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991.
992.
Much of the research on backpack design has been focused on spinal loading/biomechanics while the wearer is in a neutral/upright trunk posture, such as those employed by outdoor enthusiasts and schoolchildren. This research has led to some important harness design improvements that reduce trunk muscle exertions, fatigue and improve overall comfort. There are number of occupations, however, wherein workers wear back-mounted packs/devices (e.g. air tanks) while working in non-neutral trunk postures. The objective of the current study was to evaluate the effects of these non-neutral postures on biomechanical loading and then reconsider the backpack system design recommendations. Fifteen participants were asked to support a 18.2 kg load on their back while assuming static forward flexed postures of the torso (15 degrees , 30 degrees , 45 degrees , and 60 degrees of sagittal bend). The mass on the back was attached to the participant through two different harness mechanisms: a basic harness design (as seen on college student backpacks) and a more advanced design containing lateral stiffness rods and a weight-bearing hip belt (as seen on backpacks for hikers). While performing these static, posture maintenance tasks, the activation levels of the bilateral trapezius, erector spinae, and rectus abdominis were collected. Participants also provided subjective ratings of comfort. The results showed that there was a significant interaction between harness type and forward flexion angle for the trapezius and the erector spinae muscles. The normalized EMG for the trapezius muscles showed a 14% and 11% reduction in muscle activity at 15 degrees and 30 degrees , respectively, with the advanced design but these positive effects of the advanced design were not found at the greater flexion angles. Likewise the erector spinae muscles showed a 24% and 14% reduction in muscle activity at 15 degrees and 30 degrees , respectively, with the advanced design harness but these effects of the advanced design were not found at the greater forward flexion angles. The level of forward flexion angle affected the rectus abdominis muscle activity, but neither the harness type main effect nor the interaction of harness type and forward flexion angle was significant. The subjective survey results agreed with the EMG results and showed the advanced design harness was generally more comfortable with respect to the shoulder and low back areas. Collectively, the subjective and objective results show a significant improvement with the advanced harness system but also note an interesting interaction with degree of sagittal flexion, indicating a diminished effectiveness of the design improvements at forward flexed postures. Design criteria for harness systems in these forward flexed postures are discussed.  相似文献   
993.
Jin S  Mirka GA 《Applied ergonomics》2011,42(6):867-872
Leaning against a stationary barrier during manual materials handling tasks is observed in many industrial environments, but the effects of this kinematic constraint on low back mechanics are unknown. Thirteen participants performed two-handed lifting tasks using both a leaning posture and no leaning posture while trunk kinematics, muscle activity and ground reaction force were monitored. Results revealed that lifting with the leaning posture required significantly less activity in erector spinae (26% vs. 36% MVC) and latissimus dorsi (8% vs. 14% MVC), and less passive tissue moment compared with the no leaning posture. Peak sagittal accelerations were lower when leaning, but the leaning posture also had significantly higher slip potential as measured by required coefficient of friction (0.05 vs. 0.36). The results suggested that the leaning lifting strategy provides reduced low back stress, but does so at the cost of increased slip potential.  相似文献   
994.
Structural and Multidisciplinary Optimization - Controlling the composition of individual voxels allows for a co-optimization of 3D-printed part properties such as color and mechanical ones. As a...  相似文献   
995.
Yield and fracture of polyethylene have been studied in torsion tests under superposed hydrostatic pressures. Two ductile-to-brittle transitions have been observed. At high strain rates and pressures, a conventional ductile-to-brittle transition was found with increasing strain rate and pressure. A second ductile-to-brittle transition was observed at low strain rates with decreasing strain rate. The yield stress showed a region of low, relatively constant, rate dependence at low strain rates, high temperatures and low pressures and a second region of higher strain-rate dependence at high strain rates and pressures. In contrast, the fracture stress was found throughout to have a relatively constant strain-rate dependence of intermediate value between those obtained for the yield stress. These features confirmed that failure can be considered as competition between yield and fracture processes. The fracture stress became lower than the yield stress at both high and low strain rates where brittle fracture was observed, with fully ductile behaviour resulting in intermediate conditions where the fracture stress exceeded the yield stress. The pressure, strain rate and temperature dependence of the yield stress was well described by two Eyring processes acting in parallel, both processes being pressure dependent.  相似文献   
996.
This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Initial evaluation results showed that multimodal-based interaction games can be beneficial in gaming. Based on these results, an augmented reality pile game was implemented with goal of completing a circuit of pipes (from a starting point to an end point on a grid). Initial evaluation showed that tangible interaction is preferred to keyboard interaction and that tangible games are much more enjoyable.  相似文献   
997.
This study compared responses to two versions of an end-of-course evaluation instrument completed by graduate students: the traditional printed form completed using pencil and paper, and a microcomputer-based form that presented equivalent items and accepted student responses. A finding of no significant difference in favorableness of composite ratings between the two versions prompted the researcher to perform item-by-item analyses of the two instruments. These analyses revealed that ratings of the individual items on one instrument were highly correlated with the ratings of their matched corresponding items on the other instrument. The paper-and-pencil and computerized evaluation instruments were found to be of almost identically high reliability. Possible limitations of the findings and areas for future research are discussed.  相似文献   
998.
A design pattern is a named problem-solution pair that enables large-scale reuse of software architectures or their components. Ideally, patterns explicitly capture expert knowledge, design trade-offs, and design rationale and make these lessons learned widely available for off-the-shelf use. They can also enhance developers' vocabulary - for example, by easing the transition to object-oriented programming. Conventionally, patterns consist of four elements: a name, the problem to be solved, the solution to the problem (often termed the refactored solution), and the consequences of the solution. Numerous sets of patterns (collectively known as pattern languages) exist for software design, analysis, management, and so on. Shortly after the notion of design patterns emerged, practitioners began discussing problem-solution pairs in which the solution did more harm than good. These have come to be known as antipatterns, and they are well known in the design and management communities  相似文献   
999.
Word alignment is a crucial component in applications that use bilingual resources. Statistical methods are widely used because they are portable and allow simple system building. However, pure statistical methods often incorrectly align functional words in the English–Korean language pair due to differences in the typology of the languages and a lack of knowledge. Knowledge is inevitably required to correct errors and to improve word alignment quality. In this paper, we introduce an effective method that uses an iterative process to incorporate knowledge into the word alignment system. The method achieved significant improvements in word alignment and its application: statistical machine translation.  相似文献   
1000.
In this paper we describe a simple parallel algorithm for list ranking. The algorithm is deterministic and runs inO(logn) time on an EREW PRAM withn/logn processors. The algorithm matches the performance of the Cole-Vishkin [CV3] algorithm but is simple and has reasonable constant factors.R. J. Anderson was supported by an NSF Presidential Young Investigator award and G. L. Miller was supported by NSF Grant DCR-85114961.  相似文献   
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