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排序方式: 共有1335条查询结果,搜索用时 15 毫秒
1.
为了预防冬奥会场馆外工业场所火灾事故,开展重点场所和关键设施火灾风险识别,研究多因素综合风险评估指标体系。通过典型事故案例统计分析和现场火灾隐患识别排查,确定了以涉氨制冷场所、发电厂、物流仓储企业为主的重点场所和关键设施的风险点;基于风险理论从场所固有火灾风险、风险减缓措施和现实风险角度,构建了冬奥敏感度、区域特征、建筑特性、消防设施状况和消防安全管理、外部救援力量为主的多因素综合风险评估指标体系,采用风险指数分级法确定风险指标重要度。研究表明:该多因素火灾风险评估指标体系实现了关键风险因素的动态数据获取和定量化,具有多源风险识别和动态研判作用,可较客观地提前预警影响冬奥会的重大工业火灾风险。  相似文献   
2.
As nonrecourse project finance (rather than financing on a sovereign basis) is becoming more prevalent worldwide, financing institutions have to collaborate more closely with firms to optimize capacity‐investment and financing decisions. Under this background, this paper presents a stylized Stackelberg games model, taking into account the firm's capacity investment as well as the bank's interest rate and funding ratio decisions. Consortium structures between bank and firm are formalized into five modes based on industry practice, namely, the integrated consortium, pure shareholder funding, bank as leader, full coordination, and bank as follower. The optimality and equilibrium of each of the five modes are analytically derived, and their existence and uniqueness are demonstrated. Valuable economic insights are obtained through both modeling analysis and numerical experiments, with the main findings including the following: (i) a lack of bank financing leads to insufficient capacity investment and poor consortium performance; (ii) interest rate and funding ratio play important but different roles in the bank's risk management; (iii) the bank's proactivity in leading and coordinating the consortium is critical for the two parties’ overall performance; and (iv) if the bank is the follower, the firm's capacity decision is irrelevant to the bank's loan contract, and the consortium cannot be coordinated to the first‐best level of performance.  相似文献   
3.
Across stages of acquisition, second language (L2) competencies are contingent on the variation among individuals learning the language, in both informal and formal learning contexts. This study investigates a group of outliers whose extreme test scores serve as a foundation to examine them as individuals. The study addresses the outliers' characteristics as good L2 readers but poor first language (L1) readers. Combining quantitative (test results, survey, and language logs) and qualitative (focus groups and interviews) data among 21 adolescents in Norway (aged 16–17 years), the study identifies dimensions of individual language use in L1 Norwegian and L2 English. Findings revealed that they explained their English proficiency by the role of interest and their extensive use of English technology and tools outside school. In‐depth analysis identified three profiles: the Gamer, who spends up to 8 hr daily playing online games while using English mainly; the Surfer, who spends hours on the Internet, searching for authentic language situations, commonly involving English; and the Social Media User, who produces and consumes information in English through social media. Additionally, the Gamers read printed novels voluntarily outside the classroom. This study offers unique perspectives and new directions for future L2 research.  相似文献   
4.
Differential graphical games have been introduced in the literature to solve state synchronization problem for linear homogeneous agents. When the agents are heterogeneous, the previous notion of graphical games cannot be used anymore and a new definition is required. In this paper, we define a novel concept of differential graphical games for linear heterogeneous agents subject to external unmodeled disturbances, which contain the previously introduced graphical game for homogeneous agents as a special case. Using our new formulation, we can solve both the output regulation and H output regulation problems. Our graphical game framework yields coupled Hamilton‐Jacobi‐Bellman equations, which are, in general, impossible to solve analytically. Therefore, we propose a new actor‐critic algorithm to solve these coupled equations numerically in real time. Moreover, we find an explicit upper bound for the overall ‐gain of the output synchronization error with respect to disturbance. We demonstrate our developments by a simulation example.  相似文献   
5.
This study investigates a video game's effects on implicit and explicit attitudes towards depicted historical events in the short- and long-term on a sample of 148 young adults. We used, as an intervention tool, a serious game Czechoslovakia 38–89: Borderlands that deals with the expulsion of the Sudeten Germans from the former Czechoslovakia after the WWII. Results showed more negative pretest-posttest explicit attitude changes towards the expulsion on a general level (d = −0.34) and a specific level (d = −0.53) compared to the control group. Over the long-term, group differences in attitude change remained significant for the specific level (d = −0.44), but not for general one (d = −0.16). Exploratory analysis on the item level indicated that especially attitudes towards the expulsion's (un)fairness were affected by the game. However, no significant changes were found in implicit attitudes in the experimental group. This study is the first of such scale to empirically investigate video games' effects on a society's historical awareness.  相似文献   
6.
为解决中小城镇能耗高、能效低、经济承受力差等问题,促进中小城镇能源建设安全、经济和环保多目标协同发展,基于演化博弈理论,将能源建设多目标协同发展问题转化为寻求热电联供系统清洁低碳、安全高效的策略均衡问题。首先构建传统能源和新能源灰进化博弈模型,计算模型鞍点,寻求最优稳态均衡区域,分析影响均衡演化的因素,促进多能合作。其次,在多能合作的基础上,政府监管部门、供能商和用户作为博弈参与者,以安全可靠、高效经济和清洁环保为整体目标构建博弈模型,求取整体目标最优策略。最后以某县城为例进行多能合作和系统升级演化策略选择,支付总和不断降低,表明整体目标不断趋近最优;参与者概率分布越均衡,合作越稳定。  相似文献   
7.
考虑到现有无人机搜索问题研究中无人机、移动目标仅有一方具有远距离探测能力的设定,已经无法体现出战场环境下双方的博弈关系。针对这一不足,基于stackelberg均衡策略,结合多步预测的思想,提出了stackelberg多步博弈策略,实现了无人机、目标都具有远距离探测能力的博弈搜索。通过建立无人机、目标各自的路径收益函数,使双方能够根据不同时刻的博弈状态选择相对应的函数,实现无人机的动态路径规划。仿真结果表明所提出策略完全适用于该博弈模型,比贪婪策略具有更高的搜索效率,大大提高了目标捕获率。  相似文献   
8.
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   
9.
Research on Game Transfer Phenomena (GTP) has demonstrated that playing video games can lead to re-experiencing images, sounds, tactile sensations, spontaneous thoughts and actions, sometimes triggered by physical objects/events associated with the game. Location-based augmented reality games posit interesting questions regarding GTP, particularly because they use physical locations, they overlay digital images in physical contexts and the gameplay shifts between the virtual and the physical world. This study aims to investigate the prevalence of GTP and the role of immersion, augmented reality and sound in a sample of English- (EnS) and Spanish- (SpS) speaking gamers of the game Pokémon Go (PoGo). A total of 1313 gamers (Mage?=?31.47) were recruited online. GTP was less common than in previous studies; however, 82.4% had experienced GTP at least once. The SpS showed higher prevalence of GTP and played more intensively. Automatic mental processes predominated in the EnS, while behaviours and actions were more common in the SpS. The absence or presence of video game features seems important for the way GTP manifests. For instance, tactile hallucinations were more prevalent, while sensations of self-motion were less reported. Playing with augmented reality (AR) and sounds showed significant correlations with various GTP types, but not with re-experiencing images from the game. More gamers who reported the sensation that Pokémon were physically present or looked for Pokémon outside the screen while playing, as connotations of immersion, had experienced GTP. Experiencing GTP while playing may be more common in location-based augmented reality games, compared to other games.  相似文献   
10.
Online multiplayer games create new social platforms, with their own etiquette, social rules of conduct and ways of expression. What counts as aggressive and abusing behavior may change depending on the platform, but most online gaming companies need to deal with aggressive and abusive players explicitly. This usually is tied to a reporting mechanism where the offended player reports an offense. In this paper, we develop tools for validating whether a verbal aggression offense report refers to a real offense or not, in the context of a very popular online social game, called Okey. Our approach relies on the analysis of player behavior and characteristics of offending players. In the proposed system, chat records and other social activities in the game are taken into account, as well as player history. This methodology is sufficiently generic, and it can be applied to similar gaming platforms, thus describing a useful tool for game companies. We report our results on data collected over a six months period, involving 100,000 users and 800,000 game records, and illustrate the viability of such analysis, while providing insights on the factors associated with verbal aggression and abusive behavior for social games.  相似文献   
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