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31.
With the evolution of location-based services (LBS), a new type of LBS has already gain a lot of attention and implementation, we name this kind of LBS as the Device-Dependent LBS (DLBS). In DLBS, the service provider (SP) will not only send the information according to the user’s location, more significant, he also provides a service device which will be carried by the user. DLBS has been successfully practised in some of the large cities around the world, for example, the shared bicycle in Beijing and London. In this paper, we, for the first time, blow the whistle of the new location privacy challenges caused by DLBS, since the service device is enabled to perform the localization without the permission of the user. To conquer these threats, we design a service architecture along with a credit system between DLBS provider and the user. The credit system tie together the DLBS device usability with the curious behaviour upon user’s location privacy, DLBS provider has to sacrifice their revenue in order to gain extra location information of their device. We make the simulation of our proposed scheme and the result convince its effectiveness.  相似文献   
32.
Pioneering psychology and co-design research has highlighted the potential that multi-user virtual environment (MUVE) may help architects’ exploratory creativity that is a recursive search to discover an optimal match of novel and appropriate solutions. However, it has been not reported hitherto in what ways MUVE helps or obstructs architects’ exploratory creativity in individual and collaborative modes of collaboration. To investigate this issue, we compared MUVE and sketching media in face-to-face and remote collaboration modes, involving 22 pairs of architecture major students. Based on interview and video-observation, we discovered that (1) in MUVE, anthropomorphic avatars, which other media do not have, enabled individual and collaborative explorations to discover unexpected affordances of new solutions, with evaluation on physical properties and layouts of solutions. In addition, (2) co-presence with collaborator’s avatars enabled inspiration on new ways of problem-solving and puzzle-making through shared design processes and events, with co-evaluation on social aspects of design solutions. (3) Co-presence in a shared environment also allowed mutual co-exploration that promotes emerging creative solutions, with co-modification on design errors. As barriers of MUVE, (4) avatar’s immersion caused inconvenient perception to explore large-scaled environments and track collaborators’ different experiences, but the barriers were not reported in remote collaboration.  相似文献   
33.
The increase in prominence of model-driven software development (MDSD) has placed emphasis on the use of domain-specific modeling languages (DSMLs) during the development process. DSMLs allow for domain concepts to be conceptualized and represented at a high level of abstraction. Currently, most DSML models are converted into high-level languages (HLLs) through a series of model-to-model and/or model-to-text transformations before they are executed. An alternative approach for model execution is the interpretation of models directly without converting them into an HLL. These models are created using interpreted DSMLs (i-DSMLs) and realized using a semantic-rich execution engine or domain-specific virtual machine (DSVM).In this article we present an approach for model synthesis, the first stage of model interpretation, that separates the domain-specific knowledge (DSK) from the model of execution (MoE). Previous work on model synthesis tightly couples the DSK and MoE reducing the ability for implementations of the DSVM to be easily reused in other domains. To illustrate how our approach to model synthesis works for i-DSMLs, we have created MGridML, an i-DSML for energy management in smart microgrids, and an MGridVM prototype, the DSVM for MGridML. We evaluated our approach by performing experiments on the model synthesis aspect of MGridVM and comparing the results to a DSVM from the user-centric communication domain.  相似文献   
34.
针对超标量深流水线中物理寄存器资源冲突造成的流水线阻塞问题,提出了一种多指令共享同一物理寄存器资源的非阻塞指令发射方法。该方法可在物理寄存器资源冲突下继续分配物理寄存器,利用发射缓冲队列临时缓冲冲突的指令,增加发射流水级实际可分配的物理寄存器数量,释放发射窗口,提高物理寄存器使用的并行性。实验结果表明:相对于传统重命名方法,该方法可减少27.3%的物理寄存器资源实现传统方法相同的性能。  相似文献   
35.
《Ergonomics》2012,55(12):1460-1468
This study investigated police officers' performance on five selected arrest and self-defence skills that are regularly used in the line of duty. In Experiment 1 a 5-point scale to measure skill performance was developed and tested with 14 police instructors. Results showed that the new scale has satisfactory inter-rater reliability and good intra-rater reliability. In Experiment 2, the external and concurrent validity of the scale was tested by measuring the performances of 19 police officers executing the same skills in a high- and a low-pressure environment and comparing the results obtained with the new 5-point scale with results obtained with a currently used binary scale (i.e. sufficient/insufficient). While the scale proved to have good external and concurrent validity, it appeared that the police officers' performance really suffered under pressure. Given the criticality of successful police performance, it is suggested that incorporating psychological factors (e.g. pressure) in training procedures may enhance performance.  相似文献   
36.
《Planning》2018,(2)
生物样本库是实现转化医学与精准医学的重要源头与关键环节之一,随着精准医学计划和"健康中国2030"战略规划的提出,生物样本库迎来了难得的发展机遇。同时我国生物样本库存在的问题也日益凸显,包括相关国家标准尚未出台、标准化流程实施与质量控制有待推进、共享应用机制尚待完善、低层次重复建设较为严重、自身造血能力普遍较弱及可持续发展机制有待探索等。在过去十年,生物样本库在标准化、共享应用、集约化和可持续发展等方面取得了一定发展,促进了生物样本资源在生物医药产业链各环节的充分应用,开启了中国生物样本库标准化建设的新时代。  相似文献   
37.
本文通过分析高校数字图书馆馆际互借与文献传递系统用户身份认证方式的发展过程,重点阐述基于CALIS馆际互借系统的UAS联合认证方式.共享了本校图书馆使用UAS联合认证方式的一些体会.  相似文献   
38.
Single Display Groupware (SDG) allows multiple people in the same physical space to interact simultaneously over a single communal display through individual input devices that work on the same machine. The aim of this paper is to show how SDG can be used to improve the way resources are used in schools, allowing students to work simultaneously on individual problems at a shared display, and achieve personalized learning with individual feedback within different cultural contexts. We used computational fluency to apply our concept of ‘One Mouse per Child’. It consists of a participatory approach that makes use of personal feedback on an interpersonal computer for the whole classroom. This allows for N simultaneous intelligent tutoring systems, where each child advances at his or her own pace, both within a lecture and throughout the curricular units. Each student must solve a series of mathematical exercises, generated according to his or her performance through a set of pedagogical rules incorporated into the system. In this process, the teacher has an active mediating role, intervening when students require attention. Two exploratory studies were performed. The first study was a multicultural experience between two such distanced socio‐economic realities as Chile and India. It showed us that even in different environmental conditions, it is possible to implement this technology with minimal equipment (i.e. a computer, a projector, and one mouse per child). The second study was carried out in a third grade class in a low‐income school in Santiago de Chile. The students were asked to solve mainly addition exercises. We established statistically relevant results and observed that the software proved most beneficial for the students with the lowest initial results. This happens because the system adapts to the students' needs, reinforcing the content they most need to work on, thus generating a personalized learning process.  相似文献   
39.
40.
程明增 《山西建筑》2011,37(22):8-10
以高层建筑为研究对象,从高层建筑共享空间的发展为切入点,通过高层建筑共享空间的发展,提炼出现代高层建筑共享空间的设计方法,并作了简要分析,最后指出生态技术在共享空间中的运用是未来高层建筑的发展趋势。  相似文献   
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