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11.
With the circulation of misinformation about the COVID-19 pandemic, the World Health Organization has raised concerns about an “infodemic,” which exacerbates people’s misperceptions and deters preventive measures. Against this backdrop, this study examined the conditional indirect effect of social media use and discussion heterogeneity preference on COVID-19-related misinformation beliefs in the United States, using a national survey. Findings suggested that social media use was positively associated with misinformation beliefs, while discussion heterogeneity preference was negatively associated with misinformation beliefs. Furthermore, worry of COVID-19 was found to be a significant mediator as both associations became more significant when mediated through worry. In addition, faith in scientists served as a moderator that mitigated the indirect effect of discussion heterogeneity preference on misinformation beliefs. That is, among those who had stronger faiths in scientists, the indirect effect of discussion heterogeneity preference on misinformation belief became more negative. The findings revealed communication and psychological factors associated with COVID-19-related misinformation beliefs and provided insights into coping strategies during the pandemic. 相似文献
12.
Few jurisdictions have translated internationally agreed social impact assessment (SIA) principles into statutory provisions. Governments and regulatory bodies tend to provide developers with high-level frameworks, or require that social impacts be ‘considered’, without specifying how this is to be done. In Australia, this lack of clarity leaves all parties uncertain about requirements for SIA. The New South Wales (NSW) Government’s 2017 release of the SIA guideline for State-significant mining, petroleum and extractive industry development represents an attempt to clarify requirements and provide guidance. In this paper, we describe the process of bringing this guideline to fruition from the perspective of being directly involved in its development, and highlight the challenges involved in integrating leading-practice principles into the state’s pre-existing policy framework. While the guideline represents a significant advance in policy-based SIA guidance, some aspects leave room for improvement. The real test of the guideline’s impact will lie in its influence on SIA practice in NSW, and ultimately in social outcomes for communities affected by resources projects. 相似文献
13.
The study examined a decision tree analysis using social big data to conduct the prediction model on types of risk factors related to cyberbullying in Korea. The study conducted an analysis of 103,212 buzzes that had noted causes of cyberbullying and data were collected from 227 online channels, such as news websites, blogs, online groups, social network services, and online bulletin boards. Using opinion-mining method and decision tree analysis, the types of cyberbullying were sorted using SPSS 25.0. The results indicated that the total rate of types of cyberbullying in Korea was 44%, which consisted of 32.3% victims, 6.4% perpetrators, and 5.3% bystanders. According to the results, the impulse factor was also the greatest influence on the prediction of the risk factors and the propensity for dominance factor was the second greatest factor predicting the types of risk factors. In particular, the impulse factor had the most significant effect on bystanders, and the propensity for dominance factor was also significant in influencing online perpetrators. It is necessary to develop a program to diminish the impulses that were initiated by bystanders as well as victims and perpetrators because many of those bystanders have tended to aggravate impulsive cyberbullying behaviors. 相似文献
14.
针对实体产业对科技资源的服务需求,以服务效应作为资源文本分类标准,提出一种基于多元神经网络融合的分布式资源空间文本分类模型。设计了包含词嵌入层、卷积层、双向门控循环单元层、注意力机制层和softmax层的多元神经网络通路;在此基础上采用基于需求—效应—资源分类策略,完成了从定性科技资源需求到定量资源服务效应求解,再到定性科技资源输出的映射变换,重点解决了分布式科技资源局部和全局语义特征形式多样、文本长距离依赖特征显著、重要资源信息难以准确识别的问题,进而从分布式科技资源空间中快速准确地获取效应知识,提升实体产业产品研发效率和创新能力;通过万方专利科技资源数据集验证了所提方法的可行性和有效性,为更加全面地挖掘资源文本特征和按需服务实体产业提供了一种新的思路和手段。 相似文献
15.
Load testing of applications is an important and costly activity for software provider companies. Classical solutions are very difficult to set up statically, and their cost is prohibitive in terms of both human and hardware resources. Virtualized cloud computing platforms provide new opportunities for stressing an application's scalability, by providing a large range of flexible and less expensive (pay‐per‐use model) computation units. On the basis of these advantages, load testing solutions could be provided on demand in the cloud. This paper describes a Benchmark‐as‐a‐Service solution that automatically scales the load injection platform and facilitates its setup according to load profiles. Our approach is based on: (i) virtualization of the benchmarking platform to create self‐scaling injectors; (ii) online calibration to characterize the injector's capacity and impact on the benched application; and (iii) a provisioning solution to appropriately scale the load injection platform ahead of time. We also report experiments on a benchmark illustrating the benefits of this system in terms of cost and resource reductions. Copyright © 2013 John Wiley & Sons, Ltd. 相似文献
16.
Online gaming addiction has been increasingly recognized as a mental disorder. However, the predictive factors that lead to online gaming addiction are not well established. The aim of this study was to identify factors that may influence the development of online gaming addiction. A total of 263 patients with problematic online gaming addiction (255 males (97%) and 8 females (3%), age: mean = 20.4 ± 5.8 years) and153 healthy comparison subjects (118 males (77%) and 35 females (23%), age: 21.2 ± 5.5 years, range) were recruited for participation in the current study. Hierarchical logistic regression analyses among each set of variables were conducted. Individual factors (sex and age), cognitive factors (IQ and perseverative errors), psychopathological conditions (ADHD, depression, anxiety, and impulsivity), and social interaction factors (family environment, social anxiety, and self-esteem) were evaluated in a stepwise fashion. All four factors were associated with online gaming addiction, with psychopathological conditions being the strongest risk factors for the addiction. Individual factors, psychological factors, and social interactions were associated with the development of pure online gaming addiction. As before, psychological factors (attention, mood, anxiety and impulsivity) were the strongest risk factors for online gaming addiction in patients with pure online gaming addiction. Psychopathologies, including ADHD and depression, were the strongest factors associated with the development of online gaming addiction in individuals. 相似文献
17.
Information‐Centric Networking (ICN) has been accepted to overcome some weaknesses of the current Internet architecture, showing that “what is being exchanged” is more important than “who are exchanging information.” Given the inadequate considerations on Quality of Service (QoS) and energy saving in ICN routing, we propose in this paper a routing algorithm to enhance the two aspects. At first, on one hand, Cauchy distribution is used as a fuzzy model to evaluate users' QoS requirements, such as bandwidth, delay, and error rate; on the other hand, we formulate energy saving problem to evaluate the green quality of routing algorithm. Then, we design a link selection approach by considering QoS and energy saving, which belongs to a multi‐objective decision problem resolved by intelligent drops algorithm. Finally, we implement the proposed algorithm and compare it with the famous adaptive forwarding mechanism in terms of some significant metrics, and the experimental results reveal that the proposed algorithm is more efficient. 相似文献
18.
Although previous research has investigated widespread use of social media, especially Facebook, by youth attending college, the conditions under which these media foster adjustment to college remain unclear. This study tested a model illuminating pathways linking social competence to college adjustment via students’ perceptions about the usefulness of Facebook and ways in which they used the medium. Self-report survey data from 321 college students (M age = 20.09; 58% female; 84% Caucasian) attending a major Midwestern university supported the proposed model, indicating that higher social competence could foster or impede college adjustment, depending upon how it was related to beliefs about the usefulness of different Facebook functions and how these perceptions, in turn, were associated with patterns of Facebook use. Findings underscore the importance of considering connections among personal attributes, perception of media effectiveness, and media behaviors in assessing the implications of social media for users’ psychosocial well-being. 相似文献
19.
为解决依赖装维上门鉴别光网络单元故障带来的不便,可以从机器视觉入手实现自动化故障识别。近年,ImageNet挑战赛的成功推动了物体识别技术的跨越式发展,特别是基于卷积的深度学习技术在视觉识别方面已经达到人类水平,为光网络单元故障的自动识别提供了技术基础。文章对识别光网络单元的工作状态进行了研究,将设备工作状态分为7个场景,提出了利用手机APP采集图片识别故障的解决方案并投入了实际生产;重点阐述了深度学习模块的设计与实现,提出一种通过算法整合的方式综合运用物体检测和图像分类算法,分3阶段逐步求精,解决了图片过滤,光网络单元型号和状态识别等问题,实现了基于计算机视觉自动识别光网络单元故障。从数据上看产品的端到端准确率超过84%,识别速度达到10 FPS,月均提供服务超过1万人次,在减少用户等待的同时节约了人力资源。 相似文献
20.
Few literature studies have investigated the relationships between different uses and gratifications (U&Gs) of mobile instant messaging (MIM) apps, continuation, and purchase intentions. To address this gap, the researchers aimed to examine the influence of the content, social, process, and technology U&Gs of MIM on continuation intentions toward MIMs, and purchase intentions toward virtual goods available on MIMs. A comprehensive research model was developed based on the U&G theory, which was tested using cross-sectional data from 309 Japanese MIM users. The study considered six different U&Gs of MIM as independent variables and purchase intentions towards stickers and continuation intentions towards MIM as dependent variables. The study results suggest that exposure U&G has a significant positive association with MIM sticker purchase intentions. The entertainment and affection U&G are positively associated with continuation intentions towards MIM use. The study contributes to the literature by investigating U&Gs that motivate MIM users to have both positive purchase intentions toward virtual goods, such as stickers, and continuation intentions toward MIMs. The study has significant theoretical and practical implications for both researchers and practitioners who are interested in virtual goods, the virtual economy, MIM apps, social media, new media, and the service economy. 相似文献