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11.
In recent years, Internet of Things (IoT) devices are used for remote health monitoring. For remotely monitoring a patient, only the health information at different time points are not sufficient; predicted values of biomarkers (for some future time points) are also important. In this article, we propose a powerful statistical model for an efficient dynamic patient monitoring using wireless sensor nodes through Bayesian Learning (BL). We consider the setting where a set of correlated biomarkers are measured from a patient through wireless sensors, but the sensors only report the ordinal outcomes (say, good, fair, high, or very high) to the sink based on some prefixed thresholds. The challenge is to use the ordinal outcomes for monitoring and predicting the health status of the patient under consideration. We propose a linear mixed model where interbiomarker correlations and intrabiomarker dependence are modeled simultaneously. The estimated and the predicted values of the biomarkers are transferred over the internet so that health care providers and the family members of the patient can remotely monitor the patient. Extensive simulation studies are performed to assess practical usefulness of our proposed joint model, and the performance of the proposed joint model is compared to that of some other traditional models used in the literature.  相似文献   
12.
This study investigated the relationships among incoming knowledge, persistence, affective states, in-game progress, and consequently learning outcomes for students using the game Physics Playground. We used structural equation modeling to examine these relations. We tested three models, obtaining a model with good fit to the data. We found evidence that both the pretest and the in-game measure of student performance significantly predicted learning outcome, while the in-game measure of performance was predicted by pretest data, frustration, and engaged concentration. Moreover, we found evidence for two indirect paths from engaged concentration and frustration to learning, via the in-game progress measure. We discuss the importance of these findings, and consider viable next steps concerning the design of effective learning supports within game environments.  相似文献   
13.
Disassembly is a key step for an efficient treatment of end-of-life (EOL) products. A principle of cognitive robotics is implemented to address the problem regarding uncertainties and variations in the automatic disassembly process. In this article, advanced behaviour control based on two cognitive abilities, namely learning and revision, are proposed. The knowledge related to the disassembly process of a particular model of product is learned by the cognitive robotic agent (CRA) and will be implemented when the same model has been seen again. This knowledge is able to be used as a disassembly sequence plan (DSP) and disassembly process plan (DPP). The agent autonomously learns by reasoning throughout the process. In case of an unresolved condition, human assistance is given and the corresponding knowledge will be learned by demonstration. The process can be performed more efficiently by applying a revision strategy that optimises the operation plans. As a result, the performance of the process regarding time and level of autonomy are improved. The validation was done on various models of a case-study product, Liquid Crystal Display (LCD) screen.  相似文献   
14.
We study a two-agent scheduling problem in a two-machine permutation flowshop with learning effects. The objective is to minimize the total completion time of the jobs from one agent, given that the maximum tardiness of the jobs from the other agent cannot exceed a bound. We provide a branch-and-bound algorithm for the problem. In addition, we present several genetic algorithms to obtain near-optimal solutions. Computational results indicate that the algorithms perform well in either solving the problem or efficiently generating near-optimal solutions.  相似文献   
15.
The paper is mainly to explore the automated music composition experiences for the students in the high grades of elementary school who are unfamiliar with the professional music theory. The proposed Automated Composition for Music Education (ACME) software was developed to help the students to compose the rhythm and melody themselves, while chord configuration and arrangement are automatically generated. Subsequently, sixth-year students of a non-experimental school were recruited to use the software for the completion of its development. Analysis of learning effectiveness at the reaction level, analysis of learning-level learning effectiveness, correlation analysis of the reaction- and learning-levels learning effectiveness has been performed with a significant result. The correlations between each component of learning effectiveness at the reaction and learning levels were also found. Finally the students in the experimental group using the ACME teaching materials showed a better learning effectiveness at both reaction level and learning level, than those of the students in the comparison group.  相似文献   
16.
Join a Meetup Group” (face-to-face study group) has been propagated by Coursera to build rapport and provide mutual support among MOOC learners; however, studies remain scant regarding its effectiveness and sustainability. This interpretive case study documents our facilitation process, key influential factors, as well as student perceived gains in a six-week MOOC study group. Data sources include discussion recordings, end-of-course interviews, goal setting sheets, weekly reflection journals, and researchers' observation notes. Results showed that, cognitively, participants broadened their perspective of thinking, raised cultural awareness, and shared many learning strategies. Affectively, they established a strong sense of community and gained motivation for learning. Participants also increased action tendencies toward trying out Coursera functions, new courses, and learning strategies, and they became more cognizant of the benefits and procedures of the MOOC study group. Our findings suggest that, with proper design and facilitation, face-to-face study group would be a practicable and effective approach to leverage MOOC students' motivation, engagement, and deeper learning. Implications are discussed in terms of potential gains, challenges, key influential factors, as well as future design and implementation of MOOC study groups.  相似文献   
17.
The use of nanomedicine for targeted drug delivery, though well established, is still a growing and developing field of research with potential benefits to many biomedical problems. There is a plethora of nano-carriers with myriads of designs of shapes, sizes and composition that involves complex, trial and error based preparation protocols. The digital age brought an information revolution with automated data analysis, machine learning and data mining applied to almost every field of research including drug delivery. Indeed, nanomedicine has benefitted from the use of data science and information science to optimize, standardize, and understand the synthesis, characterization, and biological effects of nanomaterials. This short review will describe several concepts and a few examples of nanoinformatics, including Nano-Quantitative Structure-Activity Relationship (Nano-QSAR), the use of computational methods for predicting different properties of nanomedicine in drug delivery and propose an outlook for the future.  相似文献   
18.
火灾事故频发严重威胁着社会公共安全和人们的生命财产安全。火灾发生的不可预见性增加了火灾防控的难度。传统温感、烟感火灾探测设备对室内空间火灾探测效率较高;以人工选择特征为依据的火灾图像识别技术受限于实际火灾场景特征复杂多变,存在误报情况;深度学习技术通过海量火灾场景图片训练和网络参数优化,自动提取火灾图像深度抽象特征,以达到对火灾的精准识别和预警判断。本文就火灾图像识别及深度学习技术在该领域中的应用进行分析,对影响深度学习技术在火灾图像识别应用中的瓶颈问题进行探讨,并展望了该技术的未来发展。  相似文献   
19.
A log statement is one of the key tactics for a developer to record and monitor important run-time behaviors of our system in a development phase and a maintenance phase. It composes of a message for stating log contents, and a log level (eg, debug or warn) to denote the severity of a message and controlling its visibility at run time. In spite of its usefulness, a developer does not tend to deeply consider which log level is appropriate in writing source code, which causes the system to be unmaintainable. To address this issue, this paper proposes an automatic approach to validating the appropriateness of the log level in consideration of the semantic and syntactic features and recommending a proper alternative log level. We first build the semantic feature vector to quantify the semantic similarity among application log messages using the word vector space, and the syntactic feature vector to capture the application context that surrounds the log statement. Based on the feature vectors and machine learning techniques, the log level is automatically validated, and an alternative log level is recommended if the log level is invalid. For the evaluation, we collected 22 open-source projects from three application domains, and obtained the 77% of precision and 75% of recall in validating the log levels. Also, our approach showed 6% higher accuracy than that of the developer group who has 7 to 8 years of work experience, and 72% of the developers accepted our recommendation.  相似文献   
20.
Serious games have proven to be educational tools with numerous positive effects, capable of promoting learning, changing behavior, or improving training and skills development, among other effects. Serious games can also be applied to address and prevent social problems. This study describes the experiments and analyses we have carried out to test the effectiveness of Conectado, a serious game created to prevent bullying and cyberbullying in schools by increasing awareness of the problem in players. We have used the results from these experiments to answer different research questions regarding the game’s acceptance and effectiveness, validating several characteristics of the game design. We have also studied the influence of players’ characteristics on the effect of the game, as well as the relationship between the in-game behaviors of players and their degree of awareness. We have verified a positive effect of the game in terms of an increase of awareness regarding bullying and cyberbullying for all target users, and have provided further insight into how this increase is related to different players’ characteristics and behaviors.  相似文献   
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