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91.
This study evaluates the use of educational games as an introductory activity in the first year of undergraduate degree programs in industrial engineering. This proposal exploit the potential use of games to present complex situations without discouraging players, allowing new students to examine important elements of the professional field. Therefore, an educational game designed for use during the first year of classes was developed. The contribution of this game proposed for student learning and motivation was evaluated using a questionnaire, as was the receptivity to the use of educational games. The results show that this activity motivated students to participate and to better understand the course content. They also indicate that educational games are well accepted by the first-year students. The following benefits of educational games as an introductory activity in higher education contribute to these results: the opportunity to present different concepts in an integrated manner, the possibility of offering a comprehensive and dynamic example that can be shared by students and professors, the greater freedom afforded to the professor for individual interaction with students and the ability to simultaneously satisfy the demand for knowledge and motivation.  相似文献   
92.
李伟 《城市建筑》2014,(27):1-1
其以日常使用和赛后运营为设计的核心,满足了正规比赛的要求,解决了自然通风和采光,大大降低了运营成本。  相似文献   
93.
Informally, a first-past-the-post game is a (probabilistic) game where the winner is the person who predicts the event that occurs first among a set of events. Examples of first-past-the-post games include so-called block and hidden patterns and the Penney-Ante game invented by Walter Penney. We formalise the abstract notion of a first-past-the-post game, and the process of extending a probability distribution on symbols of an alphabet to the plays of a game. We establish a number of properties of such games, for example, the property that an incomplete first-past-the-post game is also a first-past-the-post game.Penney-Ante games are multi-player games characterised by a collection of regular, prefix-free languages. Analysis of such games is facilitated by a collection of simultaneous (non-linear) equations in languages. Essentially, the equations are due to Guibas and Odlyzko. However, they did not formulate them as equations in languages but as equations in generating functions detailing lengths of words. For such games, we show how to use the equations in languages to calculate the probability of winning and how to calculate the expected length of a game for a given outcome. We also exploit the properties of first-past-the-post games to show how to calculate the probability of winning in the course of a play of the game. In this way, we avoid the construction of a deterministic finite-state machine or the use of generating functions, the two methods traditionally used for the task.We observe that Aho and Corasick's generalisation of the Knuth–Morris–Pratt pattern-matching algorithm can be used to construct the deterministic finite-state machine that recognises the language underlying a Penney-Ante game. The two methods of calculating the probabilities and expected values, one based on the finite-state machine and the other based on the non-linear equations in languages, have been implemented and verified to yield the same results.  相似文献   
94.
Project Tech engages secondary students (ages 14 to 17) in the process of digital game design in a variety of in-school, after-school, and secure settings. The goal of Project Tech is to leverage students’ interests in games and design to foster their problem-solving in a supportive environment where they learn to create games about a social issue they have experienced personally. The present study compares the in-school special needs version of Project Tech (n = 11) to examine problem solving. Students enrolled in Project Tech were guided in the process of designing digital games aimed at teaching younger students (ages 12–15) about social issues facing teenagers. A quantitative content analysis was conducted on 35 iterations of a directed design game and 35 iterations of a free design game created by special needs young people and director notes. The purpose of the study was to draw from the game iterations a list of empirically grounded problem solving attributes that are associated with digital game design in a special needs classroom. The findings of the study resulted in the understanding of problem solving with special needs young people in four areas: representative characteristics, planning characteristics, executing characteristics and evaluation characteristics.  相似文献   
95.
We contribute empirical evidence to the literature on careers in creative industries. It has been argued that boundaryless career patterns are at the core of creative industries. We question this widely held argument and show that the most innovative Japanese video game developers make use of employment models that prioritise stable employment and bounded careers linked to it. The paper makes several contributions: First, it carefully describes career development patterns of Japanese video game developers, which have so far not been documented. We hereby contribute to the literature on creative industries by adding an important empirical case of bounded career patterns. Second, we try to explain why Japanese firms stick to traditional practices by addressing the link of bounded careers to integrative capabilities, and discuss what this means for creative industries in general and for video games in particular. We argue that integrative capabilities matter also in creative industries.  相似文献   
96.
As a mid-term planning scheduling, Unit Maintenance Scheduling (UMS) has a significant effect on Generation companies (Gencos) profit. System Operator (SO) is a central entity that provides the Gencos with related maintenance schedule. This schedule would be finalized through repetitive iterations between the SO and different Gencos in the market, to come up with a generally accepted schedule. Bidding strategy, on the other side, does affect the Gencos profit. Being considered as a short-term planning, bidding process is done on the hourly basis to determine the allocated demand to each Genco for each hour of the day. These short-term and mid-term schedules planning received enough attention in the literature, but to consider both simultaneously has not been well studied. In addition, one may not have all the information for the future periods. For production cost factors and load, an estimation can be obtained from the historical data, but that would not be the exact value and there remains an uncertainty on the value of these parameters. This would highlight the importance of developing a robust model that protect the schedule against changes in the values of these parameters, and ensure an acceptable, near optimal solution as well. In this paper, we would model the uncertainties in load and production cost factors, based on a fuzzy framework. The UMS problem is modeled and solved as a dynamic non-cooperative fuzzy game. The results show the effectiveness of the proposed approach.  相似文献   
97.
基于近年来商业性矿产勘查快速发展的现状,结合博弈论中的合作博弈、不完全信息博弈、智猪博弈和博弈树4个理论模型,从政府、公益性矿产勘查主体、民间资本等主要利益相关者出发,对商业性矿产勘查主体的市场行为进行分析,探讨商业性矿产勘查市场中存在的问题,并针对相关问题提出相应的解决方法。  相似文献   
98.
99.
借助博弈论这个媒介,为中国政府与煤矿企业之间建立了一个博弈模型,以改进、完善煤矿生产安全管理制度,并提出一系列有效管理措施及方法,帮助加强对煤矿生产的管理水平,促进煤矿事业蓬勃发展。  相似文献   
100.
Technical standard is typically characterized by network effect.The key point for a technical standard is the consumers' choice,which is based on consumers' maximum benefits.When a technical standard becomes a national standard,its interests have been integrated into the national interests.National interests are divided into economic profits and security factors.From the perspective of consumers' choice,this paper deals with the main factors which affect the result of technical standard competition- the risk and profits of intellectual property based on the assumption of bounded rationality and dynamic game theory.  相似文献   
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