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101.
Procopio Lorenzo M. Delgado Francisco Enríquez Marco Belabas Nadia 《Quantum Information Processing》2021,20(6):1-3
Quantum Information Processing - A Correction to this paper has been published: https://doi.org/10.1007/s11128-019-2234-5 相似文献
102.
Cibrian Franceli L. Ley-Flores Judith Newbold Joseph W. Singh Aneesha Bianchi-Berthouze Nadia Tentori Monica 《Personal and Ubiquitous Computing》2021,25(2):391-410
Personal and Ubiquitous Computing - Interactive sonification is an effective tool used to guide individuals when practicing movements. Little research has shown the use of interactive sonification... 相似文献
103.
Krieger W. Koppermann H. Suzuki T. Walther H. 《IEEE transactions on instrumentation and measurement》1989,38(5):1019-1021
Infrared laser radiation and radio frequency signals were coupled into the tunneling junction of a scanning tunneling microscope (STM), and the difference frequencies and their harmonics generated in the nonlinear junction were studied as a function of the tunneling parameters. Difference frequencies up to 9 GHz were observed. The importance of the results for the difference frequency mixing in metal-insulator-metal (MIM) diodes and for the STM is discussed. The experiments demonstrate that the tunneling junction of the STM can be used to generate difference frequencies of injected electromagnetic radiation in a similar way and with a similar efficiency to those of the MIM diodes. Due to the precise controllability of the tunneling parameters in the STM the frequency mixing process in its tunneling junction is highly reproducible 相似文献
104.
Mohammad Rabiul Basher Rubel Daisy Mui Hung Kee Nadia Newaz Rimi Yusliza Mohd Yusoff 《Behaviour & Information Technology》2017,36(3):281-293
This study is designed to empirically test a model of high-involvement human resource management (HIHRM), organisational trust, and technology adaptation grounded on social exchange theory in the context of the private banking sector. The proposed model intends to add to the understanding of the effect of HIHRM on technology adaptation via the mediating influence of organisational trust. Frontline employees were surveyed using a self-administered questionnaire. Results from partial least square-structural equation modelling suggest that there is a significant influence of HIHRM on technology adaptation. Organisational trust further mediates the relationship. Thus, this paper finds an answer to the ‘black box’ of human resource management (HRM) practices, explaining how HIHRM influences employees’ attitudes towards technology adaptation. The study can help management have a better understanding of the importance of employee involvement-oriented HRM in introducing and implementing a new technology through the integration of trust processes in the organisation. 相似文献
105.
Nadia Nedjah Marcus Vinícius Carvalho da Silva Luiza de Macedo Mourelle 《Expert systems with applications》2012,39(3):2771-2782
Network-on-chip (NoC) are considered the next generation of communication infrastructure in embedded systems. In the platform-based design methodology, an application is implemented by a set of collaborative intellectual property (IP) blocks. The selection of the most suited set of IPs as well as their physical mapping onto the NoC infrastructure to implement efficiently the application at hand are two hard combinatorial problems that occur during the synthesis process of Noc-based embedded system implementation. In this paper, we propose an innovative preference-based multi-objective evolutionary methodology to perform the assignment and mapping stages. We use one of the well-known and efficient multi-objective evolutionary algorithms NSGA-II and microGA as a kernel. The optimization processes of assignment and mapping are both driven by the minimization of the required silicon area and imposed execution time of the application, considering that the decision maker’s preference is a pre-specified value of the overall power consumption of the implementation. 相似文献
106.
107.
Vanessa El-Khoury David Coquil Nadia Bennani Lionel Brunie 《Multimedia Tools and Applications》2014,70(2):1099-1140
Despite much work on Universal Multimedia Experience (UME), existing video adaptation approaches cannot yet be considered as truly user-centric, mostly due to their poor handling of semantic user preferences. Indeed, these works mainly concentrate on lower-level user preferences but do neither consider any fine-grained object-level adaptation nor evaluate different adaptation options based on predicted user expectations. Moreover, these works do not provide owners with property rights that enable them to place restrictions on the types of modifications to be made to the video content. To address these shortcomings, we propose the Personalized vIdeo Adaptation Framework (PIAF) for high-level semantic video adaptation. PIAF is a fully integrated framework providing all the requirements for a semantic video adaptation. It defines a video annotation model and a user profile model comprising semantic constraints that are delineated in a consistent way, based on the standards MPEG-7 and MPEG-21. At the heart of the framework, the Adaptation Decision Taking Engine (ADTE) computes utility values for different adaptation options, considering each shot separately. The corresponding utility function evaluates the possible choices by evaluating multiple parameters that capture different dimensions of a multimedia experience: amount of modified content, modifications to key objects and shots with respect to the semantic integrity of the original content, expected processing cost of the adaptation, and the anticipated visual and temporal quality of the adapted content. Furthermore, the ADTE can deal with intellectual property issues by selecting an adaptation plan of good quality that also satisfies constraints specified by the content owner. This paper places a significant emphasis on theoretical details of the utility function and the computation of the adaptation plan. It also presents the results and evaluation of the adaptation process both in simulation and user study. 相似文献
108.
Efficient self-collision detection on smoothly discretized surface animations using geometrical shape regularity 总被引:6,自引:0,他引:6
We present a new algorithm for detecting self-collisionson highly discretized moving polygonal surfaces. If is based on geometrical shape regularity properties that permit avoiding many useless collision tests. We use an improved hierarchical representation of our surface that, besides the optimizations inherent to hierarchisation, allows us to fake adjacency information to our advantage for applying efficiently our geometrical optimizations. We reduce the computation time between each frame by building automatically the hierarchical structure once as a preprocessing task. We describe the main principles of our algorithm, followed by some performance tests. 相似文献
109.
Nadia Maïzi 《Systems & Control Letters》1994,22(6):457-465
We present an approach to the problem of finding an L∞ approximant of the infinite-dimensional system describing the diffusion of heat in a wall. We show that this system can be regarded as a delay system with Laplace variable √s. We are able to get results, established in Zwart et al. (1988), about partial fraction expansion for delay systems, achieved by some adjustment to the specificities of our particular case. The determination of an L∞ approximant is realised in two steps, using the optimal Hankel-norm approximation. 相似文献
110.
Parag Chaudhuri George Papagiannakis Nadia Magnenat-Thalmann 《The Visual computer》2008,24(7-9):525-533
In this paper we present a new character animation technique in which the animation adapts itself based on the change in the user’s perspective, so that when the user moves and their point of viewing the animation changes, then the character animation adapts itself in response to that change. The resulting animation, generated in real-time, is a blend of key animations provided a priori by the animator. The blending is done with the help of efficient dual-quaternion transformation blending. The user’s point of view is tracked using either computer vision techniques or a simple user-controlled input modality, such as mouse-based input. This tracked point of view is then used to suitably select the blend of animations. We show a way to author and use such animations in both virtual as well as augmented reality scenarios and demonstrate that it significantly heightens the sense of presence for the users when they interact with such self adaptive animations of virtual characters. 相似文献