首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   34994篇
  免费   6222篇
  国内免费   5388篇
电工技术   1788篇
技术理论   2篇
综合类   3871篇
化学工业   949篇
金属工艺   442篇
机械仪表   1412篇
建筑科学   778篇
矿业工程   313篇
能源动力   338篇
轻工业   383篇
水利工程   196篇
石油天然气   216篇
武器工业   184篇
无线电   6521篇
一般工业技术   1886篇
冶金工业   1973篇
原子能技术   47篇
自动化技术   25305篇
  2024年   381篇
  2023年   2097篇
  2022年   3286篇
  2021年   3319篇
  2020年   2804篇
  2019年   1903篇
  2018年   1408篇
  2017年   1383篇
  2016年   1483篇
  2015年   1523篇
  2014年   2299篇
  2013年   2055篇
  2012年   2062篇
  2011年   2295篇
  2010年   1932篇
  2009年   1902篇
  2008年   2032篇
  2007年   2017篇
  2006年   1668篇
  2005年   1575篇
  2004年   1298篇
  2003年   1112篇
  2002年   935篇
  2001年   774篇
  2000年   527篇
  1999年   410篇
  1998年   365篇
  1997年   306篇
  1996年   245篇
  1995年   224篇
  1994年   151篇
  1993年   124篇
  1992年   108篇
  1991年   52篇
  1990年   54篇
  1989年   49篇
  1988年   34篇
  1987年   29篇
  1986年   41篇
  1966年   14篇
  1965年   24篇
  1964年   25篇
  1963年   23篇
  1962年   12篇
  1961年   17篇
  1959年   15篇
  1958年   16篇
  1957年   22篇
  1956年   13篇
  1955年   23篇
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
21.
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is replaced with game-based learning. Keeping the total lesson time (40 min) identical, the control group (N = 33) received traditional instruction, and the experimental group (N = 32) was presented with a blended learning approach spending half of the class time (20 min) playing tablet-based fraction games, where each of the learners had their own tablet. The results suggested that in the posttest, the experimental group achieved similar learning gains to the control group and appear to have achieved better performance in the transfer test than the control group. This paper also discusses the efficiency of game-based learning, the mechanism of how fraction games might enhance learning, and the potential of integrating game-based learning in educational settings.  相似文献   
22.
铁路在交通运输行业有着举足轻重的地位,一旦列车发生故障将会导致严重的生命财产损失。由于列车发生故障的概率相对较低,因此难以捕获列车的故障样本。针对上述问题,提出了一种无监督学习的列车故障识别方法,通过检测列车音频信号来识别列车故障。该方法基于深度信念网络(DBN),利用小波包分解提取检测信号的特征向量并将其作为DBN的输入,待网络充分训练后,由训练好的DBN识别当前列车的运行状况。现场监测实验结果表明,该方法能够在无监督的条件下有效识别列车故障,保障了列车的运行安全。  相似文献   
23.
曾招鑫  刘俊 《计算机应用》2020,40(5):1453-1459
利用计算机实现自动、准确的秀丽隐杆线虫(C.elegans)的各项形态学参数分析,至关重要的是从显微图像上分割出线虫体态,但由于显微镜下的图像噪声较多,线虫边缘像素与周围环境相似,而且线虫的体态具有鞭毛和其他附着物需要分离,多方面因素导致设计一个鲁棒性的C.elegans分割算法仍然面临着挑战。针对这些问题,提出了一种基于深度学习的线虫分割方法,通过训练掩模区域卷积神经网络(Mask R-CNN)学习线虫形态特征实现自动分割。首先,通过改进多级特征池化将高级语义特征与低级边缘特征融合,结合大幅度软最大损失(LMSL)损失算法改进损失计算;然后,改进非极大值抑制;最后,引入全连接融合分支等方法对分割结果进行进一步优化。实验结果表明,相比原始的Mask R-CNN,该方法平均精确率(AP)提升了4.3个百分点,平均交并比(mIOU)提升了4个百分点。表明所提出的深度学习分割方法能够有效提高分割准确率,在显微图像中更加精确地分割出线虫体。  相似文献   
24.
Although greedy algorithms possess high efficiency, they often receive suboptimal solutions of the ensemble pruning problem, since their exploration areas are limited in large extent. And another marked defect of almost all the currently existing ensemble pruning algorithms, including greedy ones, consists in: they simply abandon all of the classifiers which fail in the competition of ensemble selection, causing a considerable waste of useful resources and information. Inspired by these observations, an interesting greedy Reverse Reduce-Error (RRE) pruning algorithm incorporated with the operation of subtraction is proposed in this work. The RRE algorithm makes the best of the defeated candidate networks in a way that, the Worst Single Model (WSM) is chosen, and then, its votes are subtracted from the votes made by those selected components within the pruned ensemble. The reason is because, for most cases, the WSM might make mistakes in its estimation for the test samples. And, different from the classical RE, the near-optimal solution is produced based on the pruned error of all the available sequential subensembles. Besides, the backfitting step of RE algorithm is replaced with the selection step of a WSM in RRE. Moreover, the problem of ties might be solved more naturally with RRE. Finally, soft voting approach is employed in the testing to RRE algorithm. The performances of RE and RRE algorithms, and two baseline methods, i.e., the method which selects the Best Single Model (BSM) in the initial ensemble, and the method which retains all member networks of the initial ensemble (ALL), are evaluated on seven benchmark classification tasks under different initial ensemble setups. The results of the empirical investigation show the superiority of RRE over the other three ensemble pruning algorithms.  相似文献   
25.
In this research, we propose a novel framework referred to as collective game behavior decomposition where complex collective behavior is assumed to be generated by aggregation of several groups of agents following different strategies and complexity emerges from collaboration and competition of individuals. The strategy of an agent is modeled by certain simple game theory models with limited information. Genetic algorithms are used to obtain the optimal collective behavior decomposition based on history data. The trained model can be used for collective behavior prediction. For modeling individual behavior, two simple games, the minority game and mixed game are investigated in experiments on the real-world stock prices and foreign-exchange rate. Experimental results are presented to show the effectiveness of the new proposed model.  相似文献   
26.
Fault detection and isolation in water distribution networks is an active topic due to the nonlinearities of flow propagation and recent increases in data availability due to sensor deployment. Here, we propose an efficient two-step data driven alternative: first, we perform sensor placement taking the network topology into account; second, we use incoming sensor data to build a network model through online dictionary learning. Online learning is fast and allows tackling large networks as it processes small batches of signals at a time. This brings the benefit of continuous integration of new data into the existing network model, either in the beginning for training or in production when new data samples are gathered. The proposed algorithms show good performance in our simulations on both small and large-scale networks.  相似文献   
27.
面部运动单元检测旨在让计算机从给定的人脸图像或视频中自动检测需要关注的运动单元目标。经过二十多年的研究,尤其是近年来越来越多的面部运动单元数据库的建立和深度学习的兴起,面部运动单元检测技术发展迅速。首先,阐述了面部运动单元的基本概念,介绍了已有的常用面部运动单元检测数据库,概括了包括预处理、特征提取、分类器学习等步骤在内的传统检测方法;然后针对区域学习、面部运动单元关联学习、弱监督学习等几个关键研究方向进行了系统性的回顾梳理与分析;最后讨论了目前面部运动单元检测研究存在的不足以及未来潜在的发展方向。  相似文献   
28.
Reflective judgement is crucial for medical-related practitioners in dealing with controversial issues. However, the conformity phenomenon is likely to occur and interfere with reflective judgement learning during interactive activities. Effective strategies are required to moderate the conformity behaviour tendency (CBT) and improve reflective judgement performance (RJP). This study demonstrates two significant results: (a) Compared with the guided self-reflection learning strategy, the online collective reflection (OCR) learning strategy effectively weakened the learners' general CBT while dealing with professional controversial issues; and (b) a significantly negative correlation between the RJP achieved and the change of CBT in online environment was detected in the OCR group. The implications and potential applications in higher education were discussed. Further studies are needed to confirm the long-term effects and the extending application to other professional studies.  相似文献   
29.
For the training of academic skills, digital educational games with integrated adaptivity are promising. Adaptive games are considered superior to non-adaptive games, because they constantly assess children's performance, and accordingly adapt the difficulty of the tasks corresponding to the children's individual level. However, empirical evidence with regard to the effectivity of adaptive compared to non-adaptive games is limited. A study was conducted with 191 children from the third year of Kinder garten who were enrolled in one of three conditions, that is, playing an adaptive version of the reading game (RG), a non-adaptive version of the RG or training with pen-and-paper exercises. In all three conditions, children trained emergent reading (phonological awareness and letter knowledge) once a week for 30 min over a period of 5 weeks. Children's performance on cognitive (phonological awareness, letter knowledge, reading fluency) and non-cognitive (motivation, self-concept) factors was assessed. Results revealed a significant improvement in phonological awareness and letter knowledge in all conditions. However, no differences between the conditions were observed with respect to children's improvement on phonological awareness and letter knowledge or on their post-test scores for reading fluency. With regard to motivation and self-concept, again, no differences in these non-cognitive factors were observed across conditions.  相似文献   
30.
Many argue that digital technologies have the potential to enhance the teaching and learning of mathematics. However, the availability of technology is not sufficient to realise this potential. The study reported takes a detailed approach to investigate the utility of the particular offerings of the available technologies in the teaching and learning of a specific area of mathematics, functions. Sixteen affordances identified in the data are described. The complexity of the process involved in resolving a situation where particular affordances would be useful so as they are perceived and enacted is detailed. Finally, a grounded theory framework arising from the data analysis from this study that can be used to explain, predict and guide action in other digital environments is presented.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号