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61.
For the redundancy coverage of nodes leads to the phenomenon of low energy efficiency,Non-cooperative game theory was used to solve it.A revenue function was proposed,which considering the coverage of nodes and the residual energy.The lifetime of the node and network path gain were applied to revenue function.The network topology was built by nodes with the appropriate work strategy.Control algorithm coverage in wireless sensor network was proposed based on Non-cooperative game theory.A Nash equilibrium between the coverage rate and the residual energy was proved,and the return function converged to the Pareto optimal.Experiments show that the algorithm can provide reasonable coverage of network nodes and ensure energy efficiency.  相似文献   
62.
Recently, academic and industrial research communities are paying more explicit attention to the 5G multiple radio access technology ultra‐dense networks (5G multi‐RAT UDNs) for boosting network capacity, especially in UD urban zones. To this aim, in this paper, we intend to tackle the user association problem in 5G multi‐RAT UDNs. By considering the decoupled uplink/downlink access (DUDA), we divide our user association problem into two distinct subproblems representing, respectively, the uplink and the downlink channels. Next, we formulated each one as a nonlinear optimization problem with binary variables. Then, to solve them, we were restricted by the hard complexity, as well as the hard feasibility of centralized user association schemes. Thus, to resolve our user association problem in a reasonable time and distributed manner, we formulated each subproblem as a many‐to‐one matching game based on matching theory. Next, we provide two fully distributed association algorithms to compute the uplink and downlink stable matching among user equipments (UEs) and base stations (BSs). Simulation results corroborate our theoretical model and show the effectiveness and improvement of our achieved results in terms of the overall network performance, quality of service (QoS), and energy efficiency (EE) of UEs.  相似文献   
63.
Children with dyslexia have reduced sensitivity to phonological sounds and words, and this deficiency in lexical processing causes many problems for them. Word exercise games based on phonological awareness have emphasized the mistakes of students with dyslexia, attempting to help children avoid these mistakes. This study was conducted to investigate the effect of Persian-language word exercise games on the spelling of students with dyslexia. The design of the present study was quasi-experimental, with a pretest and posttest of an experimental group and a control group. Participants were 30 students with dyslexia from second grade to fifth grade in elementary schools in Bojnord, who completed the spelling test as a pretest and posttest. The experimental group played eleven 40-min sessions of word exercise games. The results showed that the word exercise programme improved the spelling of the children with dyslexia. This suggests that basing training on the phonological mistakes of students with dyslexia and using the word exercise games can improve their spelling.  相似文献   
64.
ABSTRACT

The time displacement hypothesis has been widely used to explain the effects of media use on academic performance. This approach has been criticised for its monocausality and weak explanatory power. Utilising a combination of different theoretical perspectives is better suited than utilising only one. Considering displacement, excitement, attraction and third variable hypothesis, this paper argues that the relation between video game use and school performance is not the same for all types of gamers by considering the influence of socioeconomic, psychological and contextual factors. It investigates how gaming patterns (frequency, time of day) and psychological characteristics (sensation seeking, aggression) are related to academic performance for primary and secondary school students. Five hundred and seven students from five primary and four secondary schools in Singapore participated in a paper-pencil survey. Results showed support for a combination of displacement and third variable hypothesis, as overall time spent on video games was negatively associated with primary school children’s and active gamers’ school performances. There was no significant relationship for secondary school children. For primary school children who play games in the morning and afternoon, video game use was negatively associated with school performance. There was no support for the attraction and excitement hypotheses.  相似文献   
65.
Various intrusion detection systems (IDSs) have been proposed in recent years to provide safe and reliable services in cloud computing. However, few of them have considered the existence of service attackers who can adapt their attacking strategies to the topology-varying environment and service providers’ strategies. In this paper, we investigate the security and dependability mechanism when service providers are facing service attacks of software and hardware, and propose a stochastic evolutionary coalition game (SECG) framework for secure and reliable defenses in virtual sensor services. At each stage of the game, service providers observe the resource availability, the quality of service (QoS), and the attackers’ strategies from cloud monitoring systems (CMSs) and IDSs. According to these observations, they will decide how evolutionary coalitions should be dynamically formed for reliable virtual-sensor-service composites to deliver data and how to adaptively defend in the face of uncertain attack strategies. Using the evolutionary coalition game, virtual-sensor-service nodes can form a reliable service composite by a reliability update function. With the Markov chain constructed, virtual-sensor-service nodes can gradually learn the optimal strategy and evolutionary coalition structure through the minimax-Q learning, which maximizes the expected sum of discounted payoffs defined as QoS for virtual-sensor-service composites. The proposed SECG strategy in the virtual-sensor-service attack-defense game is shown to achieve much better performance than strategies obtained from the evolutionary coalition game or stochastic game, which only maximizes each stage's payoff and optimizes a defense strategy of stochastic evolutionary, since it successfully accommodates the environment dynamics and the strategic behavior of the service attackers.  相似文献   
66.
该文用“图”这一数学工具,通过定量分析来揭示语言系统中的隐性规律,设计了“赢家通吃”和“赢多输少”两种生成算法,将理想算法“步步竞争、择优而行”的博弈论思路贯彻到非理想状态。两种新算法都较前人有更好的概括能力。赢多输少算法更兼顾了充分概括和适度概括均衡。生成语图后,该设计着重准确率的最小简图和着重覆盖率的最大简图归纳算法,挖掘控制的主流规则、分析语言系统的语言学规律。在最小简图基础上提出控制度公式以评价语言系统。
  相似文献   
67.
This work focuses on infrastructure-less ad hoc wireless networks where multiple transmitter/receiver pairs share the same radio resources (spectrum); transmitters have to choose how to split a total power budget across orthogonal spectrum bands with the goal to maximize their sum rate under cumulative interference from concurrent transmissions. We start off by introducing and characterizing the non-cooperative game among transmitter/receiver pairs when the network topology is deterministically given. The corresponding Nash equilibria are derived, highlighting their dependency on the topological parameters (distances between wireless nodes, propagation model, and background noise power). The analysis is then extended to the case of random network topologies drawn from a given spatial stochastic process. Tools of stochastic geometry are leveraged to derive a statistical characterization of the equilibria of the spectrum sharing game. Finally, a distributed algorithm is proposed to let the players of the spectrum sharing game converge to equilibria conditions. Numerical simulations show that the proposed algorithm drives the users to stable points that are close to the equilibria of the game requiring limited information exchange among nodes.  相似文献   
68.
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   
69.
针对合作行为的涌现与维持问题,基于演化博弈理论和网络理论,提出了一种促进合作的演化博弈模型。该模型同时将时间尺度、选择倾向性引入到演化博弈中。在初始化阶段,根据持有策略的时间尺度将个体分为两种类型:一种个体在每个时间步都进行策略更新;另一种个体在每一轮博弈后,以某种概率来决定是否进行策略更新。在策略更新阶段,模型用个体对周围邻居的贡献来表征他的声誉,并假设参与博弈的个体倾向于学习具有较好声誉邻居的策略。仿真实验结果表明,所提出的时间尺度与选择倾向性协同作用下的演化博弈模型中,合作行为能够在群体中维持;惰性个体的存在不利于合作的涌现,但是个体的非理性行为反而能够促进合作。  相似文献   
70.
In many countries, distribution grid tariffs are being reformed to adapt to the new realities of an electricity system with distributed energy resources. In Europe, legislative proposals have been made to harmonize these reforms across country borders. Many stakeholders have argued that distribution tariffs are a local affair, while the European institutions argued that there can be spillovers to other countries, which could justify a more harmonized approach. In this paper, we quantify these spillovers in a simplified numerical example to give insight and an order of magnitude. We look at different scenarios, and find that the spillovers can be both negative and positive. To be able to quantify these effects, we developed a long-run market equilibrium model that captures the wholesale market effects of distribution grid tariffs. The problem is formulated as a non-cooperative game involving consumers, generating companies and distribution system operators in a stylized electricity market.  相似文献   
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