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1.
Reports an error in "Does reward increase or decrease creativity" by Robert Eisenberger and Michael Selbst (Journal of Personality and Social Psychology, 1994[Jun], Vol 66[6], 1116-1127). In the aforementioned article, Figures 1 and 2 were interchanged. The figures appear with their correct captions in the erratum. (The following abstract of the original article appeared in record 1994-40652-001.) Two studies involving 504 school children investigated why behaviorists and cognitively oriented investigators have come to opposite conclusions about reward's effects on creativity. A monetary reward for a high degree of divergent thought in 1 task (word construction) increased children's subsequent originality in a different task (picture drawing). The same reward, made contingent on a low degree of divergent thought, reduced this generalized originality. These effects were eliminated by using a large reward and were restored by keeping the large reward out of the children's sight. The results suggest that reward training increases generalized creativity when (1) a high degree of divergent thought is required and (2) the reward is presented in not too salient a fashion. The findings are consistent with a 2-factor interpretation of rewarded creativity effects that incorporates learned industriousness and selective attention. [A correction concerning this article appears in Journal of Personality & Social Psychology, 1994(Jul), Vol 67(1), 125. Figures 1 and 2 were interchanged.] (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
2.
Artificial intelligence (AI) has been heralded by many as the next source of business value. Grounded on the resource-based theory of the firm and on recent work on AI at the organizational context, this study (1) identifies the AI-specific resources that jointly create an AI capability and provides a definition, (2) develops an instrument to capture the AI capability of the firms, and (3) examines the relationship between an AI capability and organizational creativity and performance. Findings empirically support the suggested theoretical framework and corresponding instrument and provide evidence that an AI capability results in increased organizational creativity and performance. 相似文献
3.
Huihua Liu Eva Bracht Xin‐an Zhang Bret Bradley Rolf van Dick 《Creativity & Innovation Management》2021,30(1):129-143
An increasing number of individuals work in jobs with little standardization and repetition, that is, with high levels of job non‐routinization. At the same time, demands for creativity are high, which raises the question of how employees can use job non‐routinization to develop creativity. Acknowledging the importance of social processes for creativity, we propose that transformational leaders raise feelings of organizational identification in followers and that this form of identification then helps individuals to develop creativity in jobs with little routinization. This is because organizational members evaluate and promote those ideas as more creative, which are in line with a shared understanding of creativity within the organization. To investigate these relationships, we calculated a mediated moderation model with 173 leader–follower dyads from China. Results confirm our hypotheses that transformational leadership moderates the relationship between job non‐routinization on employee creativity through organizational identification. We conclude that raising feelings of social identity is a key task for leaders today, especially when working in uncertain and fast developing environments with little repetition and the constant need to develop creative ideas. 相似文献
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5.
Lorenzo Gatti Marco Guerini Oliviero Stock Carlo Strapparava 《Computational Intelligence》2015,31(4):669-683
The need for creativity is ubiquitous, and mobile devices connected to Web services can help us. Linguistic creativity is widely used in advertisements to surprise us, to get our attention, and to stick concepts in our memory. However, creativity can also be used as a defense. When we walk in the street, we are overwhelmed by messages that try to get our attention with any persuasive device at hand. As messages get ever more aggressive, often our basic cognitive defenses—trying not to perceive those messages—are not sufficient. One advanced defensive technique is based on transforming the perceived message into something different (for instance, making use of irony or hyperbole) from what was originally meant in the message. In this article, we describe an implemented application for smartphones, which creatively modifies the linguistic expression in a virtual copy of a poster encountered on the street. The mobile system is inspired by the subvertising practice of countercultural art. 相似文献
6.
Dave Lockwood 《Digital Creativity》2013,24(1):3-6
The paper describes a number of virtual reality projects taking place in Africa. The availability of VR on PCs, it is argued, has made access possible for a large number of users. Applications for education and training and applications that preserve and promote African culture are particularly highlighted. 相似文献
7.
Abstract We are developing the control architecture of a portraitist artificial agent called DrawBot that reproduces the visuomotor behaviour of a human carrying out a realistic portrait. The visuomotor strategy adopted by DrawBot is based on computational models of eye movements in human beings,and one xperimental findings on eye-hand coordination in expert draughtsmen. In this paper we present a behavioural model of the visuomotor coordination adopted by a draughtsman, designed in terms of visual routines.Eventually we outline the implementation of the basic routines. 相似文献
8.
This article investigates how transdisciplinary approaches to curriculum design on a taught masters programme in creative technologies enhance digital creativity in students. Drawing on the experience of developing and running the Masters in Creative Technologies (MA/MSc) at the Institute of Creative Technologies at De Montfort University, Leicester, we explore a number of areas relating to transdisciplinary teaching and learning in higher education, including: how digital technologies enable students to work in a transdisciplinary manner; how working creatively with technology enables transdisciplinary modes of working; and the ways in which transdisciplinarity, enabled by digital technologies, has affected the creative practice of learners. The article discusses how the programme has developed a climate for creativity, and outlines how the knowledge and skills gained during a creative technologies-related transdisciplinary programme meet the needs of a changing workplace. 相似文献
9.
Francesca Franco 《Digital Creativity》2013,24(3):222-236
This article focuses on the experience of British artist Ernest Edmonds and the influences that have informed his art practice in the past forty years. How are these influences connected? The article has an historical focus. It develops the themes within Edmonds's art and shows his connections with the ‘Systems’ artists and their forebears. In particular, the article concentrates on the encounter of Edmonds with artistic thinking about systems and process in the broad sense, as well as digital and interactive work developed from the early 1980s. As the article will demonstrate, a passion for colour, time and structure, the encounter with a number of artists inspired by Constructivism in the early 1980s, and the educational context in which Edmonds has worked from the late 1960s until the present, have offered great opportunities of interdisciplinary exchanges and ideas that had a profound impact upon the nature of his art. These influences have enabled Edmonds to explore new constructs in art through the use of technology that are a constant stimulus in his creative research, both as an artist and as an academic. 相似文献
10.
We introduce the idea of a new kind of web search tool that uses the literary and philosophical idea of pataphysics as a conceptual framework in order to return creative results. Pataphysics, the science of exceptions and imaginary solutions, can be directly linked to creativity and is therefore very suitable to guide the transformation from relevant into creative search results. To enable pataphysical algorithms within our system we propose the need for a new type of system architecture. We discuss a component-based software architecture that would allow the flexible integration of the new algorithms at any stage or location and the need for an index suitable to handle patadata, data which have been transformed pataphysically. This tool aims to generate surprising, novel and provocative search results rather than relevant ones, in order to inspire a more creative interaction that has applications in both creative work and learning contexts. 相似文献