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1.
本文以云杉八齿小蠹Ips typographus Linnaeus为例,经标本选取,观察虫体整体形态,绘制整体结构草图,电子显微镜观察局部、得到局部数字图像,分别建立虫体每一部分的高精度细节。把模型每部分拼装在一起组成整体模型,构建出了云杉八齿小蠹三维虚拟昆虫数字化模型。 相似文献
2.
AbstractIndustry 4.0 aims at providing a digital representation of a production landscape, but the challenges in building, maintaining, optimizing, and evolving digital models in inter-organizational production chains have not been identified yet in a systematic manner. In this paper, various Industry 4.0 research and technical challenges are addressed, and their present scenario is discussed. Moreover, in this article, the novel concept of developing experience-based virtual models of engineering entities, process, and the factory is presented. These models of production units, processes, and procedures are accomplished by virtual engineering object (VEO), virtual engineering process (VEP), and virtual engineering factory (VEF), using the knowledge representation technique of Decisional DNA. This blend of the virtual and physical domains permits monitoring of systems and analysis of data to foresee problems before they occur, develop new opportunities, prevent downtime, and even plan for the future by using simulations. Furthermore, the proposed virtual model concept not only has the capability of Query Processing and Data Integration for Industrial Data but also real-time visualization of data stream processing. 相似文献
3.
ABSTRACT The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style. 相似文献
4.
针对新闻文本领域,该文提出一种基于查询的自动文本摘要技术,更加有针对性地满足用户信息需求。根据句子的TF-IDF、与查询句的相似度等要素,计算句子权重,并根据句子指示的时间给定不同的时序权重系数,使得最近发生的新闻内容具有更高的权重,最后使用最大边界相关的方法选择摘要句。通过与基于TF-IDF、Text-Rank、LDA等六种方法的对比,该摘要方法ROUGE评测指标上优于其他方法。从结合评测结果及摘要示例可以看出,该文提出的方法可以有效地从新闻文档集中摘取核心信息,满足用户查询内容的信息需求。 相似文献
5.
Evidence suggests that transient visual information, such as animations, may be more challenging to learn than static visualizations. However, when a procedural-manipulative task is involved, our evolved embodied cognition seems to reverse this transitory challenge. Hence, for object manipulative tasks, instructional animations may be more suitable than statics. We investigated this argument further by comparing animations with statics using a Lego task shown to university students, by examining three potential moderators of effectiveness: (a) the environment of manipulation (virtual or physical), (b) the quality of visual information (focused or unfocused), and (c) the presence of hands (no hands or with hands). In Experiment 1 we found an advantage of animation over statics, and no differences among the environments. In Experiment 2, we again observed an animation advantage, a small advantage of focused static information compared to unfocused static information, and a positive effect of not showing the hands. 相似文献
6.
Depending on whether bidirectional links or unidirectional links are used for communications, the network topology under a
given range assignment is either an undirected graph referred to as the bidirectional topology, or a directed graph referred
to as the unidirectional topology. The Min-Power Bidirectional (resp., Unidirectional) k-Node Connectivity problem seeks a range assignment of minimum total power subject to the constraint that the produced bidirectional
(resp. unidirectional) topology is k-vertex connected. Similarly, the Min-Power Bidirectional (resp., Unidirectional) k-Edge Connectivity problem seeks a range assignment of minimum total power subject to the constraint the produced bidirectional
(resp., unidirectional) topology is k-edge connected.
The Min-Power Bidirectional Biconnectivity problem and the Min-Power Bidirectional Edge-Biconnectivity problem have been studied
by Lloyd et al. [23]. They show that range assignment based the approximation algorithm of Khuller and Raghavachari [18],
which we refer to as Algorithm KR, has an approximation ratio of at most 2(2 – 2/n)(2 + 1/n) for Min-Power Bidirectional Biconnectivity, and range assignment based on the approximation algorithm of Khuller and Vishkin [19],
which we refer to as Algorithm KV, has an approximation ratio of at most 8(1 – 1/n) for Min-Power Bidirectional Edge-Biconnectivity.
In this paper, we first establish the NP-hardness of Min-Power Bidirectional (Edge-) Biconnectivity. Then we show that Algorithm KR has an approximation ratio of at most 4 for both Min-Power Bidirectional Biconnectivity and Min-Power Unidirectional Biconnectivity,
and Algorithm KV has an approximation ratio of at most 2k for both Min-Power Bidirectional k-Edge Connectivity and Min-Power Unidirectional k-Edge Connectivity. We also propose a new simple constant-approximation algorithm for both Min-Power Bidirectional Biconnectivity
and Min-Power Unidirectional Biconnectivity. This new algorithm applies only to Euclidean instances, but is best suited for
distributed implementation.
A preliminary version of this work appeared in the proceedings of the 2nd International Conference on AD-HOC Network and Wireless
(Adhoc-Now 2003).
Research performed in part while visiting the Max-Plank-Institut fur Informatik.
Gruia Calinescu is an Assistant Professor of Computer Science at the Illinois Institute of Technology since 2000. He held postdoc or visiting
researcher positions at DIMACS, University of Waterloo, and Max-Plank Institut fur Informatik. Gruia has a Diploma from University
of Bucharest and a Ph.D. from Georgia Insitute of Technology. His research interests are in the area of algorithms.
Peng-Jun Wan has joined the Computer Science Department at Illinois Institute of Technology in 1997 and has been an Associate Professor
since 2004. He received his Ph.D. in Computer Science from University of Minnesota in 1997, M.S. in Operations Research and
Control Theory from Chinese Academy of Science in 1993, and B.S. in Applied Mathematics from Tsinghua University in 1990.
His research interests include optical networks and wireless networks. 相似文献
7.
为实现电源设备乃至通信机房的少人或无人值守和集中维护,必须建立一套完善的电信局动力环境集中监控系统。文中结合番禺区电信局的实际,讨论了提高系统运行可靠性的几点措施,包括硬件方面与软件方面的手段,关键在于加强系统的运行管理。 相似文献
8.
多协议标记交换(MPLS)技术是综合利用网络第二层交换技术的有效性和第三层IP路由的灵活性等优点而产生的多层交换技术。通过在传统的IP包里加入标记,使路由转发依赖于标记,大大地提高IP包的转发速度,同时可使传统IP网络具有服务质量(QoS)能力。现主要分析MPLS体系结构,指出MPLS的一些应用。 相似文献
9.
动力环境网络监控精细管理 总被引:1,自引:0,他引:1
叙述动力环境运行质量分析管理,包括故障管理,性能管理和专题分析管理,以动力环境网络监控细致八微、言之有据的月度分析管理实例展现了其精细管理的效果。 相似文献
10.
随着印制电路板产业飞速发展,其引发的环境问题日益受到广泛的关注。然而长期以来如何有效地进行环境冲击评估是业内研究的重点和难点。而本文采用了一种智能的简化分析方法来进行全面的环境冲击评估,以提高评估的经济效益和准确度,并希望能为决策者提供一个可供参考的环境冲击评估的理念和方法。 相似文献