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1.
In the Internet of Things (IoT), a huge amount of valuable data is generated by various IoT applications. As the IoT technologies become more complex, the attack methods are more diversified and can cause serious damages. Thus, establishing a secure IoT network based on user trust evaluation to defend against security threats and ensure the reliability of data source of collected data have become urgent issues, in this paper, a Data Fusion and transfer learning empowered granular Trust Evaluation mechanism (DFTE) is proposed to address the above challenges. Specifically, to meet the granularity demands of trust evaluation, time–space empowered fine/coarse grained trust evaluation models are built utilizing deep transfer learning algorithms based on data fusion. Moreover, to prevent privacy leakage and task sabotage, a dynamic reward and punishment mechanism is developed to encourage honest users by dynamically adjusting the scale of reward or punishment and accurately evaluating users’ trusts. The extensive experiments show that: (i) the proposed DFTE achieves high accuracy of trust evaluation under different granular demands through efficient data fusion; (ii) DFTE performs excellently in participation rate and data reliability.  相似文献   
2.
张伟 《水泥工程》2020,33(5):67-67
PC2425破碎机是较为常用的锤式破碎机规格之一,主要用于石灰石的破碎,台时产量800~1 000 t,出料粒度≤70 mm,筛余5%,配套4 500~5 000 t水泥生产线。PC2425破碎机篦条为易损件,由于物料的冲击会导致篦条变形,但其原有的弓形架与篦条型式,更换时很难将篦条从弓形架中抽出,导致更换非常不便。此次改造,用户最初适量降低破碎机的出料粒度,以提高生料磨的产量及降低生料粉磨的电耗,虽然通过调整篦条与锤头的间距及篦条间隙可以达到降低出料粒度的要求。但是为了彻底解决篦条更换困难问题,重新设计了篦架结构。  相似文献   
3.
基于物联网的智慧林业可持续发展策略研究   总被引:1,自引:0,他引:1  
随着我国科技的不断进步,在“互联网+”大数据的背景下,林业的智慧化发展是必经之路。虽然我国智慧林业的发展已经取得了一定的突破,但是仍然存在着许多问题。基于此,文章在物联网技术的基础上,对智慧林业的可持续发展策略进行探讨。  相似文献   
4.
Most real-world vehicle nodes can be structured into an interconnected network of vehicles. Through structuring these services and vehicle device interactions into multiple types, such internet of vehicles becomes multidimensional heterogeneous overlay networks. The heterogeneousness of the overlays makes it difficult for the overlay networks to coordinate with each other to improve their performance. Therefore, it poses an interesting but critical challenge to the effective analysis of heterogeneous virtual vehicular networks. A variety of virtual vehicular networks can be easily deployed onto the native network by applying the concept of SDN (Software Defined Networking). These virtual networks reflect their heterogeneousness due to their different performance goals, and they compete for the same physical resources of the underlying network, so that a sub-optimal performance of the virtual networks may be achieved. Therefore, we propose a Deep Reinforcement Learning (DRL) approach to make the virtual networks cooperate with each other through the SDN controller. A cooperative solution based on the asymmetric Nash bargaining is proposed for co-existing virtual networks to improve their performance. Moreover, the Markov Chain model and DRL resolution are introduced to leverage the heterogeneous performance goals of virtual networks. The implementation of the approach is introduced, and simulation results confirm the performance improvement of the latency sensitive, loss-rate sensitive and throughput sensitive heterogeneous vehicular networks using our cooperative solution.  相似文献   
5.
Fog computing has emerged to support the requirements of IoT applications that could not be met by today’s solutions. Different initiatives have been presented to drive the development of fog, and much work has been done to improve certain aspects. However, an in-depth analysis of the different solutions, detailing how they can be integrated and applied to meet specific requirements, is still required. In this work, we present a unified architectural model and a new taxonomy, by comparing a large number of solutions. Finally, we draw some conclusions and guidelines for the development of IoT applications based on fog.  相似文献   
6.
The recent trend of integration among new network services such as the long-term evolution (LTE) based on internet protocol (IP) needs reputable analyses and prediction information on the internet traffic. The IP along with increased internet traffics due to expanding new service platforms such as smartphones will reflect policies such as network QoS according to new services. The establishment of monitoring methods and analysis plans is thus required for the development of internet traffics that will analyze their status and predict their future. The paper with the speed of Internet traffic model is developed for monitoring the state of the experiment and verified. The problem is that the proposed service Internet service provider (ISP) to resolve the conflict between the occurrences can be considerably Internet traffic and that the state of data may be helpful in understanding. The paper advancement policy to reflect the network traffic volume of Internet services and users irradiation with increased traffic due to the development and management of the analysis was carried out experimental measurements.  相似文献   
7.
Smartphones are indispensable for many young people, which in turn increases the risk of smartphone addiction. Previous studies have discovered significant and positive influences of boredom proneness, sensation seeking and smartphone addiction. This study further explored these influences, their underlying mechanisms, and the mediating effects of pastime, flow experience and self-regulation on smartphone addiction. A total of 442 Chinese college students completed a survey focusing on boredom proneness, sensation seeking, pastime, flow experience, self-regulation and smartphone addiction. The results indicated that boredom proneness positively affects smartphone addiction. Contrary to expectations, the results showed that there is no significant relationship between sensation seeking and smartphone addiction. Moreover, pastime and self-regulation have partial mediation effects on the relationship between boredom proneness and smartphone addiction, while the effect of sensation seeking on smartphone addiction is completely transmitted with the help of flow experience and self-regulation. The findings and their implications are discussed.  相似文献   
8.
随着教育信息化技术的发展,线上线下混合式教学模式已成为一种趋势。为了解决非全日制研究生课堂教学召集困难、效果不佳等问题,提出了基于“互联网+虚拟仿真技术”的线上线下混合式教学模式。本文以控制工程专业学位研究生为例,结合《现代电气控制技术》课程,探讨了线上线下混合式教学实现途径、师生互动方法、项目驱动案例教学法以及电气控制系统虚拟仿真实验平台的构建方法,切实提升非全日制研究生的培养质量。  相似文献   
9.
This study explored adolescents’ opinions about how Internet use supports the achievement of their developmental tasks. Qualitative data were collected in focus groups interviews with 127 Italian Internet users (11–20) attending middle and high schools. Discussions were recorded, transcribed and analyzed using content analysis. Results showed that the Internet plays important functions in identity formation, personal autonomy, and relationships outside the family. It allows teens to develop their own interests, to identify with others and, at the same time, differentiate from others. The Internet is also an arena in which adolescents develop and practice autonomy. The Internet can be a source of conflict with parents, because of parents’ concerns about Internet use. However, the Internet can also be a meeting ground with parents. Finally, participants indicated the Internet is used to form close relationships with peers. Gender and age differences are discussed. Although the study is cross-sectional and relies only on adolescent report, findings illustrate how the conceptual framework of developmental goals may be helpful for understanding how the Internet can affect adolescents’ lives.  相似文献   
10.
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   
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