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61.
62.
Ilaria Bartolini Vincenzo Moscato Ruggero G. Pensa Antonio Penta Antonio Picariello Carlo Sansone Maria Luisa Sapino 《Multimedia Tools and Applications》2016,75(7):3813-3842
The valorization and promotion of worldwide Cultural Heritage by the adoption of Information and Communication Technologies represent nowadays some of the most important research issues with a large variety of potential applications. This challenge is particularly perceived in the Italian scenario, where the artistic patrimony is one of the most diverse and rich of the world, able to attract millions of visitors every year to monuments, archaeological sites and museums. In this paper, we present a general recommendation framework able to uniformly manage heterogeneous multimedia data coming from several web repositories and to provide context-aware recommendation techniques supporting intelligent multimedia services for the users—i.e. dynamic visiting paths for a given environment. Specific applications of our system within the cultural heritage domain are proposed by means of real case studies in the mobile environment related both to an outdoor and indoor scenario, together with some results on user’s satisfaction and system accuracy. 相似文献
63.
Maxim Shishmarev Christopher Mears Guido Tack Maria Garcia de la Banda 《Constraints》2016,21(1):77-94
Understanding how the search space is explored for a given constraint problem – and how it changes for different models, solvers or search strategies – is crucial for efficient solving. Yet programmers often have to rely on the crude aggregate measures of the search that are provided by solvers, or on visualisation tools that can show the search tree, but do not offer sophisticated ways to navigate and analyse it, particularly for large trees. We present an architecture for profiling a constraint programming search that is based on a lightweight instrumentation of the solver. The architecture combines a visualisation of the search tree with various tools for convenient navigation and analysis of the search. These include identifying repeated subtrees, high-level abstraction and navigation of the tree, and the comparison of two search trees. The resulting system is akin to a traditional program profiler, which helps the user to focus on the parts of the execution where an improvement to their program would have the greatest effect. 相似文献
64.
Azadeh?Jahanbanifar Ferhat?KhendekEmail author Maria?Toeroe 《Information Systems Frontiers》2016,18(5):891-908
Configuration fragments developed separately and focusing on different aspects, such as availability, security or performance of a system need to be integrated into a consistent system configuration to avoid system malfunctions. The main challenges of such integration are due to the overlapping entities and the integration relations between the entities of the different configuration fragments. In this paper we propose a model based approach for a consistent integration of configuration fragments into a system configuration. We use and extend the model weaving technique to capture the semantics of the relations between the entities of the configuration fragments. Moreover, we generate automatically the constraints corresponding to these semantic relations to complete the target system configuration profile. These constraints can be used to guard the configuration consistency during runtime modifications. 相似文献
65.
66.
Andre Suslik Spritzer Jeremy Boy Pierre Dragicevic Jean‐Daniel Fekete Carla Maria Dal Sasso Freitas 《Computer Graphics Forum》2015,34(3):461-470
Node‐link infographics are visually very rich and can communicate messages effectively, but can be very difficult to create, often involving a painstaking and artisanal process. In this paper we present an investigation of node‐link visualizations for communication and how to better support their creation. We begin by breaking down these images into their basic elements and analyzing how they are created. We then present a set of techniques aimed at improving the creation workflow by bringing more flexibility and power to users, letting them manipulate all aspects of a node‐link diagram (layout, visual attributes, etc.) while taking into account the context in which it will appear. These techniques were implemented in a proof‐of‐concept prototype called GraphCoiffure, which was designed as an intermediary step between graph drawing/editing software and image authoring applications. We describe how GraphCoiffure improves the workflow and illustrate its benefits through practical examples. 相似文献
67.
Ana Maria Navas-Iannini Erminia Pedretti 《Canadian Journal of Science, Mathematics, & Technology Education》2013,13(4):271-287
ABSTRACTIn this article, we explore how visitors engage with a science museum exhibit that displays controversial topics. Through a case study methodology, we focus on the Brazilian exhibit Preventing Youth Pregnancy that delves into teen pregnancy, sexual practices, and sexually transmitted diseases. Using the lens of science communication (an emergent field of research) we explore (a) communication patterns established between the exhibit and the public and (b) the dimensions of engagement that visitors experienced. Data were collected through observations and interviews with visitors, field notes, exit comment cards, and interviews with staffers. Our findings revealed the potential of articulating different models of science communication and exposed a visitor experience in which informed decision making, sharing of personal stories, co-production of knowledge, and learning how to care (and act) were at play while negotiating the complexities of the issues raised by the displays. 相似文献
68.
Vulnerability to sudden service disruptions due to deliberate sabotage and terrorist attacks is one of the major threats of today. In this paper, we present a bilevel formulation of the r-interdiction median problem with fortification (RIMF). RIMF identifies the most cost-effective way of allocating protective resources among the facilities of an existing but vulnerable system so that the impact of the most disruptive attack to r unprotected facilities is minimized. The model is based upon the classical p-median location model and assumes that the efficiency of the system is measured in terms of accessibility or service provision costs. In the bilevel formulation, the top level problem involves the decisions about which facilities to fortify in order to minimize the worst-case efficiency reduction due to the loss of unprotected facilities. Worst-case scenario losses are modeled in the lower-level interdiction problem. We solve the bilevel problem through an implicit enumeration (IE) algorithm, which relies on the efficient solution of the lower-level interdiction problem. Extensive computational results are reported, including comparisons with earlier results obtained by a single-level approach to the problem. 相似文献
69.
In this paper, we consider the single machine weighted tardiness scheduling problem with sequence-dependent setups. We present heuristic algorithms based on the beam search technique. These algorithms include classic beam search procedures, as well as the filtered and recovering variants. Previous beam search implementations use fixed beam and filter widths. We consider the usual fixed width algorithms, and develop new versions that use variable beam and filter widths. 相似文献
70.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games. 相似文献