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101.
《国际计算机数学杂志》2012,89(11):2331-2347
We describe a fast, reliable and automatic algorithm for image sequence inpainting that combines spatio-temporal interpolation with fine texture preservation inside missing areas. The algorithm provides an estimate of the inpainting error by using an automatic geometric recognition of missing regions. Computational kernels are sparse linear systems solved using Generalized Minimum RESidual iterative method equipped with AMG multigrid preconditioner. Experiments on synthetic and real data are discussed.  相似文献   
102.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed.  相似文献   
103.
3D video for tele-medicine applications is gradually gaining momentum since the 3D technology can provide precise location information. However, the weak link for 3D video streaming is the necessary wireless link of the communication system. Neglecting the wireless impairments can severely degrade the performance of 3D video streaming that communicates complex critical medical data. In this paper, we propose systematic methodology for ensuring high performance of the 3D medical video streaming system. First, we present a recursive end-to-end distortion estimation approach for MVC (multiview video coding)-based 3D video streaming over error-prone networks by considering the 3D inter-view prediction. Then, based on the previous model, we develop a cross-layer optimization scheme that considers the LTE wireless physical layer (PHY). In this optimization, the authentication requirements of 3D medical video are also taken into account. The proposed cross-layer optimization approach jointly controls and manages the authentication, video coding quantization of 3D video, and the modulation and channel coding scheme (MCS) of the LTE wireless PHY to minimize the end-to-end video distortion. Experimental results show that the proposed approach can provide superior 3D medical video streaming performance in terms of peak signal-to-noise ratio (PSNR) when compared to state-of-the-art approaches that include joint source-channel optimized streaming with multi-path hash-chaining based-authentication, and also conventional video streaming with single path hash-chaining-based authentication.  相似文献   
104.
Many methods for multinational License Plate Detection (LPD) have been proposed in recent times but most of them are not sophisticated enough to handle complex backgrounds. Moreover, their ability to handle various environmental and illumination conditions has been limited and still needs improvement. In this paper, we propose a novel technique to detect license plates of vehicles regardless of their color, size, and content. As the rear vehicle lights are an essential part of any vehicle, we reduce the image processing area to eliminate the complex background by detecting the rear-lights as the license plates are in a certain range of these lights. Heuristic Energy Map (HEM) of the vertical edge information in the Region of Interest (ROI) is calculated and area with the dense edges is selected using a unique histogram approach which is considered to be the license plate. The proposed algorithm is tested on 855 images from various countries including China, Pakistan, Serbia, Italy and various states of America. Experimental results show that the proposed method is able to detect license plates 90.4% of times despite of complex backgrounds in 0.25 s on average that can achieve real time performance.  相似文献   
105.
We have designed a configurable stand‐alone Matlab‐based software to simulate dichromatic perception of video streams. The algorithm used is an extension for video streams of the “corresponding pair algorithm” by Capilla and coworkers for simulation of dichromatic perception of images. The software allows the user to upload a video sequence and to process it using different dichromatic color vision models and viewing conditions. The output video may be generated in different spatial and temporal resolutions and file formats. The functions for Matlab environment and a stand‐alone application may be downloaded from the Repository of the University of Alicante. © 2013 Wiley Periodicals, Inc. Col Res Appl, 39, 486–491, 2014  相似文献   
106.
We contribute empirical evidence to the literature on careers in creative industries. It has been argued that boundaryless career patterns are at the core of creative industries. We question this widely held argument and show that the most innovative Japanese video game developers make use of employment models that prioritise stable employment and bounded careers linked to it. The paper makes several contributions: First, it carefully describes career development patterns of Japanese video game developers, which have so far not been documented. We hereby contribute to the literature on creative industries by adding an important empirical case of bounded career patterns. Second, we try to explain why Japanese firms stick to traditional practices by addressing the link of bounded careers to integrative capabilities, and discuss what this means for creative industries in general and for video games in particular. We argue that integrative capabilities matter also in creative industries.  相似文献   
107.
针对H.264视频压缩编码标准中去块效应滤波器部分提出了一种基于YHFT Matrix DSP的并行设计及向量实现方法。重点对H.264协议中去块效应滤波器进行理论分析,并利用向量数据访问单元、向量处理单元、高效的混洗单元和灵活的矩阵对其进行并行算法设计。将去块滤波算法分别映射到YHFT Matrix和TI的TMS320C6415中,通过统计两者性能,表明YHFT Matrix的性能优于TMS320C6415。  相似文献   
108.
根据天津冶金集团的发展需求,分析出建设视频会议系统的必要性。提出了多方异地视频会议系统建设的功能需求、原则及设计方法。该系统实现了客户实时沟通、产品演示、远程可视化技术支持和维护、员工培训及招聘等功能,节省了时间,提高了沟通质量和效率,取得了较好的经济效益。  相似文献   
109.
Action video game players (AVGPs) have been shown to outperform non-action video game players (NVGPs) on tasks of perception and attention. Here we set out to investigate if these benefits also extended to another cognitive domain, memory. In particular, while there is some previous evidence suggesting AVGPs demonstrate better visual short-term memory, it is unclear whether this extends to long-term memory processes or indeed, whether these enhancements are due to memory per se or are instead reflective of changes in speed of processing or strategy. Using four tasks that tap distinct areas of memory processing we found evidence for greater speed of processing and enhanced visual short-term memory in AVGPs and compared to NVGPs. However, we found either equivalent or possibly decreased performance in AVGPs in tasks related to long-term memory access. Furthermore, differences in strategy were noted across tasks, in particular differences in the tradeoff between speed and accuracy, which calls for a closer investigation of how task instructions bias performance in future studies.  相似文献   
110.
ABSTRACT

Internet voice and video calling have demonstrated a dramatic rise in quality in the past several years and have quickly become communication technologies with a disruptive impact on society. Librarians, who regularly adopt such technologies in outreach and public services, should evaluate Web-calling programs as potential sources of innovative reference programming. This article describes the development of Skype video and Internet telephony pilot reference services at the Ohio University Libraries and considers the utility of Skype and VoIP in a library setting.  相似文献   
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