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1.
土木工程施工课程作为土木工程及工程管理专业的学科基础课和核心专业课程,在疫情防控期间"停课不停教""停课不停学"的要求下,通过线上平台进行授课。由于土木工程施工课程内容庞杂、综合性强、实践性强,且章节之间关联性较弱,探究既能使学生快速适应,又能保证教学质量的在线教学方法至关重要。以华南某高校土木工程施工课程为例,基于中国大学MOOC、建筑云课、腾讯课堂、QQ群等线上平台讲授教学内容,并运用问卷调查对课程线上教学效果进行评价。结果表明,线上教学为学生提供了丰富灵活的学习方式,显著提高了学生的自主学习能力,扩大了学生的知识面,达到了较好的学习效果。  相似文献   
2.
为了探讨在安卓平台上构建医用图像采集系统的开发个案,分析通过以智能手机、平板电脑为核心安卓设备通过拍照获得化验单数据后进行文本识别并提交智慧医疗系统的解决方案。本文首先通过二值化算法形成低阈值图像数据,使用卷积神经元网络算法对文本进行逐一识别,使用K-means算法对识别后的单字文本进行字段记录值的整合并形成元数据库服务于其他智慧医疗系统模块。在使用9000组数据对神经元网络进行前期训练的前提下,该系统的识别准确率达到了99.5%以上。本系统具有一定的可行性,对未来智慧医疗的系统开发有实践意义。  相似文献   
3.
This paper introduces a simple method for simulating highly anisotropic elastoplastic material behaviors like the dissolution of fibrous phenomena (splintering wood, shredding bales of hay) and materials composed of large numbers of irregularly-shaped bodies (piles of twigs, pencils, or cards). We introduce a simple transformation of the anisotropic problem into an equivalent isotropic one, and we solve this new “fictitious” isotropic problem using an existing simulator based on the material point method. Our approach results in minimal changes to existing simulators, and it allows us to re-use popular isotropic plasticity models like the Drucker-Prager yield criterion instead of inventing new anisotropic plasticity models for every phenomenon we wish to simulate.  相似文献   
4.
Our primary research hypothesis stands on a simple idea: The evolution of top-rated publications on a particular theme depends heavily on the progress and maturity of related topics. And this even when there are no clear relations or some concepts appear to cease to exist and leave place for newer ones starting many years ago. We implemented our model based on Computer Science Ontology (CSO) and analyzed 44 years of publications. Then we derived the most important concepts related to Cloud Computing (CC) from the scientific collection offered by Clarivate Analytics. Our methodology includes data extraction using advanced web crawling techniques, data preparation, statistical data analysis, and graphical representations. We obtained related concepts after aggregating the scores using the Jaccard coefficient and CSO Ontology. Our article reveals the contribution of Cloud Computing topics in research papers in leading scientific journals and the relationships between the field of Cloud Computing and the interdependent subdivisions identified in the broader framework of Computer Science.  相似文献   
5.
In recent years, the Industry 4.0 concept brings new demands and trends in different areas; one of them is distributing computational power to the cloud. This concept also introduced the Reference Architectural Model for Industry 4.0 (RAMI 4.0). The efficiency of data communications within the RAMI 4.0 model is a critical issue. Aiming to evaluate the efficiency of data communication in the Cloud Based Cyber-Physical Systems (CB-CPS), this study analyzes the periods and data amount required to communicate with individual hierarchy levels of the RAMI 4.0 model. The evaluation of the network properties of the communication protocols eligible for CB-CPS is presented. The network properties to different cloud providers and data centers’ locations have been measured and interpreted. To test the findings, an architecture for cloud control of laboratory model was proposed. It was found that the time of the day; the day of the week; and data center utilization have a negligible impact on latency. The most significant impact lies in the data center distance and the speed of the communication channel. Moreover, the communication protocol also has impact on the latency. The feasibility of controlling each level of RAMI 4.0 through cloud services was investigated. Experimental results showed that control is possible in many solutions, but these solutions mostly cannot depend just on cloud services. The intelligence on the edge of the network will play a significant role. The main contribution is a thorough evaluation of different cloud providers, locations, and communication protocols to provide recommendations sufficient for different levels of the RAMI 4.0 architecture.  相似文献   
6.
针对高速数据传输及计算所带来时延和终端设备能耗问题,提出了一种在上行链路采用等功率分配的传输方案。首先,依据增强现实(AR)业务的协作属性建立了针对AR特性的系统模型;其次,详细分析了系统帧结构,建立以最小化系统消耗总能量为优化目标的约束条件;最后,在保障延迟和功耗满足约束的条件下,建立了基于凸优化的移动边缘计算(MEC)资源优化求解数学模型,从而获得最优的通信和计算资源分配方案。与独立传输相比,该方案在最大延迟时间分别为0.1 s和0.15 s时的总能耗降幅均为14.6%。仿真结果表明,在相同条件下,与基于用户独立传输的优化方案相比,考虑用户间协作传输的等功率MEC优化方案能显著减少系统消耗的总能量。  相似文献   
7.
Humans are highly adept at walking in environments with foot placement constraints, including stepping-stone scenarios where footstep locations are fully constrained. Finding good solutions to stepping-stone locomotion is a longstanding and fundamental challenge for animation and robotics. We present fully learned solutions to this difficult problem using reinforcement learning. We demonstrate the importance of a curriculum for efficient learning and evaluate four possible curriculum choices compared to a non-curriculum baseline. Results are presented for a simulated humanoid, a realistic bipedal robot simulation and a monster character, in each case producing robust, plausible motions for challenging stepping stone sequences and terrains.  相似文献   
8.
Modern acquisition techniques generate detailed point clouds that sample complex geometries. For instance, we are able to produce millimeter-scale acquisition of whole buildings. Processing and exploring geometrical information within such point clouds requires scalability, robustness to acquisition defects and the ability to model shapes at different scales. In this work, we propose a new representation that enriches point clouds with a multi-scale planar structure graph. We define the graph nodes as regions computed with planar segmentations at increasing scales and the graph edges connect regions that are similar across scales. Connected components of the graph define the planar structures present in the point cloud within a scale interval. For instance, with this information, any point is associated to one or several planar structures existing at different scales. We then use topological data analysis to filter the graph and provide the most prominent planar structures. Our representation naturally encodes a large range of information. We show how to efficiently extract geometrical details (e.g. tiles of a roof), arrangements of simple shapes (e.g. steps and mean ramp of a staircase), and large-scale planar proxies (e.g. walls of a building) and present several interactive tools to visualize, select and reconstruct planar primitives directly from raw point clouds. The effectiveness of our approach is demonstrated by an extensive evaluation on a variety of input data, as well as by comparing against state-of-the-art techniques and by showing applications to polygonal mesh reconstruction.  相似文献   
9.
It is notoriously difficult for artists to control liquids while generating plausible animations. We introduce a new liquid control tool that allows users to load, transform, and apply precomputed liquid simulation templates in a scene in order to control a particle-based simulation. Each template instance generates control forces that drive the global simulated liquid to locally reproduce the templated liquid behavior. Our system is augmented with a variable proportion of temporary particles to help efficiently reproduce the templated liquid density, with fewer requirements on the surrounding environment. The resulting control strategy adds only a small computational overhead, leading to quick visual feedback for resolutions allowing interactive simulation. We demonstrate the robustness and ease of use of our method on various examples in 2D and 3D.  相似文献   
10.
This paper describes a novel approach for on demand volumetric texture synthesis based on a deep learning framework that allows for the generation of high-quality three-dimensional (3D) data at interactive rates. Based on a few example images of textures, a generative network is trained to synthesize coherent portions of solid textures of arbitrary sizes that reproduce the visual characteristics of the examples along some directions. To cope with memory limitations and computation complexity that are inherent to both high resolution and 3D processing on the GPU, only 2D textures referred to as ‘slices’ are generated during the training stage. These synthetic textures are compared to exemplar images via a perceptual loss function based on a pre-trained deep network. The proposed network is very light (less than 100k parameters), therefore it only requires sustainable training (i.e. few hours) and is capable of very fast generation (around a second for 2563 voxels) on a single GPU. Integrated with a spatially seeded pseudo-random number generator (PRNG) the proposed generator network directly returns a color value given a set of 3D coordinates. The synthesized volumes have good visual results that are at least equivalent to the state-of-the-art patch-based approaches. They are naturally seamlessly tileable and can be fully generated in parallel.  相似文献   
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