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排序方式: 共有10000条查询结果,搜索用时 15 毫秒
1.
汪子杰  张德明  徐晓慧 《中国矿业》2021,30(S1):238-244
胶莱盆地在胶东半岛地质构造及造山带研究中占有重要地位,其巨厚的白垩系陆相沉积是石油系统多年的研究目标。胶莱盆地南部白垩纪的岩石地层序列较其北部更为复杂,其认识几经反复,其中尤以大盛群与王氏群和莱阳群的部分单位的关系为甚。本次工作通过详细对比其沉积层序、相互关系、古生物组合、岩石学特征及同位素年龄等因素,认为大盛群与王氏群属同一沉积层序,沉积基底相同、沉积环境相似、古生物群落时代一致,二者具有同时代、同沉积相、同岩石组合的一致性,应是一套地层,建议今后使用统一地层名称。  相似文献   
2.
A recent development in tactile technology enables an improvement in the appreciation of the visual arts for people with visual impairment (PVI). The tactile sense, in conjunction with, or a possibly as an alternative to, the auditory sense, would allow PVIs to approach artwork in a more self‐driven and engaging way that would be difficult to achieve with just an auditory stimulus. Tactile colour pictograms (TCPs), which are raised geometric patterns, are ideographic characters that are designed to enable PVIs to identify colours and interpret information by touch. In this article, three TCPs are introduced to code colours in the Munsell colour system. Each colour pattern consists of a basic cell size of 10 mm × 10 mm to represent the patterns consistently in terms of regular shape. Each TCP consists of basic geometric patterns that are combined to create primary, secondary, and tertiary colour pictograms of shapes indicating colour hue, intensity and lightness. Each TCP represents 29 colours including six hues; they were then further expanded to represent 53 colours. Two of them did not increase the cell size, the other increased the cell size 1.5 times for some colours, such as yellow‐orange, yellow, blue, and blue‐purple. Our proposed TCPs use a slightly larger cell size compared to most tactile patterns currently used to indicate colour, but code for more colours. With user experience and identification tests, conducted with 23 visually impaired adults, the effectiveness of the TCPs suggests that they were helpful for the participants.  相似文献   
3.
Smartphones are being used and relied on by people more than ever before. The open connectivity brings with it great convenience and leads to a variety of risks that cannot be overlooked. Smartphone vendors, security policy designers, and security application providers have put a variety of practical efforts to secure smartphones, and researchers have conducted extensive research on threat sources, security techniques, and user security behaviors. Regrettably, smartphone users do not pay enough attention to mobile security, making many efforts futile. This study identifies this gap between technology affordance and user requirements, and attempts to investigate the asymmetric perceptions toward security features between developers and users, between users and users, as well as between different security features. These asymmetric perceptions include perceptions of quality, perceptions of importance, and perceptions of satisfaction. After scoping the range of smartphone security features, this study conducts an improved Kano-based method and exhaustively analyzes the 245 collected samples using correspondence analysis and importance satisfaction analysis. The 14 security features of the smartphone are divided into four Kano quality types and the perceived quality differences between developers and users are compared. Correspondence analysis is utilized to capture the relationship between the perceived importance of security features across different groups of respondents, and results of importance-satisfaction analysis provide the basis for the developmental path and resource reallocation strategy of security features. This article offers new insights for researchers as well as practitioners of smartphone security.  相似文献   
4.
Collaboration with artificial intelligence (AI) is a growing trend even in the field of creativity. This paper examines which quantitative metrics can be used to comparatively analyse human-computer co-creativity with children. To study this question, 24 schoolchildren of age 10–11 wrote a poem with three co-creative poetry writing processes: a human-computer, a human-human, and a human-human-computer process. The computational participant in the processes was an AI-based application called the Poetry Machine. The children were asked to evaluate their user experience with a 5-point Likert-type questionnaire after each writing process and a comparative questionnaire after finishing all processes. The metrics used in the evaluation were immediate fun, long-term enjoyment, creativity, self-expression, outcome satisfaction, ease of starting and finishing writing, quality of ideas and support from others, and ownership.

Significant differences were found in fun, long-term enjoyment, quality of ideas, support, and ownership. The high number of statistically relevant results was enabled by exposing all participants to all writing processes, and the comparative questionnaire. The human-human-computer process was evaluated the best in long-term enjoyment and the human-computer process the weakest in support and idea quality. Creativity and ease of finishing writing turned out to be outlining metrics for the co-creative processes.  相似文献   

5.
Number entry is a ubiquitous activity and is often performed in safety- and mission-critical procedures, such as healthcare, science, finance, aviation and in many other areas. We show that Monte Carlo methods can quickly and easily compare the reliability of different number entry systems. A surprising finding is that many common, widely used systems are defective, and induce unnecessary human error. We show that Monte Carlo methods enable designers to explore the implications of normal and unexpected operator behaviour, and to design systems to be more resilient to use error. We demonstrate novel designs with improved resilience, implying that the common problems identified and the errors they induce are avoidable.  相似文献   
6.
王传旭  薛豪 《电子学报》2020,48(8):1465-1471
提出一种以"关键人物"为核心,使用门控融合单元(GFU,Gated Fusion Unit)进行特征融合的组群行为识别框架,旨在解决两个问题:①组群行为信息冗余,重点关注关键人物行为特征,忽略无关人员对组群行为的影响;②组群内部交互行为复杂,使用GFU有效融合以关键人物为核心的交互特征,再通过LSTM时序建模成为表征能力更强的组群特征.最终,通过softmax分类器进行组群行为类别分类.该算法在排球数据集上取得了86.7%的平均识别率.  相似文献   
7.
为解决共享交通下的共乘用户群体发现效率低、准确率不高问题,依据R-树原理建立GeoOD-Tree索引,并在此基础上提出以最大化共乘率为目标的群体发现策略。首先,对原始时空轨迹数据进行特征提取与标定处理,挖掘有效出行起讫点(OD)轨迹;其次,针对用户起讫点轨迹的特征,建立GeoOD-Tree索引进行有效的存储管理;最后,给出以最大化共乘行程为目标的群体发现模型,并运用K最近邻(KNN)查询对搜索空间剪枝压缩,提高群体发现效率。采用西安市近12000辆出租车营运轨迹数据,选取动态时间规整(DTW)等典型算法与所提算法在查询效率与准确率上进行性能对比分析。与DTW算法相比,所提算法的准确率提高了10.12%,查询效率提高了约15倍。实验结果表明提出的群体发现策略能有效提高共乘用户群体发现的准确率和效率,可有效提升共乘出行方式的出行率。  相似文献   
8.
Private information retrieval(PIR) is an important privacy protection issue of secure multi-party computation, but the PIR protocols based on classical cryptography are vulnerable because of new technologies,such as quantum computing and cloud computing. The quantum private queries(QPQ) protocols available, however, has a high complexity and is inefficient in the face of large database. This paper, based on the QKD technology which is mature now, proposes a novel QPQ protocol utilizing the key dilution and auxiliary parameter. Only N quits are required to be sent in the quantum channel to generate the raw key, then the straight k bits in the raw key are added bitwise to dilute the raw key, and a final key is consequently obtained to encrypt the database. By flexible adjusting of auxiliary parameters θ and k, privacy is secured and the query success ratio is improved. Feasibility and performance analyses indicate that the protocol has a high success ratio in first-trial query and is easy to implement, and that the communication complexity of O(N) is achieved.  相似文献   
9.
粤港澳大湾区世界城市群与世界机场群相伴而生、联动发展.建设世界级机场群,需要5大机场错位发展和良性互动.澳门国际机场是澳门融入粤港澳大湾区重要一极,但机场发展存在与澳门定位、香港珠海空域空运矛盾、澳门土地和环境现状等相关的问题.因此,澳门国际机场今后发展需在葡语国家航线、珠澳密切合作、公务机产业方面努力实现跨越式发展.然而,澳门国际机场改扩建问题争议不断,本文就原址扩建、填海区新建、飞地黄茅岛新建3种模式进行比较分析,探索符合澳门长远利益之方案.  相似文献   
10.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   
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