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1.
为了探讨在安卓平台上构建医用图像采集系统的开发个案,分析通过以智能手机、平板电脑为核心安卓设备通过拍照获得化验单数据后进行文本识别并提交智慧医疗系统的解决方案。本文首先通过二值化算法形成低阈值图像数据,使用卷积神经元网络算法对文本进行逐一识别,使用K-means算法对识别后的单字文本进行字段记录值的整合并形成元数据库服务于其他智慧医疗系统模块。在使用9000组数据对神经元网络进行前期训练的前提下,该系统的识别准确率达到了99.5%以上。本系统具有一定的可行性,对未来智慧医疗的系统开发有实践意义。 相似文献
2.
针对星载合成孔径雷达(SAR)天线要求在超低转速下平稳转动,同时满足小型化轻量化的要求,本文提出一种基于微步距模式的天线转动控制技术,该技术使用两个带PWM电路的全桥驱动器通过微步距方式驱动步进电机。在给出系统架构、微步距控制原理后,进一步提出可靠性设计的具体措施。经测试和环境试验验证,该技术对同类应用具有一定的参考价值。 相似文献
3.
This paper introduces a simple method for simulating highly anisotropic elastoplastic material behaviors like the dissolution of fibrous phenomena (splintering wood, shredding bales of hay) and materials composed of large numbers of irregularly-shaped bodies (piles of twigs, pencils, or cards). We introduce a simple transformation of the anisotropic problem into an equivalent isotropic one, and we solve this new “fictitious” isotropic problem using an existing simulator based on the material point method. Our approach results in minimal changes to existing simulators, and it allows us to re-use popular isotropic plasticity models like the Drucker-Prager yield criterion instead of inventing new anisotropic plasticity models for every phenomenon we wish to simulate. 相似文献
4.
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
5.
Zhaoming Xie Hung Yu Ling Nam Hee Kim Michiel van de Panne 《Computer Graphics Forum》2020,39(8):213-224
Humans are highly adept at walking in environments with foot placement constraints, including stepping-stone scenarios where footstep locations are fully constrained. Finding good solutions to stepping-stone locomotion is a longstanding and fundamental challenge for animation and robotics. We present fully learned solutions to this difficult problem using reinforcement learning. We demonstrate the importance of a curriculum for efficient learning and evaluate four possible curriculum choices compared to a non-curriculum baseline. Results are presented for a simulated humanoid, a realistic bipedal robot simulation and a monster character, in each case producing robust, plausible motions for challenging stepping stone sequences and terrains. 相似文献
6.
Modern acquisition techniques generate detailed point clouds that sample complex geometries. For instance, we are able to produce millimeter-scale acquisition of whole buildings. Processing and exploring geometrical information within such point clouds requires scalability, robustness to acquisition defects and the ability to model shapes at different scales. In this work, we propose a new representation that enriches point clouds with a multi-scale planar structure graph. We define the graph nodes as regions computed with planar segmentations at increasing scales and the graph edges connect regions that are similar across scales. Connected components of the graph define the planar structures present in the point cloud within a scale interval. For instance, with this information, any point is associated to one or several planar structures existing at different scales. We then use topological data analysis to filter the graph and provide the most prominent planar structures. Our representation naturally encodes a large range of information. We show how to efficiently extract geometrical details (e.g. tiles of a roof), arrangements of simple shapes (e.g. steps and mean ramp of a staircase), and large-scale planar proxies (e.g. walls of a building) and present several interactive tools to visualize, select and reconstruct planar primitives directly from raw point clouds. The effectiveness of our approach is demonstrated by an extensive evaluation on a variety of input data, as well as by comparing against state-of-the-art techniques and by showing applications to polygonal mesh reconstruction. 相似文献
7.
Arnaud Schoentgen Pierre Poulin Emmanuelle Darles Philippe Meseure 《Computer Graphics Forum》2020,39(8):79-88
It is notoriously difficult for artists to control liquids while generating plausible animations. We introduce a new liquid control tool that allows users to load, transform, and apply precomputed liquid simulation templates in a scene in order to control a particle-based simulation. Each template instance generates control forces that drive the global simulated liquid to locally reproduce the templated liquid behavior. Our system is augmented with a variable proportion of temporary particles to help efficiently reproduce the templated liquid density, with fewer requirements on the surrounding environment. The resulting control strategy adds only a small computational overhead, leading to quick visual feedback for resolutions allowing interactive simulation. We demonstrate the robustness and ease of use of our method on various examples in 2D and 3D. 相似文献
8.
This paper describes a novel approach for on demand volumetric texture synthesis based on a deep learning framework that allows for the generation of high-quality three-dimensional (3D) data at interactive rates. Based on a few example images of textures, a generative network is trained to synthesize coherent portions of solid textures of arbitrary sizes that reproduce the visual characteristics of the examples along some directions. To cope with memory limitations and computation complexity that are inherent to both high resolution and 3D processing on the GPU, only 2D textures referred to as ‘slices’ are generated during the training stage. These synthetic textures are compared to exemplar images via a perceptual loss function based on a pre-trained deep network. The proposed network is very light (less than 100k parameters), therefore it only requires sustainable training (i.e. few hours) and is capable of very fast generation (around a second for 2563 voxels) on a single GPU. Integrated with a spatially seeded pseudo-random number generator (PRNG) the proposed generator network directly returns a color value given a set of 3D coordinates. The synthesized volumes have good visual results that are at least equivalent to the state-of-the-art patch-based approaches. They are naturally seamlessly tileable and can be fully generated in parallel. 相似文献
9.
Simon Alexanderson Gustav Eje Henter Taras Kucherenko Jonas Beskow 《Computer Graphics Forum》2020,39(2):487-496
Automatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off-line applications, novel tools can alter the role of an animator to that of a director, who provides only high-level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning-based motion synthesis method called MoGlow, we propose a new generative model for generating state-of-the-art realistic speech-driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper-body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full-body gesticulation, including the synthesis of stepping motion and stance. 相似文献
10.
Combinatorial auction is a useful trade manner for transportation service procurements in e-marketplaces. To enhance the competition of combinatorial auction, a novel auction mechanism of two-round bidding with bundling optimization is proposed. As the recommended the auction mechanism, the shipper/auctioneer integrates the objects into several bundles based on the bidding results of first round auction. Then, carriers/bidders bid for the object bundles in second round. The bundling optimization is described as a multi-objective model with two criteria on price complementation and combination consistency. A Quantum Evolutionary Algorithm (QEA) with β-based rotation gate and the encoding scheme based on non-zero elements in complementary coefficient matrix is developed for the model solution. Comparing with a Contrast Genetic Algorithm, QEA can achieve better computational performances for small and middle size problems. 相似文献