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1.
Massive Open Online Courses (MOOCs) are becoming an essential source of information for both students and teachers. Noticeably, MOOCs have to adapt to the fast development of new technologies; they also have to satisfy the current generation of online students. The current MOOCs’ Management Systems, such as Coursera, Udacity, edX, etc., use content management platforms where content are organized in a hierarchical structure. We envision a new generation of MOOCs that support interpretability with formal semantics by using the SemanticWeb and the online social networks. Semantic technologies support more flexible information management than that offered by the current MOOCs’ platforms. Annotated information about courses, video lectures, assignments, students, teachers, etc., can be composed from heterogeneous sources, including contributions from the communities in the forum space. These annotations, combined with legacy data, build foundations for more efficient information discovery in MOOCs’ platforms. In this article we review various Collaborative Semantic Filtering technologies for building Semantic MOOCs’ management system, then, we present a prototype of a semantic middle-sized platform implemented at Western Kentucky University that answers these aforementioned requirements.  相似文献   
2.
As suggested by the uncanny valley hypothesis, robots that resemble humans likely elicit feelings of eeriness. Based on the psychological model of meaning maintenance, we expected that the uncanny valley experience could be mitigated through a fictional story, due to the meaning-generating function of narratives. A field experiment was conducted, in which 75 participants interacted with the humanlike robot Telenoid. Prior to the interaction, they either read a short story, a non-narrative leaflet about the robot, or they received no preliminary information. Eeriness ratings were significantly lower in the science fiction condition than in both other conditions. This effect was mediated by higher perceived human-likeness of the robot. Our findings suggest that science fiction may provide meaning for otherwise unsettling future technologies.  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.
现阶段的语义解析方法大部分都基于组合语义,这类方法的核心就是词典。词典是词汇的集合,词汇定义了自然语言句子中词语到知识库本体中谓词的映射。语义解析一直面临着词典中词汇覆盖度不够的问题。针对此问题,该文在现有工作的基础上,提出了基于桥连接的词典学习方法,该方法能够在训练中自动引入新的词汇并加以学习,为了进一步提高新学习到的词汇的准确度,该文设计了新的词语—二元谓词的特征模板,并使用基于投票机制的核心词典获取方法。该文在两个公开数据集(WebQuestions和Free917)上进行了对比实验,实验结果表明,该文方法能够学习到新的词汇,提高词汇的覆盖度,进而提升语义解析系统的性能,特别是召回率。  相似文献   
5.
Semantic search is gradually establishing itself as the next generation search paradigm, which meets better a wider range of information needs, as compared to traditional full-text search. At the same time, however, expanding search towards document structure and external, formal knowledge sources (e.g. LOD resources) remains challenging, especially with respect to efficiency, usability, and scalability.This paper introduces Mímir—an open-source framework for integrated semantic search over text, document structure, linguistic annotations, and formal semantic knowledge. Mímir supports complex structural queries, as well as basic keyword search.Exploratory search and sense-making are supported through information visualisation interfaces, such as co-occurrence matrices and term clouds. There is also an interactive retrieval interface, where users can save, refine, and analyse the results of a semantic search over time. The more well-studied precision-oriented information seeking searches are also well supported.The generic and extensible nature of the Mímir platform is demonstrated through three different, real-world applications, one of which required indexing and search over tens of millions of documents and fifty to hundred times as many semantic annotations. Scaling up to over 150 million documents was also accomplished, via index federation and cloud-based deployment.  相似文献   
6.
Online gaming addiction has been increasingly recognized as a mental disorder. However, the predictive factors that lead to online gaming addiction are not well established. The aim of this study was to identify factors that may influence the development of online gaming addiction. A total of 263 patients with problematic online gaming addiction (255 males (97%) and 8 females (3%), age: mean = 20.4 ± 5.8 years) and153 healthy comparison subjects (118 males (77%) and 35 females (23%), age: 21.2 ± 5.5 years, range) were recruited for participation in the current study. Hierarchical logistic regression analyses among each set of variables were conducted. Individual factors (sex and age), cognitive factors (IQ and perseverative errors), psychopathological conditions (ADHD, depression, anxiety, and impulsivity), and social interaction factors (family environment, social anxiety, and self-esteem) were evaluated in a stepwise fashion. All four factors were associated with online gaming addiction, with psychopathological conditions being the strongest risk factors for the addiction. Individual factors, psychological factors, and social interactions were associated with the development of pure online gaming addiction. As before, psychological factors (attention, mood, anxiety and impulsivity) were the strongest risk factors for online gaming addiction in patients with pure online gaming addiction. Psychopathologies, including ADHD and depression, were the strongest factors associated with the development of online gaming addiction in individuals.  相似文献   
7.
The effects of physical embodiment and physical presence were explored through a survey of 33 experimental works comparing how people interacted with physical robots and virtual agents. A qualitative assessment of the direction of quantitative effects demonstrated that robots were more persuasive and perceived more positively when physically present in a user׳s environment than when digitally-displayed on a screen either as a video feed of the same robot or as a virtual character analog; robots also led to better user performance when they were collocated as opposed to shown via video on a screen. However, participants did not respond differently to physical robots and virtual agents when both were displayed digitally on a screen – suggesting that physical presence, rather than physical embodiment, characterizes people׳s responses to social robots. Implications for understanding psychological response to physical and virtual agents and for methodological design are discussed.  相似文献   
8.
Supported metal catalysts, particularly noble metals supported on SiO2, have attracted considerable attention due to the importance of the silica–metal interface in heterogeneous catalysis and in electronic device fabrication. Several important issues, e.g., the stability of the metal–oxide interface at working temperatures and pressures, are not well-understood. In this review, the present status of our understanding of the metal–silica interface is reviewed. Recent results of model studies in our laboratories on Pd/SiO2/Mo(1 1 2) using LEED, AES and STM are reported. In this work, epitaxial, ultrathin, well-ordered SiO2 films were grown on a Mo(1 1 2) substrate to circumvent complications that frequently arise from the silica–silicon interface present in silica thin films grown on silicon.  相似文献   
9.
Yuqin LiHatsuo Ishida 《Polymer》2003,44(21):6571-6577
Polystyrene nanocomposites have been prepared via solution intercalation method. Combination of wide-angle X-ray diffraction and thermogravimetric analysis is used to study the effect of solvents on the morphology of the nanocomposites as a function of the amount of residual solvent. d-Spacing of the polystyrene nanocomposites has a minimum value when the residual solvent concentration is between 2 and 4 wt%. Different interaction level between the solvent molecules and polymer chains is considered to be the reason for this special d-spacing change behavior. By comparing the solution intercalation of polystyrene and poly(ethyl methacrylate) from different solvents, it is concluded that the interactions between polymer-surfactant, solvent-surfactant, and polymer-solvent play important role for the solution intercalation of polymers.  相似文献   
10.
We present calculations of the magnetoconductivity in a two-dimensional electron system including the Rashba spin-orbit interaction. Essential for these calculations is an extension of the self-consistent Born approximation which takes into account the electron spin degree of freedom. The calculated magnetoconductivity exhibits, besides the beating in the Shubnikov-de Haas oscillations, a modulation related to the spin-orbit induced crossings of Landau levels, as a consequence of spin-conserving scattering between spin-orbit coupled states.  相似文献   
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