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111.
Current software and systems engineering tools provide only basic trace features, and as a result users are often compelled to construct non-trivial traceability queries using generic query languages such as SQL. In this paper, we present an alternative approach which defines traceability strategies for a project using UML class diagrams and then constructs trace queries as constraints upon subsets of the model. The visual trace modeling language (VTML) allows users to model a broad range of trace queries while hiding underlying technical details and data structures. The viability and expressiveness of VTML for use in a real project are demonstrated through modeling a broadly representative set of queries for a web-based health-care system. It is then evaluated through an experiment with human users to assess the readability and writability of VTML queries in comparison to generic SQL queries. We found that users read and constructed traceability queries considerably faster using VTML than using SQL. Furthermore, visually constructed traceability queries were substantially more correct compared to the same queries constructed with SQL.  相似文献   
112.
A comparison of broad versus deep auditory menu structures   总被引:1,自引:0,他引:1  
OBJECTIVE: The primary purpose of this experiment was to gain a greater understanding of the utilization of working memory when interacting with a speech-enabled interactive voice response (IVR) system. BACKGROUND: A widely promoted guideline advises limiting IVR menus to five or fewer items because of constraints of the human memory system, commonly citing Miller's (1956) paper. The authors argue that Miller's paper does not, in fact, support this guideline. Furthermore, applying modern theories of working memory leads to the opposite conclusion--that reducing menu length by creating a deeper structure is actually more demanding of users' working memories and leads to poorer performance and satisfaction. METHOD: Participants took a working memory capacity test and then attempted to complete a series of e-mail tasks using one of two IVR designs (functionally equivalent, but one with a broad menu structure and the other with a deep structure). RESULTS: Users of the broad-structure IVR performed better and were more satisfied than users of the deep-structure IVR. Furthermore, this effect was more pronounced for those with low working memory capacity. CONCLUSION: Results indicate that creating a deeper structure is more demanding of working memory resource than the alternative of longer, shallower menus. APPLICATION: This experiment has important practical implications for all systems with auditory menus (particularly IVRs) because it provides empirical evidence refuting a widely promoted design practice.  相似文献   
113.
The overproduce-and-choose strategy, which is divided into the overproduction and selection phases, has traditionally focused on finding the most accurate subset of classifiers at the selection phase, and using it to predict the class of all the samples in the test data set. It is therefore, a static classifier ensemble selection strategy. In this paper, we propose a dynamic overproduce-and-choose strategy which combines optimization and dynamic selection in a two-level selection phase to allow the selection of the most confident subset of classifiers to label each test sample individually. The optimization level is intended to generate a population of highly accurate candidate classifier ensembles, while the dynamic selection level applies measures of confidence to reveal the candidate ensemble with the highest degree of confidence in the current decision. Experimental results conducted to compare the proposed method to a static overproduce-and-choose strategy and a classical dynamic classifier selection approach demonstrate that our method outperforms both these selection-based methods, and is also more efficient in terms of performance than combining the decisions of all classifiers in the initial pool.  相似文献   
114.
Costabel and Dauge proposed a variational setting to solve numerically the time-harmonic Maxwell equations in 3D polyhedral geometries, with a continuous approximation of the electromagnetic field. In order to remove spurious eigenmodes, three computational strategies are then possible. The original method, which requires a parameterization of the variational formulation. The second method, which is based on an a posteriori filtering of the computed eigenmodes. And the third method, which uses a mixed variational setting so that all spurious modes are removed a priori. In this paper, we discuss the relative merits of the approaches, which are illustrated by a series of 3D numerical examples.  相似文献   
115.
To assist wayfinding and navigation, the display of maps and driving directions on mobile devices is nowadays commonplace. While existing system can naturally exploit GPS information to facilitate orientation, the inherently limited screen space is often perceived as a drawback compared to traditional street maps as it constrains the perception of contextual information. Moreover, occlusion issues add to this problem if the environment is shown from the popular egocentric perspective. In this paper we describe an interactive visualization system that addresses these problems by reallocating the available screen space. At the heart of our system are three novel visualization techniques: First, we propose a non‐standard perspective that allows to blend between the familiar pedestrian perspective and a standard map depiction with reduced occlusion. Second, we derive an efficient deformation technique that allows an interactive allocation of screen space to areas of interest like e.g. nearby touristic attractions. Finally, a path adaptive isometric perspective is proposed that reveals otherwise hidden facades in top‐down views. We describe efficient implementations of all techniques and exemplify our interactive system on real world urban models.  相似文献   
116.
Recent progress in modelling, animation and rendering means that rich, high fidelity virtual worlds are found in many interactive graphics applications. However, the viewer's experience of a 3D world is dependent on the nature of the virtual cinematography, in particular, the camera position, orientation and motion in relation to the elements of the scene and the action. Camera control encompasses viewpoint computation, motion planning and editing. We present a range of computer graphics applications and draw on insights from cinematographic practice in identifying their different requirements with regard to camera control. The nature of the camera control problem varies depending on these requirements, which range from augmented manual control (semi‐automatic) in interactive applications, to fully automated approaches. We review the full range of solution techniques from constraint‐based to optimization‐based approaches, and conclude with an examination of occlusion management and expressiveness in the context of declarative approaches to camera control.  相似文献   
117.
Numerous single-unit recording studies have found mammalian hippocampal neurons that fire selectively for the animal's location in space, independent of its orientation. The population of such neurons, commonly known as place cells, is thought to maintain an allocentric, or orientation-independent, internal representation of the animal's location in space, as well as mediating long-term storage of spatial memories. The fact that spatial information from the environment must reach the brain via sensory receptors in an inherently egocentric, or viewpoint-dependent, fashion leads to the question of how the brain learns to transform egocentric sensory representations into allocentric ones for long-term memory storage. Additionally, if these long-term memory representations of space are to be useful in guiding motor behavior, then the reverse transformation, from allocentric to egocentric coordinates, must also be learned. We propose that orientation-invariant representations can be learned by neural circuits that follow two learning principles: minimization of reconstruction error and maximization of representational temporal inertia. Two different neural network models are presented that adhere to these learning principles, the first by direct optimization through gradient descent and the second using a more biologically realistic circuit based on the restricted Boltzmann machine (Hinton, 2002; Smolensky, 1986). Both models lead to orientation-invariant representations, with the latter demonstrating place-cell-like responses when trained on a linear track environment.  相似文献   
118.
都听说语义网是Web的未来,但你还是不知道它怎么能让你的应用变得更好。它能加快开发速度吗?能应付复杂的数据结构吗?面向对象的原则还要吗?  相似文献   
119.
Human movement in virtual environments (VEs) is a largely unstudied area, and there are no well-established methods of measuring it in VEs. Consequently, it is unclear how movement affects the experiential side of VEs. We introduce a novel method of measuring and modelling human movement. A specific information entropy-based modelling method enabled us to identify different movement patterns and analyse the experiential components related to them. The data was collected by registering the movement patterns of 68 participants who were in a virtual house doing a search task. The experiential side of the VE was measured with the Experimental Virtual Environment Questionnaire (EVEQ). Four movement patterns were identified. In addition, fluent movement in VEs was related to a high sense of presence. Moreover, the participants who moved fluently in the environment assessed their skills high. The results show how movement is related the way in which people experience the VE. The movement analysis method introduced here is applicable to other related research areas as well.  相似文献   
120.
Abstract— The primary goal of this study was to find a measurement method for motion blur which is easy to carry out and gives results that can be reproduced from one lab to another. This method should be able to also take into account methods for reduction of motion blur such as backlight flashing. Two methods have been compared. The first method uses a high‐speed camera that permits us to directly picture the blurred‐edge profile. The second one exploits the mathematical analysis of the motion‐blur formation to construct the blurred‐edge profile from the temporal step response. Measurement results and method proposals are given and discussed.  相似文献   
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