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991.
Ramsey理论是组合数学中一个庞大而又丰富的领域,在集合论、逻辑学、分析以及代数学上具有极重要的应用.Ramsey数的求解是非常困难的,迄今为止只求出9个Ramsey数的准确值.探讨了DNA生物分子超级计算在求解这一困难数学问题的可能性.将Adleman-Lipton模型生物操作与粘贴模型解空间相结合的DNA计算模型...  相似文献   
992.
Combined with motion capture and dynamic simulation, characters in animation have realistic motion details and can respond to unexpected contact forces. This paper proposes a novel and real-time character motion generation approach which introduces a parallel process, and uses an approximate nearest neighbor optimization search method. Besides, we employ a support vector machine (SVM), which is trained on a set of samples and predicts a subset of our ‘return-to’ motion capture (mocap) database in order to reduce the search time. In the dynamic simulation process, we focus on designing a biomechanics based controller which detects the balance of the characters in locomotion and drives them to take several active and protective responses when they fall to the ground in order to reduce the injuries to their bodies. Finally, we show the time costs in synthesis and the visual results of our approach. The experimental results indicate that our motion generation approach is suitable for interactive games or other real-time applications.  相似文献   
993.
Fragment-based character animation has become popular in recent years. By stringing appropriate motion capture fragments together, the system drives characters responding to the control signals of the user and generates realistic character motions. In this paper, we propose a novel, straightforward and fast method to build the control policy table, which selects the next motion fragment to play based on the current user’s input and the previous motion fragment. During the synthesis of the control policy table, we cluster similar fragments together to create several fragment classes. Dynamic programming is employed to generate the training samples based on the control signals of the user. Finally, we use a supervised learning routine to create the tabular control policy. We demonstrate the efficacy of our method by comparing the motions generated by our controller to the optimal controller and other previous controllers. The results indicate that although a reinforcement learning algorithm known as value iteration also creates the tabular control policy, it is more complex and requires more expensive space–time cost in synthesis of the control policy table. Our approach is simple but efficient, and is practical for interactive character games.  相似文献   
994.
This study examined business students’ perceptions of four objectives (i.e., Enjoyment, Learning, Motivation, and Career Application) across five teaching technologies (i.e., Projector, PowerPoint, Video, the Internet, and Lecture), business professors’ effective application of technologies, and students’ academic performance. We collected data from 215 students at a regional state university in the USA. We developed Students’ Perceptions of Technology Scale, SPOTS, specifically for the present study, used the most rigorous criteria, and investigated reliability, convergent and discriminant validity, exploratory and confirmatory factor analysis, and measurement invariance of this scale. Mean scores revealed that Video conveyed the highest amount of Enjoyment. PowerPoint provided the highest amount of Learning and Motivation. The Internet provided the highest Career Application for future jobs. Younger students preferred Video, whereas older students favored Lecture. Regression results showed that the use of Video for Learning, Projector and Lecture for Enjoyment, PowerPoint for career and Motivation, and the Internet for Learning contributed to professors’ teaching effectiveness. Students’ high ratings for professors’ effective use of the Lecture method and low expectation for the use of a Projector predicted their self-reported GPA (academic performance). Professors may use a different mix of technologies in the classroom and use them creatively in order to promote the most Learning for students and satisfy students’ Learning needs and objectives.  相似文献   
995.
We developed a performance assessment model for e-commerce; it included indicators, indicator weights, and evaluation methods. The model has seven methods of assessing e-commerce performance and uses four criteria to compare and select the appropriate one for a particular situation. This model was tested in the retail sector of China. According to the data collected from 70 Chinese retailers, 16 indicators of e-commerce performance consisted of four constructs: marketing and sales, customer service, supply chain efficiency, and financial performance. The indicators for those constructs provide a comprehensive measurement of performance. Then weights were assigned for each indicator using a majority aggregation method. Comparison of the results from seven evaluation methods showed that discordance analysis and simple additive weighting were the best evaluation methods for the enterprises we had sampled.  相似文献   
996.
Modeling enterprise service-oriented architectural styles   总被引:1,自引:1,他引:0  
Modern enterprise consists of complicate business processes and systems. The Enterprise Service-Oriented Architecture (ESOA) becomes an important architectural style that defines the principles for coping with the complexity of designing and implementing business systems. This paper classifies ESOA styles to six substyles and proposes a generic and abstract model for ESOA styles. The model consists of seven sets: services, service consumers, service data, infrastructure, processes, management and quality attributes. This paper formally defines each set and their relationships in ESOA style model, and discusses the roles of these sets. The model can be applied to specify various ESOA styles. As case studies, the definition of instance of ESOA style is applied to analyze and evaluate a Java component-based ESOA-style architecture and several other ESOA-style architectures. Finally, this paper concludes by comparing the proposed model with related ESOA models.  相似文献   
997.
Bayesian model-based classifiers, both unsupervised and supervised, have been studied extensively and their value and versatility have been demonstrated on a wide spectrum of applications within science and engineering. A majority of the classifiers are built on the assumption of intrinsic discreteness of the considered data features or on the discretization of them prior to the modeling. On the other hand, Gaussian mixture classifiers have also been utilized to a large extent for continuous features in the Bayesian framework. Often the primary reason for discretization in the classification context is the simplification of the analytical and numerical properties of the models. However, the discretization can be problematic due to its textit{ad hoc} nature and the decreased statistical power to detect the correct classes in the resulting procedure. We introduce an unsupervised classification approach for fuzzy feature vectors that utilizes a discrete model structure while preserving the continuous characteristics of data. This is achieved by replacing the ordinary likelihood by a binomial quasi-likelihood to yield an analytical expression for the posterior probability of a given clustering solution. The resulting model can be justified from an information-theoretic perspective. Our method is shown to yield highly accurate clusterings for challenging synthetic and empirical data sets.  相似文献   
998.
999.
Conventional active learning dynamically constructs the training set only along the sample dimension. While this is the right strategy in binary classification, it is suboptimal for multilabel image classification. We argue that for each selected sample, only some effective labels need to be annotated while others can be inferred by exploring the label correlations. The reason is that the contributions of different labels to minimizing the classification error are different due to the inherent label correlations. To this end, we propose to select sample-label pairs, rather than only samples, to minimize a multilabel Bayesian classification error bound. We call it two-dimensional active learning because it considers both the sample dimension and the label dimension. Furthermore, as the number of training samples increases rapidly over time due to active learning, it becomes intractable for the offline learner to retrain a new model on the whole training set. So we develop an efficient online learner to adapt the existing model with the new one by minimizing their model distance under a set of multilabel constraints. The effectiveness and efficiency of the proposed method are evaluated on two benchmark data sets and a realistic image collection from a real-world image sharing Web site—Corbis.  相似文献   
1000.
The evolution of computer science and technology has brought new opportunities for multidisciplinary designers and engineers to collaborate with each other in a concurrent and coordinated manner. The development of computational agents with unified data structures and software protocols contributes to the establishment of a new way of working in collaborative design, which is increasingly becoming an international practice. In this paper, based on the analysis of the dynamic nature of collaborative design process, a new framework for collaborative design is described. This framework adopts an agent-based approach and relocates designers, managers, systems, and the supporting agents in a unified knowledge representation scheme for product design. In order to model the constantly evolving design process and the rationales resulted from design collaboration, a Collaborative Product Data Model (CPDM) and a constraint-based Collaborative Design Process Model (CDPM) are proposed to facilitate the management and coordination of the collaborative design process as well as design knowledge management. A prototype system of the proposed framework is implemented and its feasibility is evaluated using a real design scenario whose objective is designing a set of dining table and chairs.  相似文献   
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