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941.
基于量化步长线性预测和BFOS算法的MPEG-4AAC量化   总被引:1,自引:0,他引:1       下载免费PDF全文
舒若  吴乐南 《声学技术》2009,28(6):757-762
MPEG-4 AAC的编码性能很大程度上依赖于量化模块的编码效率和收敛速度,但其常用的基于双循环搜索结构的率失真控制器引起编码器性能较差,尤其在低码率时更为突出。提出一种新的量化优化算法。新方案采取单循环结构,用前面数帧的量化信息对当前帧的初始量化步长做线性预测,再用接近最优比特分配的BFOS算法控制量化步长的调节。仿真证明新方案的编码性能明显优于MPEG-4 AAC VM,对比BOFS算法,运算量得到极大降低。  相似文献   
942.
Much of speech perception research has focused on brief spectro-temporal properties in the signal, but some studies have shown that adults can recover linguistic form when those properties are absent. In this experiment, 7-year-old English-speaking children demonstrated adultlike abilities to understand speech when only sine waves (SWs) replicating the 3 lowest resonances of the vocal tract were presented, but they failed to demonstrate comparable abilities when noise bands amplitude-modulated with envelopes derived from the same signals were presented. In contrast, adults who were not native English speakers but who were competent 2nd-language learners were worse at understanding both kinds of stimuli than native English-speaking adults. Results showed that children learn to extract linguistic form from signals that preserve some spectral structure, even if degraded, before they learn to do so for signals that preserve only amplitude structure. The authors hypothesize that children’s early sensitivity to global spectral structure reflects the role that it may play in language learning. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
943.
图像哈希在内容认证、数据库搜索和水印等领域有广泛的应用。该文提出的新的抗几何变换的感知哈希方法包括三个主要阶段:第一阶段通过图像正则化过程获得一个对任意仿射变换具有不变性的正则图像;第二阶段对随机选择的多个子图像进行小波变换产生一个包括图像主要特征的副图像;第三阶段采用奇异值分解捕获图像的局部感知成分并生成最终哈希。仿真实验表明算法有效抵抗了几何变换、压缩等感知保持操作,内容篡改也被正确检测。批量实验也证明算法有较好的稳健性和抗误分类能力。  相似文献   
944.
Two experiments examined how sensory acuity affects age differences in susceptibility to interference in the reading-with-distraction task. In both experiments, older and younger adults read texts in an italic font and were required to ignore distractor words in an upright font. Experiment 1 examined whether the age-related increase in distractibility can be simulated in younger adults by reducing their visual acuity. Experiment 2 investigated whether the age differences in distractibility disappear if visual acuity is equated across all participants in both age groups. Both experiments showed that an impairment in visual acuity leads to increased interference in the reading-with-distraction task. However, older adults were much more impaired by the distractor material than younger adults with reduced visual acuity (Experiment 1). The age differences in the reading-with-distraction task persisted when visual acuity was equated between older and younger adults (Experiment 2). We conclude that the age-related increase in susceptibility to interference in the reading-with-distraction task is not solely due to perceptual deficits of older adults but arises from a deficit in higher cognitive processes such as inhibitory attention. Nevertheless, sensory acuity has to be taken into account as a potential confounding factor in perceptually demanding visual attention tasks. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
945.
Video game enthusiasts spend many hours at play, and this intense activity has the potential to alter both brain and behavior. We review studies that investigate the ability of video games to modify processes in spatial cognition. We outline the initial stages of research into the underlying mechanisms of learning, and we also consider possible applications of this new knowledge. Several experiments have shown that playing action games induces changes in a number of sensory, perceptual, and attentional abilities that are important for many tasks in spatial cognition. These basic capacities include contrast sensitivity, spatial resolution, the attentional visual field, enumeration, multiple object tracking, and visuomotor coordination and speed. In addition to altering performance on basic tasks, playing action video games has a beneficial effect on more complex spatial tasks such as mental rotation, thus demonstrating that learning generalizes far beyond the training activities in the game. Far transfer of this sort is generally elusive in learning, and we discuss some early attempts to elucidate the brain functions that are responsible. Finally, we suggest that studying video games may contribute not only to an improved understanding of the mechanisms of learning but may also offer new approaches to teaching spatial skills. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
946.
Reports an error in "Are individuals' reputations related to their history of behavior" by Cameron Anderson and Aiwa Shirako (Journal of Personality and Social Psychology, 2008[Feb], Vol 94[2], 320-333). Coefficient alpha reliabilities for the social connectedness variable were reported as .97 and .78 in Studies 2 and 3, respectively. Instead, they should have been reported as intraclass correlations (ICC) of .87 and .74, respectively. In the original reliability analyses, the authors included self-ratings of social connectedness and thus omitted participants from the analysis who did not provide a self-rating. Similarly, the authors included self-ratings when assessing the reliability of social connectedness in an unreported classroom sample (n=36) that was collected at the same time as the data reported in Study 2. In that unreported sample, they originally obtained a coefficient that was far below satisfactory levels, leading them to exclude that data set. However, after taking out the self-ratings in that unreported sample, the ICC was .82. The erratum summarizes the correlations reported in Study 2 for the unreported and included data sets combined. (The following abstract of the original article appeared in record 2008-00466-010.) Functional theories of reputation imply that individuals' reputations are tied to their history of behavior. However, indirect evidence suggests that the relation between reputation and behavior might be tenuous at best. In 3 studies, the authors tracked the development of reputations among individuals who engaged in multiple negotiation tasks across several weeks. The authors found that on average, individuals' reputations were only mildly related to their history of behavior. However, the link between reputation and behavior was stronger for some individuals than others--specifically, for individuals who were more well-known and received more social attention in the community. In contrast, for less well-known individuals, their behavior had little impact on their reputation. The findings have implications for psychologists' understanding of reputations, person perceptions in larger groups, and the costs and benefits of social visibility. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
947.
感知编组综述   总被引:2,自引:0,他引:2       下载免费PDF全文
回顾了感知编组技术的历史,并对其原理、步骤、需要解决的问题和分类进行了系统详尽的总结,对近几年用的较多的编组机制的方法进行了介绍,并论述了感知编组技术在目标识别中的应用。最后对感知编组技术中的研究热点和感知编组的应用领域发展趋势作出了展望。  相似文献   
948.
时倩颖  王小妍 《包装工程》2022,43(6):374-380, 386
目的 从设计师的角度分析民国商标中女性形象特征的要素选择设计方法。方法 以民国女性形象商标为研究对象,数量化理论Ⅰ为基础,采用语义差异法获取设计师对民国女性形象商标造型的感性评价,再从女性外在形象、题材选择、表现手法、文化内涵等方面提取影响感性意象的关键造型设计要素,并通过数量化理论Ⅰ构建感性意象与民国女性形象商标造型设计要素之间的关联性模型。结论 民国设计师选择的不同设计要素对民国女性形象商标意象表现的影响是不同的,其感性意象词汇表现出对具体设计要素水平的倾向性选择。民国女性形象商标中感性意象与设计师对设计要素的选择之间存在相关性,其模型的建立表明该方法能够有效地描述民国女性形象商标设计的感性意象表现,从而为当下有关商标中的女性形象设计提供参考意见。  相似文献   
949.
服装波点图案消费感知与设计要素的相关性   总被引:1,自引:0,他引:1  
李杨  吴晶 《纺织学报》2020,41(10):132-136
为探究服装消费者对波点图案的感性评价与图案设计要素的关系,准确把握服装波点图案的设计定位,从而满足消费者的感性需求,通过消费感知实验,获取消费者对服装波点图案在7个维度方面的感性评分数据,同时将实验样本图案的定性要素赋值为定量数据,通过偏最小二乘法探索两组数据的映射关系,建立相关性数学模型。通过数据分析得出结论:服装波点图案设计要素影响着消费者的感性认知,二者存在较高的相关性,且不同的感性形容词对应着不同的相关性模型;相关性模型具有实践应用价值,有助于实现基于不同感性需求的个性化图案设计,建立服装波点图案的感性评价预测模型。  相似文献   
950.
香气是水果及其产品最重要的质量指标之一。保持天然风味、改善香气以及提高产品品质一直是行业追求的目标,这使得准确全面分析水果中的香气物质至关重要。由于水果基质复杂,香气化合物含量低,特别是一些关键香气物质极微量或不稳定,所以对水果香气成分的准确分析是一项复杂且困难的工作。简述了水果香气物质的提取方法和目前水果香气物质研究方向,以及关键香气物质鉴定方法,并从感知相互作用方面介绍其对水果总体香气影响的研究,最后对完善水果香气物质分析方法及研究方向趋势提出展望,以期为更好地开发高品质的水果及其加工产品提供香气研究的理论依据。  相似文献   
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