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51.
The results of experimental investigations of heat exchange during the downflow of liquid metal in a vertical tube with non-uniform heating in the transverse magnetic field are presented. The experiment was more realistic in terms of conditions of the blanket of a fusion reactor of the tokamak type. Profiles of the average temperature, distribution of local and mean heat transfer coefficients (Nusselt numbers), and the intensities and spectra of temperature pulsations have been measured. On certain combinations of operating parameters in the strong magnetic field low-frequency temperature pulsations with abnormal intensity were found.  相似文献   
52.
Modern insulation systems of turbo- and hydrogenerators, large electric machines, and traction motors based on new electric insulating materials (EIMs) produced by the JSC Elinar Holding Company (Elinar HC) are described briefly. The technical characteristics of some new EIMs are given.  相似文献   
53.
54.
The problem of classification is shared across various disciplines. Designing even less computationally demanding and more effective classifiers has been a key challenge for researchers for many years. No single classifier can be highly effective for all types of datasets and thus, depending on the data distribution, various classifiers have been proposed in the literature. To our knowledge, feature values have been vastly exploited as the base for discriminating classes, while feature sequence information has been somehow under-exploited so far. In the proposed approach normalised features are sorted and ranked, creating a sequence of finite numbers. The associated rank of the created sequence is used as an additional feature, which in a way defines the sample-specific intra-feature relationship. Three novel dictionary-based approaches such as Sequence Classifier (SC), Sequence-dictionary-based k-Nearest Neighbours Classifier (SDk-NN) and Combined-dictionary-based k-Nearest Neighbours Classifier (CDk-NN) are proposed in this paper.

In the case of remotely sensed data, and specifically in Hyper-Spectral Images (HSI), the spectral features (Spectral signatures) represent a strong, object-specific spectral relationship, which is a key point in our proposed approach. In this case, indeed, the proposed classifiers were tested over various (five) HS datasets and found to be effective. Based on the classifiers features, two derived distance measures are proposed and validated for the HS dataset, namely: the Normalised Sequence Distance (NSD) measure and Combined Distance (CD) measure. These measures appear to overperform the conventional Normalised Euclidean Distance (NED) in this context. Also, validation for both binary and multi-class datasets are experimented and their performances are evaluated in terms of accuracy and other standard measures. Experimental results over 21 datasets revealed that the proposed approaches perform comparably, and in some cases even better than other classifiers. Stack-operated, class-specific sparse dictionaries are also introduced in order to reduce the computational complexity, which can be used as an active learning-based approach for optimal training sample selection. Additional tests were performed with variable levels of dictionary sparsity for assessing its impact on accuracy.  相似文献   

55.
This paper presents a virtual character animation system for real- time multimodal interaction in an immersive virtual reality setting. Human to human interaction is highly multimodal, involving features such as verbal language, tone of voice, facial expression, gestures and gaze. This multimodality means that, in order to simulate social interaction, our characters must be able to handle many different types of interaction and many different types of animation, simultaneously. Our system is based on a model of animation that represents different types of animations as instantiations of an abstract function representation. This makes it easy to combine different types of animation. It also encourages the creation of behavior out of basic building blocks, making it easy to create and configure new behaviors for novel situations. The model has been implemented in Piavca, an open source character animation system.  相似文献   
56.
The Cherenkov Telescope Array (CTA) is currently building the next generation, ground-based, very high-energy gamma-ray instrumentation. CTA is expected to collect very large datasets (in the order of petabytes) which will have to be stored, managed and processed. This paper presents a graphical user interface built inside a science gateway aiming at providing CTA-users with a common working framework. The gateway is WS-PGRADE/gUSE workflow-oriented and is equipped with a flexible SSO (based on SAML) to control user access for authentication and authorization. An interactive desktop environment is provided, called Astronomical & Physics Cloud Interactive Desktop (ACID). Users are able to exploit the graphical interface as provided natively by the tools included in ACID. A cloud data service shares and synchronizes data files and output results between the user desktop and the science gateway. Our solution is a first attempt towards an ecosystem of new technologies with a high level of flexibility to suit present and future requirements of the CTA community.  相似文献   
57.
Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The Virtual Light Field (VLF) method enables real-time global illumination rendering in VR. The VLF has been integrated with the Extreme VR system for real-time GPU-based rendering in a Cave Automatic Virtual Environment.  相似文献   
58.
To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.  相似文献   
59.
Many applications (such as system and user monitoring, runtime verification, diagnosis, observation-based decision making, intention recognition) all require to detect the occurrence of an event in a system, which entails the ability to observe the system. Observation can be costly, so it makes sense to try and reduce the number of observations, without losing full certainty about the event??s actual occurrence. In this paper, we propose a formalization of this problem. We formally show that, whenever the event to be detected follows a discrete spatial or temporal pattern, then it is possible to reduce the number of observations. We discuss exact and approximate algorithms to solve the problem, and provide an experimental evaluation of them. We apply the resulting algorithms to verification of linear temporal logics formulæ. Finally, we discuss possible generalizations and extensions, and, in particular, how event detection can benefit from logic programming techniques.  相似文献   
60.
This paper introduces a system for real-time physiological measurement, analysis, and metaphorical visualization within a virtual environment (VE). Our goal is to develop a method that allows humans to unconsciously relate to parts of an environment more strongly than to others, purely induced by their own physiological responses to the virtual reality (VR) displays. In particular, we exploit heart rate, respiration, and galvanic skin response in order to control the behavior of virtual characters in the VE. Such unconscious processes may become a useful tool for storytelling or assist guiding participants through a sequence of tasks in order to make the application more interesting, e.g., in rehabilitation. We claim that anchoring of subjective bodily states to a virtual reality (VR) can enhance a person’s sense of realism of the VR and ultimately create a stronger relationship between humans and the VR.  相似文献   
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