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1.
Tumor progression to a metastatic and ultimately lethal stage relies on a tumor-supporting microenvironment that is generated by reciprocal communication between tumor and stromal host cells. The tumor–stroma crosstalk is instructed by the genetic alterations of the tumor cells—the most frequent being mutations in the gene Tumor protein p53 (TP53) that are clinically correlated with metastasis, drug resistance and poor patient survival. The crucial mediators of tumor–stroma communication are tumor-derived extracellular vesicles (EVs), in particular exosomes, which operate both locally within the primary tumor and in distant organs, at pre-metastatic niches as the future sites of metastasis. Here, we review how wild-type and mutant p53 proteins control the secretion, size, and especially the RNA and protein cargo of tumor-derived EVs. We highlight how EVs extend the cell-autonomous tumor suppressive activity of wild-type p53 into the tumor microenvironment (TME), and how mutant p53 proteins switch EVs into oncogenic messengers that reprogram tumor–host communication within the entire organism so as to promote metastatic tumor cell dissemination.  相似文献   
2.
Robot Pose Estimation in Unknown Environments by Matching 2D Range Scans   总被引:14,自引:0,他引:14  
A mobile robot exploring an unknown environment has no absolute frame of reference for its position, other than features it detects through its sensors. Using distinguishable landmarks is one possible approach, but it requires solving the object recognition problem. In particular, when the robot uses two-dimensional laser range scans for localization, it is difficult to accurately detect and localize landmarks in the environment (such as corners and occlusions) from the range scans.In this paper, we develop two new iterative algorithms to register a range scan to a previous scan so as to compute relative robot positions in an unknown environment, that avoid the above problems. The first algorithm is based on matching data points with tangent directions in two scans and minimizing a distance function in order to solve the displacement between the scans. The second algorithm establishes correspondences between points in the two scans and then solves the point-to-point least-squares problem to compute the relative pose of the two scans. Our methods work in curved environments and can handle partial occlusions by rejecting outliers.  相似文献   
3.
Over the past few years, a large and ever increasing number of Web sites have incorporated one or more social login platforms and have encouraged users to log in with their Facebook, Twitter, Google, or other social networking identities. Research results suggest that more than two million Web sites have already adopted Facebook’s social login platform, and the number is increasing sharply. Although one might theoretically refrain from such social login features and cross-site interactions, usage statistics show that more than 250 million people might not fully realize the privacy implications of opting-in. To make matters worse, certain Web sites do not offer even the minimum of their functionality unless users meet their demands for information and social interaction. At the same time, in a large number of cases, it is unclear why these sites require all that personal information for their purposes. In this paper, we mitigate this problem by designing and developing a framework for minimum information disclosure in social login interactions with third-party sites. Our example case is Facebook, which combines a very popular single sign-on platform with information-rich social networking profiles. Whenever users want to browse to a Web site that requires authentication or social interaction using a Facebook identity, our system employs, by default, a Facebook session that reveals the minimum amount of information necessary. Users have the option to explicitly elevate that Facebook session in a manner that reveals more or all of the information tied to their social identity. This enables users to disclose the minimum possible amount of personal information during their browsing experience on third-party Web sites.  相似文献   
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This paper presents an efficient dynamics-based computer animation system for simulating and controlling the motion of articulated figures. A non-trivial extension of Featherstone's O(n) recursive forward dynamics algorithm is derived which allows enforcing one or more constraints on the animated figures. We demonstrate how the constraint force evaluation algorithm we have developed makes it possible to simulate collisions between articulated figures, to compute the results of impulsive forces, to enforce joint limits, to model closed kinematic loops, and to robustly control motion at interactive rates. Particular care has been taken to make the algorithm not only fast, but also easy to implement and use. To better illustrate how the constraint force evaluation algorithm works, we provide pseudocode for its major components. Additionally, we analyze its computational complexity and finally we present examples demonstrating how our system has been used to generate interactive, physically correct complex motion with small user effort.  相似文献   
7.
The goal of user experience design in industry is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure provided in the interaction with a product. So far, user experience studies have mostly focused on short-term evaluations and consequently on aspects relating to the initial adoption of new product designs. Nevertheless, the relationship between the user and the product evolves over long periods of time and the relevance of prolonged use for market success has been recently highlighted. In this paper, we argue for the cost-effective elicitation of longitudinal user experience data. We propose a method called the “UX Curve” which aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time. The usefulness of the UX Curve method was assessed in a qualitative study with 20 mobile phone users. In particular, we investigated how users’ specific memories of their experiences with their mobile phones guide their behavior and their willingness to recommend the product to others. The results suggest that the UX Curve method enables users and researchers to determine the quality of long-term user experience and the influences that improve user experience over time or cause it to deteriorate. The method provided rich qualitative data and we found that an improving trend of perceived attractiveness of mobile phones was related to user satisfaction and willingness to recommend their phone to friends. This highlights that sustaining perceived attractiveness can be a differentiating factor in the user acceptance of personal interactive products such as mobile phones. The study suggests that the proposed method can be used as a straightforward tool for understanding the reasons why user experience improves or worsens in long-term product use and how these reasons relate to customer loyalty.  相似文献   
8.
We present a real-time relighting and shadowing method for dynamic scenes with varying lighting, view and BRDFs. Our approach is based on a compact representation of reflectance data that allows for changing the BRDF at run-time and a data-driven method for accurately synthesizing self-shadows on articulated and deformable geometries. Unlike previous self-shadowing approaches, we do not rely on local blocking heuristics. We do not fit a model to the BRDF-weighted visibility, but rather only to the visibility that changes during animation. In this manner, our model is more compact than previous techniques and requires less computation both during fitting and at run-time. Our reflectance product operators can re-integrate arbitrary low-frequency view-dependent BRDF effects on-the-fly and are compatible with all previous dynamic visibility generation techniques as well as our own data-driven visibility model. We apply our reflectance product operators to three different visibility generation models, and our data-driven model can achieve framerates well over 300Hz.  相似文献   
9.
We study the barrier coverage problem using relocatable sensor nodes. We assume each sensor can sense an intruder or event inside its sensing range. Sensors are initially located at arbitrary positions on the barrier and can move along the barrier. The goal is to find final positions for sensors so that the entire barrier is covered. In recent years, the problem has been studied extensively in the centralized setting. In this paper, we study a barrier coverage problem in the distributed and discrete setting. We assume that we have n identical sensors located at grid positions on the barrier, and that each sensor repeatedly executes a Look-Compute-Move cycle: based on what it sees in its vicinity, it makes a decision on where to move, and moves to its next position. We make two strong but realistic restrictions on the capabilities of sensors: they have a constant visibility range and can move only a constant distance in every cycle. In this model, we give the first two distributed algorithms that achieve barrier coverage for a line segment barrier when there are enough nodes in the network to cover the entire barrier. Our algorithms are synchronous, and local in the sense that sensors make their decisions independently based only on what they see within their constant visibility range. One of our algorithms is oblivious whereas the other uses two bits of memory at each sensor to store the type of move made in the previous step. We show that our oblivious algorithm terminates within \(\varTheta (n^2)\) steps with the barrier fully covered, while the constant-memory algorithm is shown to take \(\varTheta (n)\) steps to terminate in the worst case. Since any algorithm in which a sensor can only move a constant distance in one step requires \(\varOmega (n)\) steps on some inputs, our second algorithm is asymptotically optimal.  相似文献   
10.
We give efficient algorithms for distributed computation on oriented, anonymous, asynchronous hypercubes with possible faulty components (i.e. processors and links) and deterministic processors. Initially, the processors know only the size of the network and that they are inter-connected in a hypercube topology. Faults may occur only before the start of the computation (and that despite this the hypercube remains a connected network). However, the processors do not know where these faults are located. As a measure of complexity we use the total number of bits transmitted during the execution of the algorithm and we concentrate on giving algorithms that will minimize this number of bits. The main result of this paper is an algorithm for computing Boolean functions on anonymous hypercubes with bit cost , where is the number of faulty components (i.e. links plus processors), is the number of links which are either faulty, or non-faulty but adjacent to faulty processors, and is the diameter of the hypercube with faulty components. Received: October 1992 / Accepted: April 2001  相似文献   
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