首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   1924篇
  免费   122篇
  国内免费   3篇
电工技术   31篇
综合类   2篇
化学工业   507篇
金属工艺   22篇
机械仪表   52篇
建筑科学   76篇
矿业工程   1篇
能源动力   69篇
轻工业   224篇
水利工程   19篇
石油天然气   4篇
无线电   198篇
一般工业技术   307篇
冶金工业   204篇
原子能技术   4篇
自动化技术   329篇
  2024年   3篇
  2023年   15篇
  2022年   89篇
  2021年   109篇
  2020年   54篇
  2019年   62篇
  2018年   75篇
  2017年   56篇
  2016年   84篇
  2015年   64篇
  2014年   86篇
  2013年   132篇
  2012年   110篇
  2011年   124篇
  2010年   119篇
  2009年   122篇
  2008年   110篇
  2007年   77篇
  2006年   67篇
  2005年   68篇
  2004年   39篇
  2003年   58篇
  2002年   53篇
  2001年   31篇
  2000年   17篇
  1999年   29篇
  1998年   27篇
  1997年   22篇
  1996年   17篇
  1995年   20篇
  1994年   17篇
  1993年   8篇
  1992年   8篇
  1991年   7篇
  1990年   4篇
  1989年   8篇
  1988年   4篇
  1987年   3篇
  1986年   2篇
  1985年   5篇
  1984年   7篇
  1983年   4篇
  1982年   5篇
  1981年   7篇
  1980年   4篇
  1978年   3篇
  1976年   2篇
  1975年   3篇
  1964年   2篇
  1946年   1篇
排序方式: 共有2049条查询结果,搜索用时 15 毫秒
41.
We investigate the approximation ratio of the solutions achieved after a one-round walk in linear congestion games. We consider the social functions Sum, defined as the sum of the players’ costs, and Max, defined as the maximum cost per player, as a measure of the quality of a given solution. For the social function Sum and one-round walks starting from the empty strategy profile, we close the gap between the upper bound of \(2+\sqrt{5}\approx 4.24\) given in Christodoulou et al. (Proceedings of the 23rd International Symposium on Theoretical Aspects of Computer Science (STACS), LNCS, vol. 3884, pp. 349–360, Springer, Berlin, 2006) and the lower bound of 4 derived in Caragiannis et al. (Proceedings of the 33rd International Colloquium on Automata, Languages and Programming (ICALP), LNCS, vol. 4051, pp. 311–322, Springer, Berlin, 2006) by providing a matching lower bound whose construction and analysis require non-trivial arguments. For the social function Max, for which, to the best of our knowledge, no results were known prior to this work, we show an approximation ratio of \(\Theta(\sqrt[4]{n^{3}})\) (resp. \(\Theta(n\sqrt{n})\)), where n is the number of players, for one-round walks starting from the empty (resp. an arbitrary) strategy profile.  相似文献   
42.
We investigate the convergence of the price of anarchy after a limited number of moves in the classical multicast communication game when the underlying communication network is directed. Namely, a subset of nodes of the network are interested in receiving the transmission from a given source node and can share the cost of the used links according to fixed cost sharing methods. At each step, a single receiver is allowed to modify its communication strategy, that is to select a communication path from the source, and assuming a selfish or rational behavior, it will make a best response move, that is it will select a solution yielding the minimum possible payment or shared cost. We determine lower and upper bounds on the price of anarchy, that is the highest possible ratio among the overall cost of the links used by the receivers and the minimum possible cost realizing the required communications, after a limited number of moves under the fundamental Shapley cost sharing method. In particular, assuming that the initial set of connecting paths can be arbitrary, we show an $O(r\sqrt{r})We investigate the convergence of the price of anarchy after a limited number of moves in the classical multicast communication game when the underlying communication network is directed. Namely, a subset of nodes of the network are interested in receiving the transmission from a given source node and can share the cost of the used links according to fixed cost sharing methods. At each step, a single receiver is allowed to modify its communication strategy, that is to select a communication path from the source, and assuming a selfish or rational behavior, it will make a best response move, that is it will select a solution yielding the minimum possible payment or shared cost. We determine lower and upper bounds on the price of anarchy, that is the highest possible ratio among the overall cost of the links used by the receivers and the minimum possible cost realizing the required communications, after a limited number of moves under the fundamental Shapley cost sharing method. In particular, assuming that the initial set of connecting paths can be arbitrary, we show an O(r?r)O(r\sqrt{r}) upper bound on the price of anarchy after 2 rounds, during each of which all the receivers move exactly once, and a matching lower bound, that we also extend to W(rk?{r})\Omega(r\sqrt[k]{r}) for any number k≥2 rounds, where r is the number of receivers. Similarly, exactly matching upper and lower bounds equal to r are determined for any number of rounds when starting from the empty state in which no path has been selected. Analogous results are obtained also with respect to other three natural cost sharing methods considered in the literature, that is the egalitarian, path-proportional and egalitarian-path proportional ones. Most results are also extended to the undirected case in which the communication links are bidirectional.  相似文献   
43.
Nature is a great source of inspiration for scientists, because natural systems seem to be able to find the best way to solve a given problem by using simple and robust mechanisms. Studying complex natural systems, scientists usually find that simple local dynamics lead to sophisticated macroscopic structures and behaviour. It seems that some kind of local interaction rules naturally allow the system to auto-organize itself as an efficient and robust structure, which can easily solve different tasks. Examples of such complex systems are social networks, where a small set of basic interaction rules leads to a relatively robust and efficient communication structure. In this paper, we present PROSA, a semantic peer-to-peer (P2P) overlay network inspired by social dynamics. The way queries are forwarded and links among peers are established in PROSA resemble the way people ask other people for collaboration, help or information. Behaving as a social network of peers, PROSA naturally evolves to a small world, where all peers can be reached in a fast and efficient way. The underlying algorithm used for query forwarding, based only on local choices, is both reliable and effective: peers sharing similar resources are eventually connected with each other, allowing queries to be successfully answered in a really small amount of time. The resulting emergent structure can guarantee fast responses and good query recall.  相似文献   
44.
Given a set of products each with positive discrete demand, and a set of markets selling products at given prices, the traveling purchaser problem (TPP) looks for a tour visiting a subset of markets such that products demand is satisfied at minimum purchasing and traveling costs. In this paper we analyze a dynamic variant of the problem, where quantities may decrease as time goes on. Complete information is assumed on current state of the world, i.e. decision maker knows quantities available for each product in each market at present time and is informed about any consumption event when it occurs. Nevertheless, planner does not have any information on future events. Two groups of heuristics are described and compared. The first group consists of simplified approaches deciding which market to visit next on the basis of some greedy criteria considering only one of the two objective costs. The second one includes heuristics based on a look-ahead approach taking into account both traveling and purchasing costs and inserting some future prediction. Heuristics behavior has been tested on a large set of randomly generated instances under different levels of dynamism.  相似文献   
45.
Currently, the design of aesthetic products is a process that requires a set of activities where digital models and physical mockups play a key role. Typically, these are modified (and built) several times before reaching the desired design, increasing the development time and, consequently, the final product cost. In this paper, we present an innovative design environment for computer-aided design (CAD) surface analysis. Our system relies on a direct visuo-haptic display system, which enables users to visualize models using a stereoscopic view, and allows the evaluation of sectional curves using touch. Profile curves are rendered using an haptic device that deforms a plastic strip, thanks to a set of actuators, to reproduce the curvature of the shape co-located with the virtual model. By touching the strip, users are able to evaluate shape characteristics, such as curvature or discontinuities (rendered using sound), and to assess the surface quality. We believe that future computer-aided systems (CAS)/CAD systems based on our approach will contribute in improving the design process at industrial level. Moreover, these will allow companies to reduce the product development time by reducing the number of physical mockups necessary for the product design evaluation and by increasing the quality of the final product, allowing a wider exploration and comparative evaluation of alternatives in the given time.  相似文献   
46.
Remote sensing hyperspectral sensors are important and powerful instruments for addressing classification problems in complex forest scenarios, as they allow one a detailed characterization of the spectral behavior of the considered information classes. However, the processing of hyperspectral data is particularly complex both from a theoretical viewpoint [e.g. problems related to the Hughes phenomenon (Hughes, 1968) and from a computational perspective. Despite many previous investigations that have been presented in the literature on feature reduction and feature extraction in hyperspectral data, only a few studies have analyzed the role of spectral resolution on the classification accuracy in different application domains. In this paper, we present an empirical study aimed at understanding the relationship among spectral resolution, classifier complexity, and classification accuracy obtained with hyperspectral sensors for the classification of forest areas. We considered two different test sets characterized by images acquired by an AISA Eagle sensor over 126 bands with a spectral resolution of 4.6 nm, and we subsequently degraded its spectral resolution to 9.2, 13.8, 18.4, 23, 27.6, 32.2 and 36.8 nm. A series of classification experiments were carried out with bands at each of the degraded spectral resolutions, and bands selected with a feature selection algorithm at the highest spectral resolution (4.6 nm). The classification experiments were carried out with three different classifiers: Support Vector Machine, Gaussian Maximum Likelihood with Leave-One-Out-Covariance estimator, and Linear Discriminant Analysis. From the experimental results, important conclusions can be made about the choice of the spectral resolution of hyperspectral sensors as applied to forest areas, also in relation to the complexity of the adopted classification methodology. The outcome of these experiments are also applicable in terms of directing the user towards a more efficient use of the current instruments (e.g. programming of the spectral channels to be acquired) and classification techniques in forest applications, as well as in the design of future hyperspectral sensors.  相似文献   
47.
48.
The determinization of a nondeterministic finite automaton (FA) is the process of generating a deterministic FA (DFA) equivalent to (sharing the same regular language of) . The minimization of is the process of generating the minimal DFA equivalent to . Classical algorithms for determinization and minimization are available in the literature for several decades. However, they operate monolithically, assuming that the FA to be either determinized or minimized is given once and for all. By contrast, we consider determinization and minimization in a dynamic context, where augments over time: after each augmentation, determinization and minimization of into is required. Using classical monolithic algorithms to solve this problem is bound to poor performance. An algorithm for incremental determinization and minimization of acyclic finite automata, called IDMA, is proposed. Despite being conceived within the narrow domain of model‐based diagnosis and monitoring of active systems, the algorithm is general‐purpose in nature. Experimental evidence indicates that IDMA is far more efficient than classical algorithms in solving incremental determinization and minimization problems. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
49.
To avert potential crisis from Japan’s aging infrastructure and declining birth rate, the Japanese Government is planning to introduce robotic technology for the inspection of social infrastructure (such as pipes, dams, and bridges). Recording underwater positions is a difficult task for human divers who undertake conventional dam inspections. This study presents the Anchor Diver 5.2 system for efficient and effectual dam inspection. Anchor Diver 5.2 is based on an extended-tether-maneuvered remotely operated vehicle (ROV) equipped with cameras. The ROV is lowered into water by a hoist system from a boat and implements a visual survey of the concrete underwater structure. To improve the visibility of the ROV in murky and cloudy water, a novel concept named Water Loupe is proposed. In addition, a simple boat-fixing method is proposed to provide a stable base on the water surface, and the underwater position of the ROV, which cannot be accessed by global positioning systems, is recorded using a feasible localization method. Finally, the developed system was evaluated in field experiments conducted in the Amagase Dam, Japan, and its merits and problems are discussed.  相似文献   
50.
Coordinated multirobot exploration involves autonomous discovering and mapping of the features of initially unknown environments by using multiple robots. Autonomously exploring mobile robots are usually driven, both in selecting locations to visit and in assigning them to robots, by knowledge of the already explored portions of the environment, often represented in a metric map. In the literature, some works addressed the use of semantic knowledge in exploration, which, embedded in a semantic map, associates spatial concepts (like ‘rooms’ and ‘corridors’) with metric entities, showing its effectiveness in improving the total area explored by robots. In this paper, we build on these results and propose a system that exploits semantic information to push robots to explore relevant areas of initially unknown environments, according to a priori information provided by human users. Discovery of relevant areas is significant in some search and rescue settings, in which human rescuers can instruct robots to search for victims in specific areas, for example in cubicles if a disaster happened in an office building during working hours. We propose to speed up the exploration of specific areas by using semantic information both to select locations to visit and to determine the number of robots to allocate to those locations. In this way, for example, more robots could be assigned to a candidate location in a corridor, so the attached rooms can be explored faster. We tested our semantic-based multirobot exploration system within a reliable robot simulator and we evaluated its performance in realistic search and rescue indoor settings with respect to state-of-the-art approaches.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号