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1.
黄石  朱治通 《工业工程设计》2020,2(1):11-16, 21
数字游戏常被认为是继文学、绘画、音乐等传统艺术之后的“第九艺术”。然而,长期以来,由于游戏的评价标准被商业体系左右,造成了游戏创作在思想层面的偏颇,所以设计师有必要建立一套针对数字游戏的艺术评价标准,以促进游戏的艺术创作和理论研究。从艺术思潮、艺术哲学和设计创新的角度出发,通过美学历史文献查阅、游戏艺术作品案例分析、艺术理论辨析等方法,就游戏的核心艺术因素展开论述。游戏的艺术标准应包括情感表现、艺术反思和创新性三个主要方面。其中,艺术情感是所有艺术的共性和核心;艺术反思是艺术理念的升华和艺术创作的动机;创新性则是艺术更替发展的内在动力。该标准独立于商业体系,将有助于促进和引导数字游戏在艺术层面的发展。  相似文献   
2.
Children with dyslexia have reduced sensitivity to phonological sounds and words, and this deficiency in lexical processing causes many problems for them. Word exercise games based on phonological awareness have emphasized the mistakes of students with dyslexia, attempting to help children avoid these mistakes. This study was conducted to investigate the effect of Persian-language word exercise games on the spelling of students with dyslexia. The design of the present study was quasi-experimental, with a pretest and posttest of an experimental group and a control group. Participants were 30 students with dyslexia from second grade to fifth grade in elementary schools in Bojnord, who completed the spelling test as a pretest and posttest. The experimental group played eleven 40-min sessions of word exercise games. The results showed that the word exercise programme improved the spelling of the children with dyslexia. This suggests that basing training on the phonological mistakes of students with dyslexia and using the word exercise games can improve their spelling.  相似文献   
3.
In many countries, distribution grid tariffs are being reformed to adapt to the new realities of an electricity system with distributed energy resources. In Europe, legislative proposals have been made to harmonize these reforms across country borders. Many stakeholders have argued that distribution tariffs are a local affair, while the European institutions argued that there can be spillovers to other countries, which could justify a more harmonized approach. In this paper, we quantify these spillovers in a simplified numerical example to give insight and an order of magnitude. We look at different scenarios, and find that the spillovers can be both negative and positive. To be able to quantify these effects, we developed a long-run market equilibrium model that captures the wholesale market effects of distribution grid tariffs. The problem is formulated as a non-cooperative game involving consumers, generating companies and distribution system operators in a stylized electricity market.  相似文献   
4.
For the redundancy coverage of nodes leads to the phenomenon of low energy efficiency,Non-cooperative game theory was used to solve it.A revenue function was proposed,which considering the coverage of nodes and the residual energy.The lifetime of the node and network path gain were applied to revenue function.The network topology was built by nodes with the appropriate work strategy.Control algorithm coverage in wireless sensor network was proposed based on Non-cooperative game theory.A Nash equilibrium between the coverage rate and the residual energy was proved,and the return function converged to the Pareto optimal.Experiments show that the algorithm can provide reasonable coverage of network nodes and ensure energy efficiency.  相似文献   
5.
针对传统规划方法难以体现水资源配置过程中多种复杂因素的问题,基于博弈理论建立宏观调控和市场经济相结合的水资源配置动态博弈模型,求解其子博弈精炼纳什均衡下各博弈参与人的策略,并运用改进量子遗传算法求解该博弈模型。对A河流域水资源配置结果表明,在保证流域公共生态用水2.0×10~8 m~3的基础上,各用水子区自发约束自身的取水量,达到均衡时,社会总收益为11.27亿元,相比自由取水模型,社会总收益增加了0.95亿元,增幅为9.2%。  相似文献   
6.
Recently, academic and industrial research communities are paying more explicit attention to the 5G multiple radio access technology ultra‐dense networks (5G multi‐RAT UDNs) for boosting network capacity, especially in UD urban zones. To this aim, in this paper, we intend to tackle the user association problem in 5G multi‐RAT UDNs. By considering the decoupled uplink/downlink access (DUDA), we divide our user association problem into two distinct subproblems representing, respectively, the uplink and the downlink channels. Next, we formulated each one as a nonlinear optimization problem with binary variables. Then, to solve them, we were restricted by the hard complexity, as well as the hard feasibility of centralized user association schemes. Thus, to resolve our user association problem in a reasonable time and distributed manner, we formulated each subproblem as a many‐to‐one matching game based on matching theory. Next, we provide two fully distributed association algorithms to compute the uplink and downlink stable matching among user equipments (UEs) and base stations (BSs). Simulation results corroborate our theoretical model and show the effectiveness and improvement of our achieved results in terms of the overall network performance, quality of service (QoS), and energy efficiency (EE) of UEs.  相似文献   
7.
ABSTRACT

The time displacement hypothesis has been widely used to explain the effects of media use on academic performance. This approach has been criticised for its monocausality and weak explanatory power. Utilising a combination of different theoretical perspectives is better suited than utilising only one. Considering displacement, excitement, attraction and third variable hypothesis, this paper argues that the relation between video game use and school performance is not the same for all types of gamers by considering the influence of socioeconomic, psychological and contextual factors. It investigates how gaming patterns (frequency, time of day) and psychological characteristics (sensation seeking, aggression) are related to academic performance for primary and secondary school students. Five hundred and seven students from five primary and four secondary schools in Singapore participated in a paper-pencil survey. Results showed support for a combination of displacement and third variable hypothesis, as overall time spent on video games was negatively associated with primary school children’s and active gamers’ school performances. There was no significant relationship for secondary school children. For primary school children who play games in the morning and afternoon, video game use was negatively associated with school performance. There was no support for the attraction and excitement hypotheses.  相似文献   
8.
During the last decade, a plentiful number of active queue management schemes have been proposed, but their main objectives are simply allocating the buffer resource to all flows evenly, or protecting responsive flows from being degraded by unresponsive flows. However, the sending rates of the responsive flows can be determined diversely, and not all unresponsive flows have aggressively high sending rates. Furthermore, it is rational to reserve a portion of the buffer resource for certain privileged traffic. Grounded by these evidences, in this paper, we present a resilient active queue management algorithm, named Prior‐Core‐based Buffer Allocation considering diverse congestion control algorithms, fair‐unresponsive flows, and some privileged traffic. Our approach is based on stochastic cooperative game theory, where the payoffs yielded by cooperation are described by random variables, and the core is defined only over the distribution of these random payoffs; the core in this situation is called the prior‐core. As a result, it is shown that our buffer allocation, yielded by the prior‐core, achieves completely fair allocation for those flows whose requirement does not exceed the fair‐share regardless of the responsiveness, whereas aggressive flows are restricted according to availability of the buffer; all these are verified through ns‐2 simulation experiments. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   
9.
This work focuses on infrastructure-less ad hoc wireless networks where multiple transmitter/receiver pairs share the same radio resources (spectrum); transmitters have to choose how to split a total power budget across orthogonal spectrum bands with the goal to maximize their sum rate under cumulative interference from concurrent transmissions. We start off by introducing and characterizing the non-cooperative game among transmitter/receiver pairs when the network topology is deterministically given. The corresponding Nash equilibria are derived, highlighting their dependency on the topological parameters (distances between wireless nodes, propagation model, and background noise power). The analysis is then extended to the case of random network topologies drawn from a given spatial stochastic process. Tools of stochastic geometry are leveraged to derive a statistical characterization of the equilibria of the spectrum sharing game. Finally, a distributed algorithm is proposed to let the players of the spectrum sharing game converge to equilibria conditions. Numerical simulations show that the proposed algorithm drives the users to stable points that are close to the equilibria of the game requiring limited information exchange among nodes.  相似文献   
10.
Besides entertainment, games have shown to have the potential to impact a broader variety of cognitive abilities. Research has consistently shown that several aspects in cognition such as visual short-memory, multitasking and spatial skills can be enhanced by game play. In a previous study, it was found that playing Monkey Tales, a game aimed at training arithmetic skills, helped second grade pupils to increase their accuracy in mental calculation as compared to paper exercises. In this follow up study we explore whether traditional methods and game training differ in terms of the cognitive processes that both are able to impact. We incorporated standardized measures of working memory and visuo-motor skills. Additionally, the mathematics game was modified and its contents extracted to allow precise comparison between the gaming and paper exercises condition. Thus each single math exercise, type of question (e.g., multiple choice), quantity and order was perfectly matched in the game training and the traditional training conditions. Gains in arithmetical performance, and self-reported measures of enjoyment were also investigated. We found some evidence suggesting that arithmetic performance enhancement induced by game play and paper exercises differ not only in terms of enjoyment but also of working memory capacity improvements.  相似文献   
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