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为了改善谱聚类图像分割的精准性和时效性,文中提出融入局部几何特征的流形谱聚类图像分割算法.首先,考虑图像数据的流形结构,在数据点的K近邻域内执行局部PCA,得到数据间本征维数的关系.然后,引入流形学习中的局部线性重构技术,通过混合线性分析器得到数据间局部切空间的相似性,结合二者构造含有局部几何特征的相似性矩阵.再利用Nystr m技术逼近待分割图像的特征向量,对构造的k个主特征向量执行谱聚类.最后,在Berkeley数据集上的对比实验验证文中算法的准确性和时效性优势.  相似文献   
3.
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   
4.
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   
5.
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   
6.
田保军  杨浒昀  房建东 《计算机应用》2019,39(10):2834-2840
针对推荐精度不准确、数据稀疏、恶意推荐的问题,提出融合信任基于概率矩阵分解(PMF)的新推荐模型。首先,通过建立基于信任的协同过滤模型(CFMTS)将改进的信任机制融入到协同过滤推荐算法中。信任值通过全局信任及局部信任计算获得,其中局部信任利用了信任传播机制计算用户的直接信任值和间接信任值得到,全局信任采用信任有向图的方式计算得到。然后,将信任值与评分相似度融合以解决数据稀疏、恶意推荐的问题。同时,将CFMTS融入到PMF模型中以建立新的推荐模型——融合信任基于概率矩阵分解模型(MPMFFT),通过梯度下降算法对用户特征向量和项目特征向量进行计算以产生预测评分值,进一步提高推荐系统的精准度。通过实验将提出的MPMFFT与经典的PMF、社交信息的矩阵分解(SocialMF)、社交信息的推荐(SoRec)、加权社交信息的推荐(RSTE)等模型进行了结果的对比和分析,在公开的真实数据集Epinions上MPMFFT的平均绝对误差(MAE)和均方根误差(RMSE)比最优的RSTE模型分别降低2.9%和1.5%,同时在公开的真实数据集Ciao上MPMFFT的MAE和RMSE比最优的SocialMF模型分别降低1.1%和1.8%,结果证实了模型能在一定程度上解决数据稀疏、恶意推荐问题,有效提高推荐质量。  相似文献   
7.
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   
8.
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   
9.
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   
10.
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   
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