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31.
反应堆屏蔽计算中经常出现厚屏蔽、小探测器问题,常规蒙特卡罗方法难以有效解决。基于自动重要抽样(AIS)方法,本文提出了小探测器自动重要抽样(SDAIS)方法,并针对小探测器问题,优化了AIS方法的虚粒子赌分裂算法。该方法在自主开发的蒙特卡罗屏蔽程序MCShield上进行了实现。使用NUREG/CR-6115 PWR基准题验证该方法的正确性和计算效率。结果表明,SDAIS方法可有效地解决厚屏蔽小探测器问题,相比AIS方法及传统的重要性方法,计算效率提升1~2个量级。  相似文献   
32.
Endotoxin exacerbates asthma. We designed the Louisa Environmental Intervention Project (LEIP) and assessed its effectiveness in reducing household endotoxin and improving asthma symptoms in rural Iowa children. Asthmatic school children (N = 104 from 89 homes) of Louisa and Keokuk counties in Iowa (aged 5-14 years) were recruited and block-randomized to receive extensive (education + professional cleaning) or educational interventions. Environmental sampling collection and respiratory survey administration were done at baseline and during three follow-up visits. Mixed-model analyses were used to assess the effect of the intervention on endotoxin levels and asthma symptoms in the main analysis and of endotoxin reduction on asthma symptoms in exploratory analysis. In the extensive intervention group, dust endotoxin load was significantly reduced in post-intervention visits. The extensive compared with the educational intervention was associated with significantly decreased dust endotoxin load in farm homes and less frequent nighttime asthma symptoms. In exploratory analysis, dust endotoxin load reduction from baseline was associated with lower total asthma symptoms score (Odds ratio: 0.52, 95% confidence interval: 0.29-0.92). In conclusion, the LEIP intervention reduced household dust endotoxin and improved asthma symptoms. However, endotoxin reductions were not sustained post-intervention by residents.  相似文献   
33.
在分析单一MU(Most Uncertainty)采样缺陷的基础上,提出一种"全局最优搜寻"方法 GOS(Global Optimal Search),并结合MU共同完成查询选择。GOS+MU方法中,GOS着眼全局寻找目标,在应用环境能提供的训练样本数量有限、分类器受训不充分时,该方法选择的对象学习价值高,能快速推进分类器学习进程;MU则能够在GOS采样失效情形下,利用分类器当前训练成果,选择查询不确定性最强的样本补充训练集。通过对网络商品的用户评论进行分类仿真,并比较其他采样学习方法的效果,证明了GOS+MU方法在压缩学习成本、提高训练效率方面的有效性。  相似文献   
34.
The penalized calibration technique in survey sampling combines usual calibration and soft calibration by introducing a penalty term. Certain relevant estimates in survey sampling can be considered as penalized calibration estimates obtained as particular cases from an optimization problem with a common basic structure. In this framework, a case deletion diagnostic is proposed for a class of penalized calibration estimators including both design-based and model-based estimators. The diagnostic compares finite population parameter estimates and can be calculated from quantities related to the full data set. The resulting diagnostic is a function of the residual and leverage, as other diagnostics in regression models, and of the calibration weight, a singular feature in survey sampling. Moreover, a particular case, which includes the basic unit level model for small area estimation, is considered. Both a real and an artificial example are included to illustrate the diagnostic proposed. The results obtained clearly show that the proposed diagnostic depends on the calibration and soft-calibration variables, on the penalization term, as well as on the parameter to estimate.  相似文献   
35.
The identification of the Hammerstein–Wiener (H-W) systems based on the nonuniform input–output dataset remains a challenging problem. This article studies the identification problem of a periodically nonuniformly sampled-data H-W system. In addition, the product terms of the parameters in the H-W system are inevitable. In order to solve the problem, the key-term separation is applied and two algorithms are proposed. One is the key-term-based forgetting factor stochastic gradient (KT-FFSG) algorithm based on the gradient search. The other is the key-term-based hierarchical forgetting factor stochastic gradient (KT-HFFSG) algorithm. Compared with the KT-FFSG algorithm, the KT-HFFSG algorithm gives more accurate estimates. The simulation results indicate that the proposed algorithms are effective.  相似文献   
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Automatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off-line applications, novel tools can alter the role of an animator to that of a director, who provides only high-level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning-based motion synthesis method called MoGlow, we propose a new generative model for generating state-of-the-art realistic speech-driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper-body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full-body gesticulation, including the synthesis of stepping motion and stance.  相似文献   
39.
Modern acquisition techniques generate detailed point clouds that sample complex geometries. For instance, we are able to produce millimeter-scale acquisition of whole buildings. Processing and exploring geometrical information within such point clouds requires scalability, robustness to acquisition defects and the ability to model shapes at different scales. In this work, we propose a new representation that enriches point clouds with a multi-scale planar structure graph. We define the graph nodes as regions computed with planar segmentations at increasing scales and the graph edges connect regions that are similar across scales. Connected components of the graph define the planar structures present in the point cloud within a scale interval. For instance, with this information, any point is associated to one or several planar structures existing at different scales. We then use topological data analysis to filter the graph and provide the most prominent planar structures. Our representation naturally encodes a large range of information. We show how to efficiently extract geometrical details (e.g. tiles of a roof), arrangements of simple shapes (e.g. steps and mean ramp of a staircase), and large-scale planar proxies (e.g. walls of a building) and present several interactive tools to visualize, select and reconstruct planar primitives directly from raw point clouds. The effectiveness of our approach is demonstrated by an extensive evaluation on a variety of input data, as well as by comparing against state-of-the-art techniques and by showing applications to polygonal mesh reconstruction.  相似文献   
40.
It is notoriously difficult for artists to control liquids while generating plausible animations. We introduce a new liquid control tool that allows users to load, transform, and apply precomputed liquid simulation templates in a scene in order to control a particle-based simulation. Each template instance generates control forces that drive the global simulated liquid to locally reproduce the templated liquid behavior. Our system is augmented with a variable proportion of temporary particles to help efficiently reproduce the templated liquid density, with fewer requirements on the surrounding environment. The resulting control strategy adds only a small computational overhead, leading to quick visual feedback for resolutions allowing interactive simulation. We demonstrate the robustness and ease of use of our method on various examples in 2D and 3D.  相似文献   
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