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1.
陈武军 《物探装备》2002,12(3):186-187
本文提供了SN388在三维施工中炮点表的几种设置方法,并进行了相应的对比说明,最后给出了改进炮点表设置的有关设想。  相似文献   
2.
This paper explores the issues involved in moving from ethnographic explorations of work in context to a practical contribution to system design. It does so using the example of an interdisciplinary research project involving sociologists and computer scientists in the domain of air traffic control systems. It forms a pair with another paper (Sommerville et al., 1992) exploring these questions from the perspective of our computer science partners. We characterise ethnography as a research method, and consider the differences between undertaking it for strictly sociological or anthropological purposes by contrast with interdisciplinary and design purposes. We summarise some of our results in ethnographic explications of the work of air traffic controllers, and the sociality which it manifests. We describe the dialogues involved in rendering these observations informative for systems design, and the mutual translations implied in attempting to reconcile sociological with software engineering questions about supporting the work. We conclude by specifying some features of cooperative work which an engineering approach is in danger of overlooking; the ways, and limits, in which ethnographers can form a bridge between users and designers; and some of the conflicts of interest entrained in generating technical change.The research is funded by the UK MRC/SERC/ESRC Cognitive Science/HCI Initiative with the title Social Analysis of Control Systems for HCI Design, grant number SPG 8931598. The computer science partners are Professor Ian Sommerville, Dr Tom Rodden, Dr Pete Sawyer and Mr Richard Bentley. Thanks are due to Val King, Kjeldt Schmidt, Ian Sommerville and Tom Rodden for very helpful comments on earlier drafts of this paper.  相似文献   
3.
There is increasing evidence that user characteristics can have a significant impact on visualization effectiveness, suggesting that visualizations could be designed to better fit each user's specific needs. Most studies to date, however, have looked at static visualizations. Studies considering interactive visualizations have only looked at a limited number of user characteristics, and consider either low‐level tasks (e.g., value retrieval), or high‐level tasks (in particular: discovery), but not both. This paper contributes to this line of work by looking at the impact of a large set of user characteristics on user performance with interactive visualizations, for both low and high‐level tasks. We focus on interactive visualizations that support decision making, exemplified by a visualization known as Value Charts. We include in the study two versions of ValueCharts that differ in terms of layout, to ascertain whether layout mediates the impact of individual differences and could be considered as a form of personalization. Our key findings are that (i) performance with low and high‐level tasks is affected by different user characteristics, and (ii) users with low visual working memory perform better with a horizontal layout. We discuss how these findings can inform the provision of personalized support to visualization processing.  相似文献   
4.
An important part of network analysis is understanding community structures like topological clusters and attribute‐based groups. Standard approaches for showing communities using colour, shape, rectangular bounding boxes, convex hulls or force‐directed layout algorithms remain valuable, however our Group‐in‐a‐Box meta‐layouts add a fresh strategy for presenting community membership, internal structure and inter‐cluster relationships. This paper extends the basic Group‐in‐a‐Box meta‐layout, which uses a Treemap substrate of rectangular regions whose size is proportional to community size. When there are numerous inter‐community relationships, the proposed extensions help users view them more clearly: (1) the Croissant–Doughnut meta‐layout applies empirically determined rules for box arrangement to improve space utilization while still showing inter‐community relationships, and (2) the Force‐Directed layout arranges community boxes based on their aggregate ties at the cost of additional space. Our free and open source reference implementation in NodeXL includes heuristics to choose what we have found to be the preferable Group‐in‐a‐Box meta‐layout to show networks with varying numbers or sizes of communities. Case study examples, a pilot comparative user preference study (nine participants), and a readability measure‐based evaluation of 309 Twitter networks demonstrate the utility of the proposed meta‐layouts.  相似文献   
5.
A novel vibrotactile musical input device called the Vibrochord, which is designed to deliver patterns of vibration to the skin, not to the ear, through the use of a vibrotactile display called the Emoti-Chair, is evaluated using proposed evaluation frameworks. Findings show that the mixture of frameworks used in this study provided valuable insight into the design of this novel musical device. Results obtained through the implementation of a mixture of these frameworks show that the Vibrochord facilitated an increased accuracy rate over the traditional piano keyboard, when inexperienced vibrotactile musicians tried to repeat vibrotactile patterns or “melodies”.  相似文献   
6.
Predicting the goals of internet users can be extremely useful in e-commerce, online entertainment, and many other internet-based applications. One of the crucial steps to achieve this is to classify internet queries based on available features, such as contextual information, keywords and their semantic relationships. Beyond these methods, in this paper we propose to mine user interaction activities to predict the intent of the user during a navigation session. However, since in practice it is necessary to use a suitable mix of all such methods, it is important to exploit all the mentioned features in order to properly classify users based on their common intents. To this end, we have performed several experiments aiming to empirically derive a suitable classifier based on the mentioned features.  相似文献   
7.
综述了海量层次信息可视化与Focus Context技术的相关工作,针对海量层次信息可视化的交互问题,在嵌套圆可视化技术的基础上提出了基于上下文感知的Focus Context交互式可视化技术.首先,基于外切圆排列方法提出对圆心进行三角网格剖分的方法,为变形计算建立上下文;然后,针对变形计算前后上下文一致性问题,在三角网格邻居跟踪方法的基础上,提出了用于同层兄弟节点上下文感知的外切圆变形排列方法,以及用于父子节点上下文感知的嵌套圆迭代排列方法.实验结果表明。上述方法在实现焦点突出的鱼眼视图的同时,能够有效地解决Focus Context交互式可视化的上下文感知问题.上述方法应用于文件系统海量层次信息的交互式可视化问题,提供了交互式可视化工具.  相似文献   
8.
With the advent of new haptic feedback devices, researchers are giving serious consideration to the incorporation of haptic communication in collaborative virtual environments. For instance, haptic interactions based tools can be used for medical and related education whereby students can train in minimal invasive surgery using virtual reality before approaching human subjects. To design virtual environments that support haptic communication, a deeper understanding of humans′ haptic interactions is required. In this paper, human′s haptic collaboration is investigated. A collaborative virtual environment was designed to support performing a shared manual task. To evaluate this system, 60 medical students participated to an experimental study. Participants were asked to perform in dyads a needle insertion task after a training period. Results show that compared to conventional training methods, a visual-haptic training improves user′s collaborative performance. In addition, we found that haptic interaction influences the partners′ verbal communication when sharing haptic information. This indicates that the haptic communication training changes the nature of the users′ mental representations. Finally, we found that haptic interactions increased the sense of copresence in the virtual environment: haptic communication facilitates users′ collaboration in a shared manual task within a shared virtual environment. Design implications for including haptic communication in virtual environments are outlined.  相似文献   
9.
人机交互(HCI)技术的迅猛发展为自然高效和谐的HCI提供了基础支持,随着HCI行为的日益复杂,如何验证其过程的正确性成为研究HCI领域的重心。根据双手触摸光感应触控平台在运输态势的HCI,提出一种体现用户操作与设备响应相结合的运输态势HCI模型,该模型采用通信顺序进程形式化描述,并结合甘特图验证其单用户操作的逻辑正确性和稳定性。  相似文献   
10.
The prevalent visions of ambient intelligence emphasise natural interaction between user and functions and services embedded in the environment or available through mobile devices. In these scenarios the physical and virtual worlds seamlessly gear into each other, making crossing the border between these worlds natural or even invisible to the user. The bottleneck in reaching these scenarios appear in the natural mapping between the physical objects and their virtual counterparts. The emergence of local connectivity in mobile devices opens possibilities for implementing novel user interface paradigms to enhance this mapping. We present physical selection paradigm for implementing an intuitive human technology interaction for mobile devices. In order to demonstrate the feasibility of the paradigm we implemented two experimental set-ups using commercially available smart phones with IrDA connectivity. The experiments involved selecting a website by physically pointing at its symbol and making a phone call by pointing at an icon representing the person to be called. In tentative user experiments the physical selection method was more time-efficient and it was perceived more positively by the users than a conventional method.
Heikki AilistoEmail:
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