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161.
Analyzing the design of networks for visual information routing is an underconstrained problem due to insufficient anatomical and physiological data. We propose here optimality criteria for the design of routing networks. For a very general architecture, we derive the number of routing layers and the fanout that minimize the required neural circuitry. The optimal fanout l is independent of network size, while the number k of layers scales logarithmically (with a prefactor below 1), with the number n of visual resolution units to be routed independently. The results are found to agree with data of the primate visual system.  相似文献   
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164.
This paper describes a set of visual cues of contact designed to improve the interactive manipulation of virtual objects in industrial assembly/maintenance simulations. These visual cues display information of proximity, contact and effort between virtual objects when the user manipulates a part inside a digital mock-up. The set of visual cues encloses the apparition of glyphs (arrow, disk, or sphere) when the manipulated object is close or in contact with another part of the virtual environment. Light sources can also be added at the level of contact points. A filtering technique is proposed to decrease the number of glyphs displayed at the same time. Various effects--such as change in color, change in size, and deformation of shape- can be applied to the glyphs as a function of proximity with other objects or amplitude of the contact forces. A preliminary evaluation was conducted to gather the subjective preference of a group of participants during the simulation of an automotive assembly operation. The collected questionnaires showed that participants globally appreciated our visual cues of contact. The changes in color appeared to be preferred concerning the display of distances and proximity information. Size changes and deformation effects appeared to be preferred in terms of perception of contact forces between the parts. Last, light sources were selected to focus the attention of the user on the contact areas.  相似文献   
165.
One of the goals of collectingproject data during software development and evolution is toassess how well the project did and what should be done to improvein the future. With the wide range of data often collected andthe many complicated relationships between them, this is notalways easy. This paper suggests to use production models (DataEnvelope Analysis) to analyze objective variables and their impacton efficiency. To understand the effect of subjective variables,it is suggested to apply principal component analysis (PCA).Further, we propose to combine the results from the productionmodels and the analysis of the subjective variables. We showcapabilities of production models and illustrate how productionmodels can be combined with other approaches to allow for assessingand hence understanding software project data. The approach isillustrated on a data set consisting of 46 software projectsfrom the NASA-SEL database (NASA-SEL, 1992). The data analyzedis of the type that is commonly found in project databases.  相似文献   
166.
The micromotion at the interface between the polyethylene tibial insert and metal tibial tray [corrected] in modular total knee replacements [corrected] has been shown to contribute to wear particle-induced osteolysis and may [corrected] cause implant failure. Therefore, studying the design parameters that are involved in the backside wear process is an important task that may lead to improvement in new total knee replacements. In the present study, a finite element model was developed to predict the backside micromotion along the entire modular interface. Both the linear elastic constitutive model and non-linear J2-plasticity constitutive model were considered in the finite element model for polyethylene and were corroborated against published results obtained from displacement controlled knee simulator wear tests. The finite element simulation with the non-linear J2-plasticity constitutive model was able to predict backside micromotion [corrected] more accurately than the simulation with the linear elastic constitutive model. [corrected] The developed finite element model (including the non-linear J2-plasticity constitutive model) was then applied to assess the effects of the tibial tray locking mechanism design (dovetails versus fullperipheral [corrected] design) and different levels of interference fit on insert micromotion. The developed finite element model, implementing the non-linear J2-plasticity constitutive model, was shown to successfully predict clinical amounts of backside micromotion and could be used for the design and development of total knee replacements for the reduction of backside micromotion and polyethylene [corrected] wear.  相似文献   
167.
This article presents an extensive study to select the theoretical probability distribution that represents the concentrations of major constituents from 35 wastewater treatment plants located in Brazil, as well as to verify the influence of the adopted treatment technology on the data distributions. Due to the lack of a solid basis for selecting the distributions that best fit the data, various distributions had to be tried and the choice was based on statistical tests and visual techniques, comprising a total of 3,444 tests undertaken. While comparing suitability of five distributions (normal, lognormal, gamma, exponential and rectangular) for analysis of data (influent and effluent biochemical oxygen demand, chemical oxygen demand, suspended solids, nitrogen, phosphorus, thermotolerant coliforms and flow), it was observed that the lognormal distribution was the most suitable, which is in agreement with the findings from other research studies. This conclusion requires a different position from the one currently adopted when analysing plant performance, in which symmetry of the data is generally implied, which has been shown not to be the case with the large array of data sets investigated.  相似文献   
168.
This article explores the achievable transmission electron microscopy specimen thickness and quality by using three different preparation methods in the case of a high-strength nanocrystalline Cu-Nb powder alloy. Low specimen thickness is essential for spatially resolved analyses of the grains in nanocrystalline materials. We have found that single-sided as well as double-sided low-angle Ar ion milling of the Cu-Nb powders embedded into epoxy resin produced wedge-shaped particles of very low thickness (<10 nm) near the edge. By means of a modified focused ion beam lift-out technique generating holes in the lamella interior large micrometer-sized electron-transparent regions were obtained. However, this lamella displayed a higher thickness at the rim of ≥30 nm. Limiting factors for the observed thicknesses are discussed including ion damage depths, backscattering, and surface roughness, which depend on ion type, energy, current density, and specimen motion. Finally, sections cut by ultramicrotomy at low stroke rate and low set thickness offered vast, several tens of square micrometers uniformly thin regions of ~10-nm minimum thickness. As major drawbacks, we have detected a thin coating on the sections consisting of epoxy deployed as the embedding material and considerable nanoscale thickness variations.  相似文献   
169.
This research examined relationships between children’s information technology (IT) use and their creativity. Four types of information technology were considered: computer use, Internet use, videogame playing and cell phone use. A multidimensional measure of creativity was developed based on  and  test of creative thinking. Participants were 491 12-year olds; 53% were female, 34% were African American and 66% were Caucasian American. Results indicated that videogame playing predicted of all measures of creativity. Regardless of gender or race, greater videogame playing was associated with greater creativity. Type of videogame (e.g., violent, interpersonal) was unrelated to videogame effects on creativity. Gender but not race differences were obtained in the amount and type of videogame playing, but not in creativity. Implications of the findings for future research to test the causal relationship between videogame playing and creativity and to identify mediator and moderator variables are discussed.  相似文献   
170.
This paper presents a stable walking control method for a 3D bipedal robot with 14 joint actuators. The overall control law consists of a ZMP (zero moment point) controller, a swing ankle rotation controller and a partial joint angles controller. The ZMP controller guarantees that the stance foot remains in flat contact with the ground. The swing ankle rotation controller ensures a flat foot impact at the end of the swinging phase. Each of these controllers creates 2 constraints on joint accelerations. As a consequence, the partial joint angles controller is implemented to track only 10 independent outputs. These outputs are defined as a linear combination of the 14 joint angles. The most important question addressed in this paper is how this linear combination can be defined in order to ensure walking stability. The stability of the walking gait under closed loop control is evaluated with the linearization of the restricted Poincare map of the hybrid zero dynamics. As a result, the robot can achieve an asymptotically stable and periodic walking along a straight line. Finally, another feedback controller is supplemented to adjust the walking direction of the robot and some examples of the robot steered to walk along different paths with mild curvature are given.  相似文献   
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