) injection of water (C), an IR injection of LiCl (L), anesthesia followed by an IR injection of water (A), or anesthesia followed by an IR injection of LiCl (A+L). Induction of anesthesia was by an intravenous injection of pentobarbitone sodium, and maintenance of deep anesthesia was by halothane. Sheep were maintained in deep anesthesia for 2 h to ensure that the effects of LiCl on the acquisition of a food aversion, which occur within about 1 h, were completed before they awakened. When tested 5 days later, sheep that received LiCl (treatments L and A+L) consumed less alfalfa-grain pellets than sheep that did not receive LiCl (treatments C and A) (241 g vs. 306 g; p = 0.057). Intake of sheep that were anesthetized (treatments A and A+L) did not differ from that of sheep that were not anesthetized (treatments C and L) (295 g vs. 252 g; p = 0.183). Nor was there an interaction between LiCl and anesthesia (p = 0.423). Thus, we conclude that changes in preferences for foods caused by postingestive feedback occur automatically every time food is ingested (i.e., they are noncognitive), and the kind and amount of feedback is a function of the match between the food's chemical characteristics and its ability to meet the animal's current demands for nutrients.  相似文献   
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