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41.
为了解决模糊合作博弈传统核心解在资源分配问题中的应用局限,提出了对模糊合作博弈(N,v)中总收益值v(e~N)进行保留,不将全部总收益值分配给所有参与者,进而实现资源再分配或再发展的方案,进一步适应模糊合作博弈核心解的应用需求.首先定义了广义转归、广义核心,广义稳定集等解的概念,然后指出了其含义,在此基础上描述了模糊合作博弈模型.最后以定理证明了各广义核心解之间的关系,说明通过相应系数的调整即可提供合理的分配方案,表明了推广后的模糊合作博弈核心解具有更高的理论及应用价值.  相似文献   
42.
儿童世界是游戏的世界,游戏是正在成长中的儿童最大的心理需求,在儿童心理发展的各个方面起着重要的作用。那么如何挖掘计算机游戏中的教育因素,使计算机教育游戏能够在开发儿童多元智能方面充分发挥其作用呢?该文提出了开发儿童多元智能的计算机游戏化教学的四种教学模式:导学模式、诊断模式、探究模式、练习模式。  相似文献   
43.
在基于辩论的多agent系统研究中,agent之间的对话博弈一般是双方的,然而现实中的辩论却常常涉及到多方参与者,如何实现多agent系统的多方对话博弈是当前的研究热点之一。用于多方论据博弈的辩证分析模型(DAM-MAG)是一种借鉴中国武术擂台比武思想,将多方对话博弈转化为若干个双方对话博弈的理论模型。DAM-MAG的难点在于多方对话博弈协议的设计和实现。为此,基于该理论模型提出了一种多方对话博弈协议。该协议提供了通过双方对话博弈来解决多方对话博弈问题的方法,为解决多agent系统的多方对话博弈提供了新的途径。  相似文献   
44.
The positive and negative influences of violent/action games, henceforth called “action games”, remains controversial in the scholarly literature. Although debate continues whether action games influence aggressive behavior, little research has examined the influence of action games on civic engagement. The current study addresses this gap by examining the correlation between exposure to action games on civic engagement and on-line prosocial behavior in a sample of 873 teenagers. Results indicated that girls as well as teens who had parents who were more technologically savvy tended to engage in more civic behaviors. Exposure to action games predicted more prosocial behavior on-line, but did not predict civic engagement either positively or negatively. However, exposure to action games and parental involvement interacted to promote youth civic engagement. Action-game-playing-youth whose parents were involved in game play and supervision were most civically involved, compared to youth who did not play action games, or whose parents were less involved. These results indicated little support for the belief that exposure to violence in video games decreases prosocial behavior and/or civic engagement. Conversely some support was found for the possibility that playing action games is associated with small increased prosocial behavior and civic engagement in the real world, possibly due to the team-oriented multiplayer options in many of these games.  相似文献   
45.
In recent years, studies have shown that video game experience is related to improvements across a variety of cognitive and visuospatial tasks. This study investigated the relationship between prior video game experience and spatial performance in virtual and real environments. Across two experiments, gaming experience was related to performance in desktop virtual environments; those with more video game experience were more accurate in pointing to nonvisible targets. In contrast, gaming experience was unrelated to three different real environment tasks, suggesting that video games may primarily influence perceptual and cognitive abilities in the visual domain over abilities that also involve kinesthetic or vestibular input. Contrary to expectations, gaming experience was also related to performance in immersive virtual environments, which may be related to the use of a joystick interface during immersive travel. Video game experience was also positively related to performance in a dynamic spatial task and to verbal SAT and math SAT scores. Sex differences in desktop virtual navigation and dynamic spatial ability were eliminated when game experience was included as a covariate.  相似文献   
46.
There is a chronic lack of shared application domains to test advanced research models and agent negotiation architectures in Multiagent Systems. In this paper we introduce a friendly testbed for that purpose. The testbed is based on The Diplomacy Game where negotiation and the relationships between players play an essential role. The testbed profits from the existence of a large community of human players that know the game and can easily provide data for experiments. We explain the infrastructure in the paper and make it freely available to the AI community.  相似文献   
47.
The technology profile inventory (TPI) measures attitudes toward computers and the internet. We describe the most recent phase of the construction of the TPI. The studies reported refine and validate the instrument, and we present the final version as an Appendix A. Using a new sample of respondents (N = 394), we replicated the three major factors found previously (Confidence, Approval, and Interest). The TPI scores were related to patterns of information technology (IT) usage and also to gender. To demonstrate the practical utility of the TPI we report (1) results linking TPI scores to behavior during an internet search task; (2) test–retest results obtained as part of a cognitive training experiment using action video games; and (3) results showing that attitudes to IT may be modified by a particular experience with information technology.  相似文献   
48.
综述了近年来发展迅速的深度学习技术及其在游戏(或博弈)中的应用. 深度学习通过多层神经网络来构建端对端的从输入到输出的非线性映射, 相比传统的机器学习模型有显见的优势. 最近, 深度学习被成功地用于解决强化学习中的策略评估和策略优化的问题, 并于多种游戏的人工智能取得了突破性的提高. 本文详述了深度学习在常见游戏中的应用.  相似文献   
49.
Social play is an increasingly important constituent of the digital game experience. Though there is a growing understanding of how the social context influences the experience of playing, there is little known about how the experience of play influences the social experience. Specifically, it is not even known whether winning or losing affects a player's sense of social presence with their co-players. This paper provides the results of two studies aiming to explore this interaction. The first study is a lab-based study that looked at whether social presence varied in collocated teams playing team-based games depending on whether they won or lost. The second study is a user experience survey which measured how variables in the context of gameplay affected social presence across a number of team-based online games. The results of both studies show that when teams lose, the negative impact on social presence is greater within teams than between the competing teams. This has implications for how studies in this area should be analysed and also, through consideration of individual games, suggests that mechanisms in the games may lead to the reduced social presence.  相似文献   
50.
基于合作博弈论的社会网络关键节点发现研究   总被引:1,自引:0,他引:1  
王学光 《计算机科学》2013,40(4):155-159
社会网络关键节点发现问题有着许多重要的应用,同时也越来越受到了研究机构和学者的关注。为了找到社会网络中top K个关键节点,提出了一种基于合作博弈理论的方法。该方法考虑到社会网络普遍存在社区结构,利用Owen值得到每个节点的边际贡献,由此得到该问题的解。在2个合成数据集和4个实际数据集上验证了本方法的可行性和较其他方法的有效性。  相似文献   
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