全文获取类型
收费全文 | 4109篇 |
免费 | 443篇 |
国内免费 | 226篇 |
专业分类
电工技术 | 113篇 |
综合类 | 434篇 |
化学工业 | 55篇 |
金属工艺 | 78篇 |
机械仪表 | 327篇 |
建筑科学 | 221篇 |
矿业工程 | 110篇 |
能源动力 | 32篇 |
轻工业 | 38篇 |
水利工程 | 35篇 |
石油天然气 | 61篇 |
武器工业 | 66篇 |
无线电 | 297篇 |
一般工业技术 | 331篇 |
冶金工业 | 103篇 |
原子能技术 | 13篇 |
自动化技术 | 2464篇 |
出版年
2024年 | 8篇 |
2023年 | 82篇 |
2022年 | 112篇 |
2021年 | 177篇 |
2020年 | 198篇 |
2019年 | 113篇 |
2018年 | 102篇 |
2017年 | 119篇 |
2016年 | 115篇 |
2015年 | 111篇 |
2014年 | 210篇 |
2013年 | 239篇 |
2012年 | 221篇 |
2011年 | 239篇 |
2010年 | 203篇 |
2009年 | 263篇 |
2008年 | 296篇 |
2007年 | 292篇 |
2006年 | 309篇 |
2005年 | 263篇 |
2004年 | 236篇 |
2003年 | 201篇 |
2002年 | 181篇 |
2001年 | 134篇 |
2000年 | 96篇 |
1999年 | 86篇 |
1998年 | 60篇 |
1997年 | 31篇 |
1996年 | 22篇 |
1995年 | 18篇 |
1994年 | 11篇 |
1993年 | 5篇 |
1992年 | 3篇 |
1991年 | 1篇 |
1990年 | 5篇 |
1989年 | 4篇 |
1988年 | 2篇 |
1986年 | 1篇 |
1985年 | 2篇 |
1977年 | 1篇 |
1958年 | 2篇 |
1956年 | 1篇 |
1955年 | 2篇 |
1954年 | 1篇 |
排序方式: 共有4778条查询结果,搜索用时 15 毫秒
1.
目的 为了更科学地研究和检验可穿戴产品的适合性,提出一种适合性检验方法,能够精确保留现实环境中的产品佩戴关系,并能将现实与虚拟的适合性检验研究相结合,得到合理的适合性检验结果.方法 以虚拟现实眼镜的适合性检验为例,通过高精度的三维测量技术将现实环境中的人、产品以及人—产品佩戴关系转化为三维虚拟信息,并以人—产品佩戴三维模型为参考基准对齐人和产品的虚拟模型,得到保留现实佩戴关系的人—产品佩戴模型组,再应用偏差分析法得出人—机佩戴区域的可视化适合性结果和统计数据,结合主观评价方法进一步分析产品的适合性.结论 虚实结合的产品适合性检验方法可在虚拟环境中高精度地保留现实环境中的人—产品佩戴关系,并能得到可视化的适合性检验结果,为检验和指导产品的适合性提供依据. 相似文献
2.
3.
Engineering simulations have opened several gates for today’s chemical engineers. They are powerful tools to provide technical content as physics-based numerical solvers. Augmented reality (AR) and virtual reality (VR), on the other hand, are already underway to digitize environments in many fields. The combination of AR/VR environments and simulations in engineering education has been attracting widespread interest. Literature has demonstrated a massive amount of digital educational environments in several contexts as being complementary to conventional educational methods. Nevertheless, hosting technical content produced by engineering simulations with educational AR/VR is still challenging and requires expertise from multiple disciplines throughout the technical development. Present work provides a facile and agile methodology for low-cost hardware but content-wise rich AR software development. Inspired by the Covid-19 pandemic, a case study is developed to teach chemical-engineering concepts using a liquid-soap synthesis process. Accordingly, we assess and conclude the digital development process to guide inexperienced developers for the digitalization of teaching content. The present contribution serves as an example of the power of integrating AR/VR with traditional engineering simulations for educational purposes. The digital tool developed in this work is shared in the online version. 相似文献
4.
360° VR videos provide users with an immersive visual experience. To encode 360° VR videos, spherical pixels must be mapped onto a two‐dimensional domain to take advantage of the existing video encoding and storage standards. In VR industry, standard cubemap projection is the most widely used projection method for encoding 360° VR videos. However, it exhibits pixel density variation at different regions due to projection distortion. We present a generalized algorithm to improve the efficiency of cubemap projection using polynomial approximation. In our algorithm, standard cubemap projection can be regarded as a special form with 1st‐order polynomial. Our experiments show that the generalized cubemap projection can significantly reduce the projection distortion using higher order polynomials. As a result, pixel distribution can be well balanced in the resulting 360° VR videos. We use PSNR, S‐PSNR and CPP‐PSNR to evaluate the visual quality and the experimental results demonstrate promising performance improvement against standard cubemap projection and Google's equi‐angular cubemap. 相似文献
5.
Journal of Computer Science and Technology - Artistic augmentation of photographs with water droplets aims at generating aesthetic yet realistic images, and thus differs from traditional augmented... 相似文献
6.
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
7.
Multiplane displays are capable of displaying 3D scenes with correct focus cues by creating multilayer 2D images in the display volume. Hence, such a 3D display technique could effectively address the accommodation‐vergence conflict (AVC) problem, which is prevalent in augmented reality (AR) displays. In this paper, we review the recent progress on multiplane AR displays based on liquid crystals (LCs) for AR applications. The working principle of multiplane AR displays is illustrated, the electro‐optical properties of the tunable LC devices are investigated and display prototypes are demonstrated. Finally, we discuss the prospects and challenges of multiplane AR displays based on LCs. 相似文献
8.
Differences between oculomotor and perceptual artifacts for temporally limited head mounted displays
Alexander Goettker Kevin J. MacKenzie T. Scott Murdison 《Journal of the Society for Information Display》2020,28(6):509-519
We used perceptual and oculomotor measures to understand the negative impacts of low (phantom array) and high (motion blur) duty cycles with a high‐speed, AR‐likehead‐mounted display prototype. We observed large intersubject variability for the detection of phantom array artifacts but a highly consistent and systematic effect on saccadic eye movement targeting during low duty cycle presentations. This adverse effect on saccade endpoints was also related to an increased error rate in a perceptual discrimination task, showing a direct effect of display duty cycle on the perceptual quality. For high duty cycles, the probability of detecting motion blur increased during head movements, and this effect was elevated at lower refresh rates. We did not find an impact of the temporal display characteristics on compensatory eye movements during head motion (e.g., VOR). Together, our results allow us to quantify the tradeoff of different negative spatiotemporal impacts of user movements and make subsequent recommendations for optimized temporal HMD parameters. 相似文献
9.
10.
Measuring cognitive load is important in virtual learning environments (VLE). Thus, valid and reliable measures of cognitive load are important to support instructional design in VLE. Through three studies, we investigated the validity and reliability of Leppink's Cognitive Load Scale (CLS) and developed the extraneous cognitive load (EL) dimension into three sub-scales relevant for VLE: EL instructions, EL interaction, and EL environment. We investigated the validity of the measures using the Partial Credit Model (PCM), Confirmatory Factor Analysis (CFA), and correlations with retention tests. Study 1 (n = 73) investigated the adapted version of the CLS. Study 2 describes the development and validation of the Multidimensional Cognitive Load Scale for Virtual Environments (MCLSVE), with 140 students in higher education. Study 3 tested the generalizability of the results with 121 higher education students in a more complicated VLE. The results provide initial evidence for the validity and reliability of the MCLSVE. 相似文献