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91.
92.
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
93.
Xavier Suau Javier Ruiz-Hidalgo Josep R. Casas 《Computer Vision and Image Understanding》2013,117(3):281-288
End-effectors are usually related to the location of limbs, and their reliable detection enables robust body tracking as well as accurate pose estimation. Recent innovation in depth cameras has re-stated the pose estimation problem. We focus on the information provided by these sensors, for which we borrow the name 2.5D data from the Graphics community. In this paper we propose a human pose estimation algorithm based on topological propagation. Geometric Deformable Models are used to carry out such propagation, implemented according to the Narrow Band Level Set approach. A variant of the latter method is proposed, including a density restriction which helps preserving the topological properties of the object under analysis. Principal end-effectors are extracted from a directed graph weighted with geodesic distances, also providing a skeletal-like structure describing human pose. An evaluation against reference methods is performed with promising results. The proposed solution allows a frame-wise end-effector detection, with no temporal tracking involved, which may be generalized to the tracking of other objects beyond human body. 相似文献
94.
Recent vehicular routing proposals use real-time road traffic density estimates to dynamically select forwarding paths. Estimating the traffic density in vehicular ad hoc networks requires the transmission of additional dedicated messages increasing the communications load. These proposals are generally based on unicast sender-based forwarding schemes. The greedy nature of sender-based forwarding can result in the selection of forwarders with weak radio links that might compromise the end-to-end performance. To overcome these limitations, this paper presents TOPOCBF, a novel contention-based broadcast forwarding protocol that dynamically selects forwarding paths based on their capability to route packets between anchor points. Such capability is estimated by means of a multi-hop connectivity metric. The obtained results demonstrate that TOPOCBF can provide good packet delivery ratios while reducing the communications load compared to unicast sender-based forwarding schemes using road traffic density estimates. 相似文献
95.
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
96.
Basil Mohammed Al-Hadithi Antonio Javier Barragán José Manuel Andújar Agustín Jiménez 《Applied Soft Computing》2013,13(12):4802-4812
In this paper, a fuzzy based Variable Structure Control (VSC) with guaranteed stability is presented. The main objective is to obtain an improved performance of highly non-linear unstable systems. The main contribution of this work is that, firstly, new functions for chattering reduction and error convergence without sacrificing invariant properties are proposed, which is considered the main drawback of the VSC control. Secondly, the global stability of the controlled system is guaranteed.The well known weighting parameters approach, is used in this paper to optimize local and global approximation and modeling capability of T-S fuzzy model.A one link robot is chosen as a nonlinear unstable system to evaluate the robustness, effectiveness and remarkable performance of optimization approach and the high accuracy obtained in approximating nonlinear systems in comparison with the original T-S model. Simulation results indicate the potential and generality of the algorithm. The application of the proposed FLC-VSC shows that both alleviation of chattering and robust performance are achieved with the proposed FLC-VSC controller. The effectiveness of the proposed controller is proven infront of disturbances and noise effects. 相似文献
97.
In public key encryption schemes with a double decryption mechanism (DD-PKE), decryption can be done in either of two ways: by the user owning the secret/public key pair corresponding to the ciphertext, or by a trusted party holding a sort of master secret-key. In this note we argue that the classical security notion for standard public key encryption schemes does not suffice for DD-PKE schemes, and propose a new natural definition. Additionally, we illustrate the usefulness of the new security definition by showing that a DD-PKE scheme presented in the workshop Selected Areas in Cryptography 2005 is insecure under this augmented security notion. 相似文献
98.
Javier Aroba Author Vitae Juan J. Cuadrado-Gallego Author Vitae 《Journal of Systems and Software》2008,81(11):1944-1950
Parametric software cost estimation models are based on mathematical relations, obtained from the study of historical software projects databases, that intend to be useful to estimate the effort and time required to develop a software product. Those databases often integrate data coming from projects of a heterogeneous nature. This entails that it is difficult to obtain a reasonably reliable single parametric model for the range of diverging project sizes and characteristics. A solution proposed elsewhere for that problem was the use of segmented models in which several models combined into a single one contribute to the estimates depending on the concrete characteristic of the inputs. However, a second problem arises with the use of segmented models, since the belonging of concrete projects to segments or clusters is subject to a degree of fuzziness, i.e. a given project can be considered to belong to several segments with different degrees.This paper reports the first exploration of a possible solution for both problems together, using a segmented model based on fuzzy clusters of the project space. The use of fuzzy clustering allows obtaining different mathematical models for each cluster and also allows the items of a project database to contribute to more than one cluster, while preserving constant time execution of the estimation process. The results of an evaluation of a concrete model using the ISBSG 8 project database are reported, yielding better figures of adjustment than its crisp counterpart. 相似文献
99.
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
100.
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