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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
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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
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在广电总局和省局指示精神的指导下,江苏有线三网融合枢纽中心建成了省中心集中汇聚,分中心独立管控的三级安播监管体系。本文从建设目标,网络结构,系统组成等方面介绍了江苏有线安播监管系统,提出了“播监控三维一体”,“省市县三位一体”的省级全覆盖式安播监管体系解决方案。 相似文献
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随着三网融合的大力推进以及双向互动业务的大力开展,运营商使用原有简单的EPG不足以支撑开展更多的增值业务,不能主动为用户推荐节目,不能为运营商带来新的收入机会。作为重要的创新能力支撑系统,介绍了江苏有线智能导航平台的设计与应用,为相关广电运营商提供一定的设计参考。 相似文献
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自适应跑步机是康复医疗和人体工程学的研究热点,也是虚拟现实运动输入设备的重要组成部分。针对自适应跑步机上人体位置相对地面几乎无变化,很难通过简单的位置差分获得到人体运动速度的问题,提出了一种适应性广、无标记点、非接触式的行走速度估计方法。将Kinect采集到的人体关节点位置数据通过四元数标定、高斯滤波和三次样条插值处理后,用步长修正算法计算出行走时的步态时空参数。基于步态时空参数估计使用者在自适应跑步机上行走时的速度。在固定速度的跑步机上,通过将速度估计值与所设定的跑步机实际速度进行对比,验证了速度估计算法有效性,该速度估计算法可以适用于自适应跑步机的控制算法开发。 相似文献
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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
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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
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传统文化电视节目在探索发展的过程中,选题逐渐聚焦中国风物人文,视野逐步向百姓生活延伸,立意兼顾文化内涵与百姓情感需求,编排制作节目内容与造型双发展。在此基础上,传统文化节目迎来更大的繁荣。 相似文献
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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