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991.
This study proposes a roll‐to‐roll process‐based sub‐wavelength grating, which is attached on a light bar to turn the side‐lit red/green/blue (620, 520, and 450 nm) incident rays into a uniformly and normally output white light with high illuminance from the light bar's surface. On the basis of the rigorous coupling wave analysis, the relationship between the first‐order transmission/reflection efficiency and the pitch of the gratings with different shapes was analyzed. The optimal design can effectively reduce the coupling length and enhance the white color balance for display applications.  相似文献   
992.
Reversible data hiding has received considerable interest recently in the field of information hiding. However, most of difference expansion (DE-based) schemes suffer from the problem that image cannot be restored into its original one free from location map. Reversible data hiding scheme with location map cannot effectively raise hiding capacity; in addition, it also incurs the computational cost during embedding and extracting. This study presents a reversible data hiding scheme that is free of location map and thus the computational cost, associated with embedding and extracting, is lower than that of most DE-based schemes. Furthermore, our scheme solves the problem of the low embedding rate of Tseng and Hsieh?s scheme because our scheme takes advantage of the bulk of relatively high small prediction-errors to raise embedding capacity. Experimental results demonstrate that the proposed scheme achieves the larger payload and the better image quality than some existing schemes by an adjustable control factor. The performance of the proposed scheme is more stable for the different images.  相似文献   
993.
994.
We propose a novel fault detection and localization scheme for all-optical networks with the information of real-time data traffic. Our adaptive fault localization framework is based on combining passive and proactive monitoring solutions, together with adaptive management in two phases. Numerical results indicate that our proposed scheme has good scalability, in terms of the number of fault monitors required. Also, we show that our framework allows more flexible network design, and requires much less monitoring bandwidth when compared with the passive monitoring solutions.  相似文献   
995.
The squash-and-stretch describes the rigidity of the character. This effect is the most important technique in traditional cartoon animation. In this paper, we introduce a method that applies the squash-and-stretch effect to character motion. Our method exaggerates the motion by sequentially applying the spatial exaggeration technique and the temporal exaggeration technique. The spatial exaggeration technique globally deforms the pose in order to make the squashed or stretched pose by modeling it as a covariance matrix of joint positions. Then, the temporal exaggeration technique computes a time-warping function for each joint, and applies it to the position of the joint allowing the character to stretch its links appropriately. The motion stylized by our method is a sequence of squashed and stretched poses with stretching limbs. By performing a user survey, we prove that the motion created using our method is similar to that used in 2D cartoon animation and is funnier than the original motion for human observers who are familiar with 2D cartoon animation.  相似文献   
996.
The rapid growth of motion capture data increases the importance of motion retrieval. The majority of the existing motion retrieval approaches are based on a labor-intensive step in which the user browses and selects a desired query motion clip from the large motion clip database. In this work, a novel sketching interface for defining the query is presented. This simple approach allows users to define the required motion by sketching several motion strokes over a drawn character, which requires less effort and extends the users’ expressiveness. To support the real-time interface, a specialized encoding of the motions and the hand-drawn query is required. Here, we introduce a novel hierarchical encoding scheme based on a set of orthonormal spherical harmonic (SH) basis functions, which provides a compact representation, and avoids the CPU/processing intensive stage of temporal alignment used by previous solutions. Experimental results show that the proposed approach can well retrieve the motions, and is capable of retrieve logically and numerically similar motions, which is superior to previous approaches. The user study shows that the proposed system can be a useful tool to input motion query if the users are familiar with it. Finally, an application of generating a 3D animation from a hand-drawn comics strip is demonstrated.  相似文献   
997.
In this paper, we study the problem of detecting sudden pedestrian crossings to assist drivers in avoiding accidents. This application has two major requirements: to detect crossing pedestrians as early as possible just as they enter the view of the car-mounted camera and to maintain a false alarm rate as low as possible for practical purposes. Although many current sliding-window-based approaches using various features and classification algorithms have been proposed for image-/video-based pedestrian detection, their performance in terms of accuracy and processing speed falls far short of practical application requirements. To address this problem, we propose a three-level coarse-to-fine video-based framework that detects partially visible pedestrians just as they enter the camera view, with low false alarm rate and high speed. The framework is tested on a new collection of high-resolution videos captured from a moving vehicle and yields a performance better than that of state-of-the-art pedestrian detection while running at a frame rate of 55 fps.  相似文献   
998.
We address the computational resource requirements of 3D example-based synthesis with an adaptive synthesis technique that uses a tree-based synthesis map. A signed-distance field (SDF) is determined for the 3D exemplars, and then new models can be synthesized as SDFs by neighborhood matching. Unlike voxel synthesis approach, our input is posed in the real domain to preserve maximum detail. In comparison to straightforward extensions to the existing volume texture synthesis approach, we made several improvements in terms of memory requirements, computation times, and synthesis quality. The inherent parallelism in this method makes it suitable for a multicore CPU. Results show that computation times and memory requirements are very much reduced, and large synthesized scenes exhibit fine details which mimic the exemplars.  相似文献   
999.
In places where mobile users can access multiple wireless networks simultaneously, a multipath scheduling algorithm can benefit the performance of wireless networks and improve the experience of mobile users. However, existing literature shows that it may not be the case, especially for TCP flows. According to early investigations, there are mainly two reasons that result in bad performance of TCP flows in wireless networks. One is the occurrence of out-of-order packets due to different delays in multiple paths. The other is the packet loss which is resulted from the limited bandwidth of wireless networks. To better exploit multipath scheduling for TCP flows, this paper presents a new scheduling algorithm named Adaptive Load Balancing Algorithm (ALBAM) to split traffic across multiple wireless links within the ISP infrastructure. Targeting at solving the two adverse impacts on TCP flows, ALBAM develops two techniques. Firstly, ALBAM takes advantage of the bursty nature of TCP flows and performs scheduling at the flowlet granularity where the packet interval is large enough to compensate for the different path delays. Secondly, ALBAM develops a Packet Number Estimation Algorithm (PNEA) to predict the buffer usage in each path. With PNEA, ALBAM can prevent buffer overflow and schedule the TCP flow to a less congested path before it suffers packet loss. Simulations show that ALBAM can provide better performance to TCP connections than its other counterparts.  相似文献   
1000.
In this paper, we present an efficient way of implementing OpenGL ES 1.1 3D graphics API library for the environments with hardware-supported OpenGL facility, typically as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it rapidly became the standard 3D graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functions and others. Currently, it is the official 3D graphics API for Google Android, Apple iPhone, Sony PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES 1.1. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a specialized memory management scheme to manage the converted data from the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different, and thus we used completely new software-implementations. Our final implementation of OpenGL ES library provides all of more than 200 functions in the standard specification and passed its conformance test, to show its compliance with the standard. From the efficiency point of view, we measured its execution times for several OpenGL ES-specific application programs and achieved remarkable improvements.  相似文献   
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