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1.
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   
2.
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   
3.
徐丹仪  孔明亮 《园林》2022,(2):85-92
随着文化和旅游持续融合发展,充分运用动漫游戏等新兴文化产业,以创新文旅类型,满足群众对文娱体验的多元需求,是数字经济格局下文旅产业高质量发展的重要课题。"动漫旅游"作为日本重要文旅类型之一,对日本振兴地域、激活经济、再现城市魅力有着重要意义,因此探讨日本动漫产业在文旅规划中的创新思路和方法策略,有利于拓展中国文旅规划新兴模式。通过对相关实践案例梳理总结可知,日本"圣地"型动漫旅游是以地域振兴为目标,多元合作体制为依托,游客特殊需求为导向的创意性文旅规划模式。结合中国实际情况,提出呼应动漫场景、构建主题游线以及协同交互环境三大规划策略,以期为中国数字经济格局下文旅规划提供可借鉴经验。  相似文献   
4.
目的 可回溯感是艺术欣赏和临摹时产生的一种审美感受,即在审美过程中想象地再现原作的创作行为,是书法艺术凸显的审美心理现象。在计算机书法的研究中,鲜有研究以动画效果增强书法可回溯感,且缺少关于可回溯感的量化评估方法。因此,本文结合心理感知实验提出可回溯感的测评方法,并探究动态墨迹效果对书法作品可回溯感的影响。方法 首先将可回溯感分解为两种心理因素:顺序感和运动感。然后针对动态书法形式应用粒子动画制作7种不同墨迹效果,并设计心理感知实验对书法作品的可回溯感进行测量,即对选定标记点的运笔顺序进行排列以及对其运笔方向和相对速率进行估计。最后比较原作和动态书法可回溯感的差异,分析动态墨迹对书法作品可回溯感的影响。结果 实验结果证明测评方法是可行的,并发现恰当运用动态墨迹效果,即沿笔迹流动的墨迹动画,可以改进作品的运动感、显著增强顺序感以及提升可回溯感,反之则不能。若混入逆向流动墨迹效果,会削弱其提升顺序感的效用,但减弱的程度与正逆向墨迹的比例并非线性关系。结论 运笔顺序和笔触运动感知的评测方法可以有效量化视觉艺术品的可回溯感,为书法欣赏和临摹过程的研究提供实证方法。动态墨迹的设计也可用于增进书法的艺术化呈现,特别是增强其可回溯感。  相似文献   
5.
全球首批三代核电AP1000核岛采用模块化施工技术,可产生巨大的经济效益,大件吊装技术是其关键技术之一。针对AP1000核岛的吊装施工过程存在的吊装方案制订、吊装过程动态模拟、吊装过程吊件等结构分析、以及吊装运输碰撞检测等多重问题,指出运用建筑信息模型(BIM)技术实现大件吊装仿真的必要性。在简要介绍BIM技术的基础上,提出基于BIM技术的吊装施工动画仿真模拟平台;给出了吊车的BIM模型的定义方法;并介绍了利用BIM模型来进行基于3DS Max软件的三维动画模拟和基于ANSYS有限元软件对吊件等进行结构分析的方法。  相似文献   
6.
In this paper, we propose an interactive character motion control interface that uses hands. Using their hands and fingers, the user can control a large number of degrees of freedom at the same time. We applied principal component analysis to a set of sample poses and assigned the extracted principal components to each degree of freedom of the hands (such as the hand positions and finger bending/extending angles). The user can control the blending weights of the principal components and deform the character's pose by moving their hands and bending/extending their fingers. We introduced pose and action controls, so that we can alter the standing pose and perform various actions with deformations. So that various types of actions were possible, we constructed a number of action models in advance. We introduced action model selection and action execution mechanisms. We developed methods for computing the feature vector, for applying principal component analysis, and for pose and action synthesis. In addition, we introduced a pose transition method for performing a step motion when necessary to prevent foot sliding. We present our experimental results and demonstrate the effectiveness of our interface. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
7.
We present a points‐based user interface for character posing. In our method, users insert a number of three‐dimensional (3D) points in a virtual environment. The system performs a linear search of a motion capture database for the best matched pose and then places the pose immediately in the virtual environment to be overlapped with the input points. For a fast and precise distance computation between the input points and the example poses from the database, we developed a closed‐form solution of the 3D points registration problem. To demonstrate the easiness and usability of our approach, we built a motion database including various kinds of human motion and conducted a user study of character posing tasks with non‐expert users. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
8.
语音同步的可视语音合成技术研究   总被引:1,自引:0,他引:1  
为了提出一种真实感较强的可视语音合成方案,对目前国内外主流研究方法进行了探讨.在基于对可视语音合成问题分析的基础上,提出了可视语音合成系统研究方法中首先要解决的2个问题:视觉语音特征模型的构建和声视频映射模型的构建.分析了目前国内外研究方法的主要解决方案,提出了在未来研究中本系统将采用的系统框架和重点研究内容.  相似文献   
9.
In this paper, we present a method for reconstructing a surface mesh animation sequence from point cloud animation data. We mainly focus on the articulated body of a subject — the motion of which can be roughly described by its internal skeletal structure. The point cloud data is assumed to be captured independently without any inter‐frame correspondence information. Using a template model that resembles the given subject, our basic idea for reconstructing the mesh animation is to deform the template model to fit to the point cloud (on a frame‐by‐frame basis) while maintaining inter‐frame coherence. We first estimate the skeletal motion from the point cloud data. After applying the skeletal motion to the template surface, we refine it to fit to the point cloud data. We demonstrate the viability of the method by applying it to reconstruct a fast dancing motion  相似文献   
10.
该文主要介绍了计算机中用flash脚本语言实现下雨动画效果的方法。  相似文献   
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