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31.
随着售电侧电力市场改革的不断深入,研究多微电网参与下的配电侧直接电能交易具有重要意义。针对多微电网与负荷聚合商之间的直接电能交易,以各主体在传统交易方式下的最优效益作为谈判破裂点,提出了一种基于合作博弈论的纳什议价模型,模型中博弈参与者可获得帕累托最优效益。模型为非线性非凸问题,不易直接求解,将其分成求解支付和联盟效益最大化两个子问题。为保护交易主体内部隐私,联盟效益最大化问题采用交替方向乘子法进行分布式求解,交易双方在求解过程中仅需相互交换期望的交易电量。仿真结果表明该模型可以有效地提升交易双方的运营效益。  相似文献   
32.
We analyze the impact of social externalities (SEs) on the stability of an international environmental agreement (IEA). We consider a framework in which players are divided into two homogeneous groups, namely, developed and developing countries. We assume that members of an IEA get some additional benefits, to which we refer as SEs. One main result is that any coalition that is internally stable will expand to include all countries, which is related to the minimum participation clause considered in some papers. However, our minimum, which is endogenously defined, is not the largest stable coalition size, but the grand coalition.  相似文献   
33.
Most real-world vehicle nodes can be structured into an interconnected network of vehicles. Through structuring these services and vehicle device interactions into multiple types, such internet of vehicles becomes multidimensional heterogeneous overlay networks. The heterogeneousness of the overlays makes it difficult for the overlay networks to coordinate with each other to improve their performance. Therefore, it poses an interesting but critical challenge to the effective analysis of heterogeneous virtual vehicular networks. A variety of virtual vehicular networks can be easily deployed onto the native network by applying the concept of SDN (Software Defined Networking). These virtual networks reflect their heterogeneousness due to their different performance goals, and they compete for the same physical resources of the underlying network, so that a sub-optimal performance of the virtual networks may be achieved. Therefore, we propose a Deep Reinforcement Learning (DRL) approach to make the virtual networks cooperate with each other through the SDN controller. A cooperative solution based on the asymmetric Nash bargaining is proposed for co-existing virtual networks to improve their performance. Moreover, the Markov Chain model and DRL resolution are introduced to leverage the heterogeneous performance goals of virtual networks. The implementation of the approach is introduced, and simulation results confirm the performance improvement of the latency sensitive, loss-rate sensitive and throughput sensitive heterogeneous vehicular networks using our cooperative solution.  相似文献   
34.
叶成荫  梁炜  郑萌 《信息与控制》2019,48(3):316-322
针对具有不完美信道状态信息的Femtocell双层网络,为了保证网络效用最大化、最小服务质量要求及Femtocell用户之间的效用公平,提出了基于议价博弈的鲁棒功率控制方案.在保证宏小区用户正常传输情况下,考虑到Femtocell家庭用户的最小服务质量要求,将Femtocell网络的鲁棒功率控制问题转化为议价博弈功率控制问题.为了保证Femtocell家庭用户之间的公平性,给出了Kalai-Smorodinsky(K-S)议价博弈解,证明了议价博弈解的存在性和唯一性,并提出了一种基于二分查找算法的分布式鲁棒功率控制方案.仿真结果表明,所提出的算法不仅具有较好的收敛性能,而且能够较好地保证用户之间的公平性.  相似文献   
35.
Characters in video games usually use a manually-defined topology of the environment to navigate. To evolve in an open, unknown and dynamic world, characters should not have pre-existing representations of their environment. In this paper, characters learn this representation by imitating human players. We here put forward a modified version of the growing neural gas model (GNG) called stable growing neural gas (SGNG). The algorithm is able to learn how to use the environment from one or more teachers (players) by representing it with a graph. Unlike GNG, SGNG learning is in-line, reflecting the dynamic nature of the environment. The evaluation of the quality of the learned representations are detailed.  相似文献   
36.
给出了一种基于重叠式联盟形成博弈论的协作式算法,用于解决正交频分多址宏小区和家庭基站(Femtocell)两层网络中的资源分配和干扰管理问题。给出的算法相比于已有算法显著降低了家庭基站接入点到家庭基站用户的下行同层干扰,提高了以系统码率衡量的系统性能。  相似文献   
37.
The theory of bounded generalized reciprocity has recently been applied to the study of video games, particularly those that offer cooperative and competitive settings. Emphasizing casual online gameplay, this study investigates how individuals respond to manipulated performance feedback in either a competitive or cooperative game play setting. An interaction between competitive setting and performance feedback was detected on measures of interpersonal liking and perceived competence. Specifically, perceptions of partners and competitors were relatively favorable in the cooperation/success and competition/failure conditions, respectively. On the other hand, participants rated their partners and competitors less favorably during cooperative failure and competitive success, possibly reflecting a unique self-serving bias. The results also suggest that individuals in a cooperative setting experience greater enjoyment than those in a competitive setting. The effectiveness of the two manipulations in this study may also have important implications for the design of serious or educational games, which often have the goal of strategically motivating players in an attempt to promote desired outcomes.  相似文献   
38.
The present study investigates how the perceived congruity (the perceived level of fit between the execution of the in-game ad and the game environment) of in-game advertising (IGA) in fantasy games affects both players' attitude towards the IGA and their play intention of the fantasy game in which it is embedded, and how these effects are moderated by perceived IGA interactivity. An experimental study with actual fantasy game players (N = 619) following a 2 (Congruent IGA − Incongruent IGA) × 2 (Interactive IGA – Non-interactive IGA) between-subjects design was conducted. The results indicate that the perceived congruity of IGA reduces the perceived intrusiveness of the IGA and positively contributes to the perceived realism of the fantasy game. Intrusiveness and realism, in turn, influence players’ attitude towards the IGA and their play intention of the fantasy game. Whilst the positive effect of perceived congruity through intrusiveness is reinforced by the perceived interactivity of the IGA, the effect of perceived congruity through realism is attenuated by perceived interactivity.  相似文献   
39.
Understanding player behavior has an interest to computer games researchers and developers since it allows them to improve the design and implementation of computer games and also to ensure that players have the expected experiences. Currently this knowledge is not usually reported to players as feedback, although sometimes it is already used as an analysis tool. This paper presents a novel technology for automatically generating linguistic reports and immediate feedback from actions performed by players during play sessions. These reports allow developers to provide players with a more complete and personalized feedback about their behaviors, abilities, attitudes, skills or movements. In order to show and explore the possibilities of this new technology, we have incorporated it in the core of a computer game. We have evaluated positively that the incorporation of this kind of feedback into the core of YADY computer game allows us to improve the overall player experience.  相似文献   
40.
The gamification software development gave emphasis to the role played by the users to test and improve the software. This study presents a framework for software gamified in e-banking, taking a users' groups and a qualitative research approach, to check the users' design preferences in five cases of banking software gamified (Futebank, Dreams, Galaxy, Olympics, and Warrants). After software presentation, and usage experience, 53 participants, responses to a survey with six open questions. The data were analyzed through a text semantic software, to detect and classify lexical items in, accordance, with standard of software quality characteristics and user experiences. Two primary categories were identified, as well five dimensions in each element and characteristic categories. The results show five characteristic dimensions (design, appearance, functionality, rules, and objectives) and five element dimension (game, product, security, process, and information). These findings provide a framework for web designers and e-business, highlighting the most important software features when dealing with serious applications with game design. It adds value to the current literature on understanding the customer relationship with the game and the financial product, identifying new dimensions (game and product) on the approach of thinking and design gamification in e-banking. Our finding contributes to a better understanding of key elements and characteristics in e-banking software design and has important practical implications for software development and marketing practices. Thoughts on the users' software design preferences identified, should propel increase adoption and attractiveness of online banking.  相似文献   
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