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951.
针对现有基于授权域的数字版权保护方法中授权节点间不具备独立性的问题,降低了版权保护的灵活性,从而提出了一种基于授权域的密钥管理模型。该模型支持多设备授权并满足授权节点间独立性,即一台设备加入或离开授权域与其它域成员设备无关,提高了版权保护的灵活性。基于该密钥管理模型,提出了应用系统框架以及版权保护协议。进一步,提出了满足该模型的两种密钥管理方法,并分析比较其性能。通过对系统的性能分析,验证了该密钥管理模型的有效性。 相似文献
952.
The paper presents the design and experimental evaluation of two alternative μ-controllers for robust vertical stabilisation of a two-wheeled self-balancing robot. The controllers design is based on models derived by identification from closed-loop experimental data. In the first design, a signal-based uncertainty representation obtained directly from the identification procedure is used, which leads to a controller of order 29. In the second design the signal uncertainty is approximated by an input multiplicative uncertainty, which leads to a controller of order 50, subsequently reduced to 30. The performance of the two μ-controllers is compared with the performance of a conventional linear quadratic controller with 17th-order Kalman filter. A proportional-integral controller of the rotational motion around the vertical axis is implemented as well. The control code is generated using Simulink® controller models and is embedded in a digital signal processor. Results from the simulation of the closed-loop system as well as experimental results obtained during the real-time implementation of the designed controllers are given. The theoretical investigation and experimental results confirm that the closed-loop system achieves robust performance in respect to the uncertainties related to the identified robot model. 相似文献
953.
Luís Miguel Alves Fernandes Gonçalo Cruz Matos Diogo Azevedo Ricardo Rodrigues Nunes Hugo Paredes Leonel Morgado 《Behaviour & Information Technology》2016,35(11):907-918
ABSTRACTGestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction. 相似文献
954.
One of the biggest problems in applying stereo vision techniques in field robotics is how to acquire 3D terrain maps under extreme light conditions. Through multiple exposures, the dynamic range of images can be increased. In this paper, instead of using existing lighting enhancement methods such as exposure fusion to increase the texture of 2D image, we propose that the matching costs of the images grabbed with multiple exposures are directly summed by weight. Compared with the previous methods such as exposure fusion, with the proposed method, it is not necessary to fuse the 2D images captured with multiple exposures, and for each pixel of the matching image, the local information in its local window can be better retained. Since it is possible that the camera is moved between exposures when the images are grabbed, the images captured with multiple exposures are aligned to the image acquired with auto exposure. In order to evaluate the performance of the proposed method, two different stereo matching algorithms were used: a local window-based method and semi-global method. Through experiments in laboratory and outdoors with a stereo vision camera fixed on a tripod and held in the hand, it was verified that the proposed method consistently allowed more valid points to be obtained and the 3D model of terrain can be built more accurately. Especially when the local window-based method was used, the proposed method performed much better. 相似文献
955.
Telecenters take on a prominent role within the current information and communications technology (ICT) ecosystem in Brazil. They are seen by a great many as a key means to foster the digital inclusion of the older population in the country. This paper draws upon a rapid ethnographic study conducted with 78 older people in a center that teaches computer classes to seniors in Brazil. The results show that providing older people with technological infrastructures is not enough to strengthen their digital inclusion if their basic and non-instrumental needs are not taken into consideration in defining educational activities to be carried out in public centers. Participants’ basic needs when it comes to interacting with ICT, such as coping with accessibility issues, were dynamic, whilst non-instrumental needs, fulfilled by using these technologies, such as interacting with relevant others, remained fairly constant throughout the study. Drawing on the results of the study, strategies for fostering the digital inclusion and well-being of older people in Brazil that go beyond telecenters are suggested. 相似文献
956.
957.
针对车载自组织网络(vehicular ad hoc network, VANET)中撤销异常行为车辆可能导致敏感信息泄露的问题,提出了一种基于通用单向累加器的隐私保护撤销机制(privacy protection revocation mechanism based on one-way accumulator, OWA-PPRM)。首先,将所有撤销信息累加到一个值并将其传播给网络中的所有实体节点;然后,车辆与没有泄露个人信息的公共道路路边系统(road-side units, RSU)进行通信来更新证书;最后,利用移动存储库从RSU下载和更新单向累加器的副本以及目击证人的必要信息。仿真结果表明,OWA-PPRM显著降低了认证管理计算复杂度,大大提高了认证效率,同时保护了用户的隐私。 相似文献
958.
959.
WIFI镜头机无线图像采集系统 总被引:3,自引:0,他引:3
针对有线摄像头移动性差、不够灵活等缺陷,提出将摄像头模块、WIFI模组和stm32芯片组合到一起形成一个WIFI无线镜头机.对摄像头模块和WIFI模组的原理和实物进行了研究,通过WIFI无线数据传输技术、LWIP协议及Socket网络编程将图像数据信息无线发送到显示设备处理器中.最终实现将带有网卡的显示设备连接到WIFI无线镜头机内部的WIFI热点,通过连接服务器、开启相机、保存图片等一系列的操作,方便快捷的完成无线图像传输、显示和存储的工作. 相似文献
960.
三维模型动画在数字化设计和应用中具有重要意义,受到越来越多研究者关注;但如何通过三维数字化原真再现民族舞蹈表演是极具挑战的问题.本论文通过动捕技术采集舞蹈动作实现舞蹈数字化展示.具体方法是:首先利用动捕设备捕获人体动作数据,然后在Maya中进行人物建模、骨骼绑定、蒙皮和权重调节,再通过MotionBuilder将3D模型与动捕数据结合,最终完成了现实舞蹈动作的虚拟人展演.论文构建了一个面向民族舞蹈展演的虚拟场景,并以13个民族的舞蹈为数字化内容,推广动捕驱动的舞蹈展演方法的应用. 相似文献