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61.
针对高速数据传输及计算所带来时延和终端设备能耗问题,提出了一种在上行链路采用等功率分配的传输方案。首先,依据增强现实(AR)业务的协作属性建立了针对AR特性的系统模型;其次,详细分析了系统帧结构,建立以最小化系统消耗总能量为优化目标的约束条件;最后,在保障延迟和功耗满足约束的条件下,建立了基于凸优化的移动边缘计算(MEC)资源优化求解数学模型,从而获得最优的通信和计算资源分配方案。与独立传输相比,该方案在最大延迟时间分别为0.1 s和0.15 s时的总能耗降幅均为14.6%。仿真结果表明,在相同条件下,与基于用户独立传输的优化方案相比,考虑用户间协作传输的等功率MEC优化方案能显著减少系统消耗的总能量。  相似文献   
62.
虚拟手技术是虚拟现实技术中的一种交互方式,是指通过手势识别技术将人的真实手映射到虚拟环境中并与虚拟物体进行交互操作的人机交互方式。主要应用于虚拟训练、虚拟手术和虚拟装配等领域。对虚拟手交互的约束类对象进行了研究,提出了基于运动学的约束类物体操作方法,解决了阀门类有约束物体交互中虚拟手姿态不真实、操作不可控的问题。设计实验验证了基于运动学的方法能以符合实际操作的效果完成虚拟现实系统中的操作任务,可以应用到虚拟训练、虚拟装配等仿真平台。  相似文献   
63.
As accessing computing resources from the remote cloud inherently incurs high end-to-end (E2E) delay for mobile users, cloudlets, which are deployed at the edge of a network, can potentially mitigate this problem. Although some research works focus on allocating workloads among cloudlets, the cloudlet placement aiming to minimize the deployment cost (i.e., consisting of both the cloudlet cost and average E2E delay cost) has not been addressed effectively so far. The locations and number of cloudlets have a crucial impact on both the cloudlet cost in the network and average E2E delay of users. Therefore, in this paper, we propose the Cost Aware cloudlet PlAcement in moBiLe Edge computing (CAPABLE) strategy, where both the cloudlet cost and average E2E delay are considered in the cloudlet placement. To solve this problem, a Lagrangian heuristic algorithm is developed to achieve the suboptimal solution. After cloudlets are placed in the network, we also design a workload allocation scheme to minimize the E2E delay between users and their cloudlets by considering the user mobility. The performance of CAPABLE has been validated by extensive simulations.   相似文献   
64.
Enhancing the earthquake behavioral responses and post-earthquake evacuation preparedness of building occupants is beneficial to increasing their chances of survival and reducing casualties after the mainshock of an earthquake. Traditionally, training approaches such as seminars, posters, videos or drills are applied to enhance preparedness. However, they are not highly engaging and have limited sensory capabilities to mimic life-threatening scenarios for the purpose of training potential participants. Immersive Virtual Reality (IVR) and Serious Games (SG) as innovative digital technologies can be used to create training tools to overcome these limitations. In this study, we propose an IVR SG-based training system to improve earthquake behavioral responses and post-earthquake evacuation preparedness. Auckland City Hospital was chosen as a case study to test our IVR SG training system. A set of training objectives based on best evacuation practice has been identified and embedded into several training scenarios of the IVR SG. Hospital staff (healthcare and administrative professionals) and visitors were recruited as participants to be exposed to these training scenarios. Participants’ preparedness has been measured along two dimensions: 1) Knowledge about best evacuation practice; 2) Self-efficacy in dealing with earthquake emergencies. Assessment results showed that there was a significant knowledge and self-efficacy increase after the training. In addition, participants acknowledged that it was easy, helpful, and engaging to learn best evacuation practice knowledge through the IVR SG training system.  相似文献   
65.
Abstract

Industry 4.0 aims at providing a digital representation of a production landscape, but the challenges in building, maintaining, optimizing, and evolving digital models in inter-organizational production chains have not been identified yet in a systematic manner. In this paper, various Industry 4.0 research and technical challenges are addressed, and their present scenario is discussed. Moreover, in this article, the novel concept of developing experience-based virtual models of engineering entities, process, and the factory is presented. These models of production units, processes, and procedures are accomplished by virtual engineering object (VEO), virtual engineering process (VEP), and virtual engineering factory (VEF), using the knowledge representation technique of Decisional DNA. This blend of the virtual and physical domains permits monitoring of systems and analysis of data to foresee problems before they occur, develop new opportunities, prevent downtime, and even plan for the future by using simulations. Furthermore, the proposed virtual model concept not only has the capability of Query Processing and Data Integration for Industrial Data but also real-time visualization of data stream processing.  相似文献   
66.
秦蕾 《世界有色金属》2020,(1):268-268,270
针对传统的工程地质环境系统存在的收集图像与原始图像同向性较低的问题,以下开展了基于GIS技术的工程地质环境系统的构建研究。采用设计对比实验的方式验证该系统在实际应用过程中,可提升收集图像与原始图像的同向程度。  相似文献   
67.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   
68.
钠冷快堆堆容器是一体化的池式结构,由众多堆内构件组成且结构复杂,堆芯到生物屏蔽外中子输运过程中各向异性明显且深穿透问题严重,大尺度范围下三维SN方法计算是制约快堆屏蔽设计的瓶颈。通过将三维SN程序与高性能计算技术相结合,采用并行计算方法可解决快堆堆本体内各向异性的三维深穿透屏蔽问题。本文以中国示范快堆(CFR600)堆本体为研究对象,采用JSNT-CFR程序详细计算了堆本体内的中子注量率、光子注量率、剂量率,并将计算结果与已有的二维程序设计结果进行比较。结果表明,将传统屏蔽计算方法与高性能计算相结合,能满足CFR600堆本体屏蔽计算精度要求,获得更为全面的三维展示效果,在计算模型复杂、粒子穿透深度等复杂问题的屏蔽计算上具有较明显的优势,为大型钠冷快堆屏蔽设计提供有力支撑。  相似文献   
69.
This paper does two main contributions to 2D time-dependent vector field topology. First, we present a technique for robust, accurate, and efficient extraction of distinguished hyperbolic trajectories (DHT), the generative structures of 2D time-dependent vector field topology. It is based on refinement of initial candidate curves. In contrast to previous approaches, it is robust because the refinement converges for reasonably close initial candidates, it is accurate due to its adaptive scheme, and it is efficient due to its high convergence speed. Second, we provide a detailed evaluation and discussion of previous approaches for the extraction of DHTs and time-dependent vector field topology in general. We demonstrate the utility of our approach using analytical flows, as well as data from computational fluid dynamics.  相似文献   
70.
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