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11.
为了弥补核心作为博弈解可能为空集的缺陷,将经典合作博弈中的谈判集解拓展到模糊合作博弈中,提出了模糊合作博弈的模糊谈判集的概念.探讨模糊网络博弈的模糊谈判集和核心的等价性质,并对相关结论加以证明.研究表明,模糊合作博弈的模糊谈判集是经典合作博弈谈判集的自然拓展,该结果丰富了对模糊合作博弈的解的研究,也表明了模糊网络博弈核心的非空性,进而保证其最优分配方案的存在性. 相似文献
12.
Maojiao Ye Danhu Li Qing-Long Han Lei Ding 《IEEE/CAA Journal of Automatica Sinica》2023,10(2):376-387
This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information. First, reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for games with first-order and second-order players, respectively. In the developed algorithms, the observed disturbance values are included in control signals to eliminate the influence of disturbances, based on which a gradient-like optimization method is implemented for each player. Second, a signum function based distributed algorithm is proposed to attenuate disturbances for games with second-order integrator-type players. To be more specific, a signum function is involved in the proposed seeking strategy to dominate disturbances, based on which the feedback of the velocity-like states and the gradients of the functions associated with players achieves stabilization of system dynamics and optimization of players’ objective functions. Through Lyapunov stability analysis, it is proven that the players’ actions can approach a small region around the Nash equilibrium by utilizing disturbance observer-based strategies with appropriate control gains. Moreover, exponential (asymptotic) convergence can be achieved when the signum function based control strategy (with an adaptive control gain) is employed. The performance of the proposed algorithms is tested by utilizing an integrated simulation platform of virtual robot experimentation platform (V-REP) and MATLAB. 相似文献
13.
Juho Hamari Johannes Koski Aditya Johri 《International journal of human-computer interaction》2019,35(9):804-819
In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokémon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI. 相似文献
14.
Angelica B. Ortiz de Gortari 《Telematics and Informatics》2018,35(2):382-396
Research on Game Transfer Phenomena (GTP) has demonstrated that playing video games can lead to re-experiencing images, sounds, tactile sensations, spontaneous thoughts and actions, sometimes triggered by physical objects/events associated with the game. Location-based augmented reality games posit interesting questions regarding GTP, particularly because they use physical locations, they overlay digital images in physical contexts and the gameplay shifts between the virtual and the physical world. This study aims to investigate the prevalence of GTP and the role of immersion, augmented reality and sound in a sample of English- (EnS) and Spanish- (SpS) speaking gamers of the game Pokémon Go (PoGo). A total of 1313 gamers (Mage?=?31.47) were recruited online. GTP was less common than in previous studies; however, 82.4% had experienced GTP at least once. The SpS showed higher prevalence of GTP and played more intensively. Automatic mental processes predominated in the EnS, while behaviours and actions were more common in the SpS. The absence or presence of video game features seems important for the way GTP manifests. For instance, tactile hallucinations were more prevalent, while sensations of self-motion were less reported. Playing with augmented reality (AR) and sounds showed significant correlations with various GTP types, but not with re-experiencing images from the game. More gamers who reported the sensation that Pokémon were physically present or looked for Pokémon outside the screen while playing, as connotations of immersion, had experienced GTP. Experiencing GTP while playing may be more common in location-based augmented reality games, compared to other games. 相似文献
15.
16.
吴仁群 《北京印刷学院学报》2009,17(1)
论文中以一个简单二阶段博弈为例给出了不同成本信息结构下(对称、单边非对称、双边非对称)双寡头市场中各公司的均衡决策。通过分析可以看出,不仅市场结构、决策的次序影响公司的收益和数量,而且信息结构也对公司的收益和数量产生影响。 相似文献
17.
两发电集团竞价上网有限次重复博弈研究 总被引:1,自引:0,他引:1
运用博弈论中重复博弈的原理,建立了电力市场两发电集团竞价上网有限次重复博弈模型,并对模型的纳 什均衡解进行分析。认为当2uM>uH>uM+uL且uM≥2uL时,触发策略会使发电侧合谋的发生,这种合谋对电力市 场的稳定是不利的。电力市场管理部门通过对报价上下限的控制,可以有效防止竞价者合谋的发生。 相似文献
18.
Enhancing the earthquake behavioral responses and post-earthquake evacuation preparedness of building occupants is beneficial to increasing their chances of survival and reducing casualties after the mainshock of an earthquake. Traditionally, training approaches such as seminars, posters, videos or drills are applied to enhance preparedness. However, they are not highly engaging and have limited sensory capabilities to mimic life-threatening scenarios for the purpose of training potential participants. Immersive Virtual Reality (IVR) and Serious Games (SG) as innovative digital technologies can be used to create training tools to overcome these limitations. In this study, we propose an IVR SG-based training system to improve earthquake behavioral responses and post-earthquake evacuation preparedness. Auckland City Hospital was chosen as a case study to test our IVR SG training system. A set of training objectives based on best evacuation practice has been identified and embedded into several training scenarios of the IVR SG. Hospital staff (healthcare and administrative professionals) and visitors were recruited as participants to be exposed to these training scenarios. Participants’ preparedness has been measured along two dimensions: 1) Knowledge about best evacuation practice; 2) Self-efficacy in dealing with earthquake emergencies. Assessment results showed that there was a significant knowledge and self-efficacy increase after the training. In addition, participants acknowledged that it was easy, helpful, and engaging to learn best evacuation practice knowledge through the IVR SG training system. 相似文献
19.
Kelly Yujie Wang Yuan Wen Tsz Leung Yip Meifeng Luo 《International Transactions in Operational Research》2020,27(5):2658-2682
As nonrecourse project finance (rather than financing on a sovereign basis) is becoming more prevalent worldwide, financing institutions have to collaborate more closely with firms to optimize capacity‐investment and financing decisions. Under this background, this paper presents a stylized Stackelberg games model, taking into account the firm's capacity investment as well as the bank's interest rate and funding ratio decisions. Consortium structures between bank and firm are formalized into five modes based on industry practice, namely, the integrated consortium, pure shareholder funding, bank as leader, full coordination, and bank as follower. The optimality and equilibrium of each of the five modes are analytically derived, and their existence and uniqueness are demonstrated. Valuable economic insights are obtained through both modeling analysis and numerical experiments, with the main findings including the following: (i) a lack of bank financing leads to insufficient capacity investment and poor consortium performance; (ii) interest rate and funding ratio play important but different roles in the bank's risk management; (iii) the bank's proactivity in leading and coordinating the consortium is critical for the two parties’ overall performance; and (iv) if the bank is the follower, the firm's capacity decision is irrelevant to the bank's loan contract, and the consortium cannot be coordinated to the first‐best level of performance. 相似文献
20.
The word population is growing on a daily basis; consequently, the growth of commute and transport, developing efficient and intelligent transportation systems (ITS), has become one of the most popular requirements and the most significant attempts in modern urban areas containing large population. A key component of intelligent transportation systems is a vehicular ad hoc network. Devising internet‐based practical programs such as awareness of climatic conditions, geographical location, practical programs like on‐line payment services in the vehicular ad hoc network has led to safer driving, prevention of deadly accidents, transportation improvement, more welfare and convenience for passengers, and even offering more commercial opportunities. The special features of vehicular ad hoc network, such as intense activity, constantly‐changing topology, the vehicles' high speed, etc, will lead to challenges in gaining security. Therefore, providing vehicular ad hoc networks with security is of extreme importance in terms of users' anonymity, identification, and data privacy. In this paper, a security model is presented using a method based on evolutionary games. This method, in every vehicle, is applied as a node in the network while interacting with other vehicles; it aims at distinguishing some common attacks and defending against attackers. In this method, defending (honest) vehicles and attacking vehicles take part in an asymmetrical game; each vehicle aims at gaining the most utility and achieving its goals. The proposed method is simulated using various scenarios. The simulation results reveal that the proposed method is efficient and it reaches equilibrium and convergence at the end of the game in each scenario. 相似文献