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71.
在高速发展的社会形势之下,各种矛盾在传统教学模式中客观存在,严重地制约了计算机课程的教学效果,在教学中造成了难以逾越的障碍。探索新的教学模式就成为了当务之急,而多媒体教学网络系统就是在这样的形势之下应运而生。教师应当将现代教学媒体与传统的教学媒体有机地联系起来,优化课堂结构,提高课堂教学质量。  相似文献   
72.
<飞行工程力学>课程要在突出专业特色方面有所突破和创新,教学内容要与部队、航理、装备密切结合.为此,在教学中利用课件将隐蔽、复杂的航空飞机结构材料转变成为直观、生动、形象的音、视频多媒体材料.  相似文献   
73.
如今,计算机辅助英语教学由基于光盘﹑独立系统和基于局域网的传统课程向基于网络的新型课程转变,它能更好地将网络的交流性﹑合作性和互动性与语言学习相结合。同时,多媒体在计算机辅助英语教学中的应用能更好地帮助学生理解语言。前人研究中对语言学习中多媒体的使用持肯定态度。讨论多媒体技术的新作用及教学环境中的一些表现。为了能有效推行多媒体语言教学,把新技术和传统教学相结合,需要开拓更灵活的语言环境。  相似文献   
74.
王斐 《计算机仿真》2010,27(3):111-114,155
研究一种基于P2P的多媒体服务发布平台,用于提供多媒体数据的传输和处理服务。平台将多媒体服务分割成小的服务元,并将它们按预先定义的规则离散到一个P2P网络中去,对服务元可以是:对多媒体数据进行的编码转换,对音频/视频数据进行的有损压缩,或者提供具有QoS保证的数据传输与路由等。平台根据用户终端特性和具体的服务定制生成服务需求,在P2P网络中动态的查找并连接服务元,以构建一个可以提供对应服务的服务链路,因此平台具有自适应的特性。平台基于内容可索引网络(Content Addressable Network),目标系统通过理论分析和局域网内的仿真进行验证。  相似文献   
75.
An accurate and rapid method is required to retrieve the overwhelming majority of digital images. To date, image retrieval methods include content-based retrieval and keyword-based retrieval, the former utilizing visual features such as color and brightness, and the latter utilizing keywords that describe the image. However, the effectiveness of these methods in providing the exact images the user wants has been under scrutiny. Hence, many researchers have been working on relevance feedback, a process in which responses from the user are given as feedback during the retrieval session in order to define a user’s need and provide an improved result. Methods that employ relevance feedback, however, do have drawbacks because several pieces of feedback are necessary to produce an appropriate result, and the feedback information cannot be reused. In this paper, a novel retrieval model is proposed, which annotates an image with keywords and modifies the confidence level of the keywords in response to the user’s feedback. In the proposed model, not only the images that have been given feedback, but also other images with visual features similar to the features used to distinguish the positive images are subjected to confidence modification. This allows for modification of a large number of images with relatively little feedback, ultimately leading to faster and more accurate retrieval results. An experiment was performed to verify the effectiveness of the proposed model, and the result demonstrated a rapid increase in recall and precision using the same amount of feedback.  相似文献   
76.
Fengfeng Ke   《Computers & Education》2008,51(4):1609-1620
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders’ cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math learning through five-week computer math gaming, but there was no significant effect of computer gaming on students’ cognitive test performance or metacognitive awareness development. The in-field observation and students’ think-aloud protocol informed that not every computer math drill game would engage children in committed learning. The study findings have highlighted the value of situating learning activities within the game story, making games pleasantly challenging, scaffolding reflections, and designing suitable off-computer activities.  相似文献   
77.
In the past, the term e-learning referred to any method of learning that used electronic delivery methods. With the advent of the Internet however, e-learning has evolved and the term is now most commonly used to refer to online courses. A multitude of systems are now available to manage and deliver learning content online. While these have proved popular, they are often single-user learning environments which provide little in the way of interaction or stimulation for the student. As the concept of lifelong learning now becomes a reality and thus more and more people are partaking in online courses, researchers are constantly exploring innovative techniques to motivate online students and enhance the e-learning experience. This article presents our research in this area and the resulting development of CLEV-R, a Collaborative Learning Environment with Virtual Reality. This web-based system uses Virtual Reality (VR) and multimedia and provides communication tools to support collaboration among students. In this article, we describe the features of CLEV-R, its adaptation for mobile devices and present the findings from an initial evaluation.  相似文献   
78.
Euline   《Computers & Education》2008,51(4):1553-1568
This paper analyses the process of multimedia integration in English language classrooms equipped with interactive whiteboard (IWB) technology, and offers insights into the theoretical underpinnings of multimedia use in language learning from the perspective of cognitive learning theory. The data discussed here are drawn from a study carried out as part of a PhD research programme at Lancaster University (UK). The study was conducted within an interpretative research paradigm, and data were collected and analysed according to a qualitative approach. In the first part, the paper discusses some perceived pedagogical benefits of adopting a multimedia-oriented approach in the IWB-based classroom. Secondly, it discusses a variety of potential problems related to the use of multimedia resources in the language classroom in question. Finally, the paper draws upon the literature on multimedia learning to address the potential pedagogical implications of these research findings.  相似文献   
79.
The explosive growth of the Internet has made the knowledge and skills for creating Web pages into general subjects that all students should learn. It is now common to teach the technical side of the production of Web pages and many teaching materials have been developed. However teaching the aesthetic side of Web page design has been neglected, and students not in art or design majors are normally confronted with difficulties when they do expressive design of Web pages.  相似文献   
80.
In the present and next generation wireless networks, cellular system remains the major method of telecommunication infrastructure. Since the characteristic of the resource constraint, call admission control is required to address the limited resource problem in wireless network. The call dropping probability and call blocking probability are the major performance metrics for quality of service (QoS) in wireless network. Many call admission control mechanisms have been proposed in the literature to decrease connection dropping probability for handoffs and new call blocking probability in cellular communications. In this paper, we proposed an adaptive call admission control and bandwidth reservation scheme using fuzzy logic control concept to reduce the forced termination probability of multimedia handoffs. Meanwhile, we adopt particle swarm optimization (PSO) technique to adjust the parameters of the membership functions in the proposed fuzzy logic systems. The simulation results show that the proposed scheme can achieve satisfactory performance when performance metrics are measured in terms of the forced termination probability for the handoffs, the call blocking probability for the new connections and bandwidth utilization.  相似文献   
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