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101.
The influence of aging on computer interaction has been widely analyzed in human–computer interaction research literature. Despite this, there are no age-based user maps that could support the user-interface customization. Studying the specific needs and constraints of these groups is crucial in order to adapt a user interface to the user’s interaction requirements. This work studies the performance of a sample of participants on three different basic tasks (pointing, dragging and dropping, and text selection) and the influence of age for each of them. It is concluded that this influence differs between specific activities. A group profile map that can support automatic classification in the future has been obtained.  相似文献   
102.
In this work we used the sol-gel technique to develop luminescent Eu(III) transparent films deposited on glass slides to build for sensor devices capable of monitoring transition metal ions in aqueous solutions. The films were obtained from a bis(trialkoxysilyl) organic precursor synthesized from the amide of the 2,6-pyridinedicarboxylic acid (DPA) with aminopropyltriethoxysilane (APTES) in the presence or absence of cetyl trimethyl ammonium bromide (CTAB) surfactant as templating agent and triethylethoxysilane (TEOS) as crosslinker. These sensor devices were used to perform in situ quenching experiments by Cu(II), Fe(III), Co(II) and Ni(II) ions. The results indicate that the templated films allow the detection and quantification of these metals down to ppb levels by means of the values of the Stern-Volmer constants. In particular, it was shown that Cu(II) acts as an extremely efficient quencher (KSV = 3.5 × 105 M−1) when compared with the results obtained for the other metals, opening the possibility to use these devices as potential Cu(II) sensors for actual applications in aqueous media.  相似文献   
103.
The aim of this paper is to show how the hybridization of a multi-objective evolutionary algorithm (MOEA) and a local search method based on the use of rough set theory is a viable alternative to obtain a robust algorithm able to solve difficult constrained multi-objective optimization problems at a moderate computational cost. This paper extends a previously published MOEA [Hernández-Díaz AG, Santana-Quintero LV, Coello Coello C, Caballero R, Molina J. A new proposal for multi-objective optimization using differential evolution and rough set theory. In: 2006 genetic and evolutionary computation conference (GECCO’2006). Seattle, Washington, USA: ACM Press; July 2006], which was limited to unconstrained multi-objective optimization problems. Here, the main idea is to use this sort of hybrid approach to approximate the Pareto front of a constrained multi-objective optimization problem while performing a relatively low number of fitness function evaluations. Since in real-world problems the cost of evaluating the objective functions is the most significant, our underlying assumption is that, by aiming to minimize the number of such evaluations, our MOEA can be considered efficient. As in its previous version, our hybrid approach operates in two stages: in the first one, a multi-objective version of differential evolution is used to generate an initial approximation of the Pareto front. Then, in the second stage, rough set theory is used to improve the spread and quality of this initial approximation. To assess the performance of our proposed approach, we adopt, on the one hand, a set of standard bi-objective constrained test problems and, on the other hand, a large real-world problem with eight objective functions and 160 decision variables. The first set of problems are solved performing 10,000 fitness function evaluations, which is a competitive value compared to the number of evaluations previously reported in the specialized literature for such problems. The real-world problem is solved performing 250,000 fitness function evaluations, mainly because of its high dimensionality. Our results are compared with respect to those generated by NSGA-II, which is a MOEA representative of the state-of-the-art in the area.  相似文献   
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First Person Shooters are a genre of online games in which users demand a high interactivity, because the actions and the movements are very fast. They usually generate high rates of small packets which have to be delivered to the server within a deadline. When the traffic of a number of players shares the same link, these flows can be aggregated in order to save bandwidth. Certain multiplexing techniques are able to merge a number of packets, in a similar way to voice trunking, creating a bundle which is transmitted using a tunnel. In addition, the headers of the original packets can be compressed by means of standard algorithms. The characteristics of the buffers of the routers which deliver these bundled packets may have a strong influence on the network impairments (mainly delay, jitter and packet loss) which determine the quality of the game. A subjective quality estimator has been used in order to study the mutual influence of the buffer and multiplexing techniques. Taking into account that there exist buffers which size is measured in terms of bytes, and others measured in packets, both kinds of buffers have been tested, using different sizes. Traces from real game parties have been merged in order to obtain the traffic of 20 simultaneous players sharing the same Internet access. The delay and jitter produced by the buffer of the access router have been obtained using simulations. In general, the quality is expected to be reduced as the background traffic grows, but the results show an anomalous region in which the quality rises with the background traffic amount. Small buffers present better subjective quality results than bigger ones. When the total traffic amount gets above the available bandwidth, the buffers measured in bytes add to the packets a fixed delay, which grows with buffer size. They present a jitter peak when the offered traffic is roughly the link capacity. On the other hand, buffers which size is measured in packets add a smaller delay, but they increase packet loss for gaming traffic. The obtained results illustrate the need of knowing the characteristics of the buffer in order to make the correct decision about traffic multiplexing. As a conclusion, it would be interesting for game developers to identify the behaviour of the router buffer so as to adapt the traffic to it.  相似文献   
107.
In the twenty-first century, there has been rapid urbanization in economically emerging countries. Many scientific research studies have proposed methods to monitor the quality of materials used in engineering works. Quality inspections are most often made of structure-related materials such as concrete. All the concrete used in construction work is subjected to a test that breaks the samples to evaluate its final mechanical strength. In this sense, remote sensing can contribute to mapping and monitoring construction materials, allowing investigation and identification of various properties such as mechanical strength and water content in a non-destructive manner. The materials can be inspected directly on site, in a rapid, non-invasive, and inexpensive manner; this is crucial for the ongoing process of construction. The spectral behaviour of four different mechanical strengths of two cement materials based on Portland cement, cement paste, and mortar was observed using a FieldSpec® 3 spectroradiometer. The spectral curves generated by recording the reflected and absorbed electromagnetic radiation of the samples were interpreted based on the theory of vibrational and electronic spectroscopy. The objective of this work is to show a novel technique for assisting in the analysis of solid samples using visible and near infrared spectroscopy. Through this study, a spectral contrast between different samples of the paste and mortar was found. Besides, it was possible to detect the presence and the corresponding proportion of water in the samples. Wavelet analysis enabled records of statistical evidence of spectral contrast, and showed that the depth of water absorption features is inversely proportional to compressive strength in the cement materials under study. This work is innovative, because there are no studies in the literature on the application of this technique as an aid tool for differentiating compressive strengths of Portland-cement-based materials.  相似文献   
108.
Web 2.0 provides user-friendly tools that allow persons to create and publish content online. User generated content often takes the form of short texts (e.g., blog posts, news feeds, snippets, etc). This has motivated an increasing interest on the analysis of short texts and, specifically, on their categorisation. Text categorisation is the task of classifying documents into a certain number of predefined categories. Traditional text classification techniques are mainly based on word frequency statistical analysis and have been proved inadequate for the classification of short texts where word occurrence is too small. On the other hand, the classic approach to text categorization is based on a learning process that requires a large number of labeled training texts to achieve an accurate performance. However labeled documents might not be available, when unlabeled documents can be easily collected. This paper presents an approach to text categorisation which does not need a pre-classified set of training documents. The proposed method only requires the category names as user input. Each one of these categories is defined by means of an ontology of terms modelled by a set of what we call proximity equations. Hence, our method is not category occurrence frequency based, but highly depends on the definition of that category and how the text fits that definition. Therefore, the proposed approach is an appropriate method for short text classification where the frequency of occurrence of a category is very small or even zero. Another feature of our method is that the classification process is based on the ability of an extension of the standard Prolog language, named Bousi~Prolog , for flexible matching and knowledge representation. This declarative approach provides a text classifier which is quick and easy to build, and a classification process which is easy for the user to understand. The results of experiments showed that the proposed method achieved a reasonably useful performance.  相似文献   
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In recent years, the phenomenon of eSports has been a growing trend and consequently, in addition to players, other groups of users, including coaches and analysts, took an interest in online video games and the data extracted from them. Among many types of video games, one of the most widely played is the MOBA (Multiplayer Online Battle Arena) League of Legend (LoL) game. Similary to traditional sports, players and coaches/analysts analyse all game events, such as, players’ movements, to understand how they play to define new strategies and improve their performance. Our main goal is to get a better understanding of which visualizations techniques are more adequate to handle this type of spatio-temporal information data, associated to player performance analysis in video games. To address this goal, we inquired players to identify the analytical questions they need to support for performance analysis and designed the VisuaLeague prototype for the visualization of in-game player trajectories, using animated maps, and events during a LoL match. This paper presents a user study to evaluate the adequacy of animated maps and the analytical strategies followed by players when using spatio-temporal data to analyse player performance. The results support the adequacy of using the animated maps technique to convey information to users in this context. Moreover, they also point out towards a high degree of importance given to the spatio-temporal components of the data for player performance analysis.

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