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31.
Rafael Marín-LópezAuthor Vitae Fernando Pereñíguez Author VitaeGabriel López Author Vitae Alejandro Pérez-Méndez Author Vitae 《Computer Standards & Interfaces》2011,33(5):494-504
Kerberos is a well-known standard protocol which is becoming one of the most widely deployed for authentication and key distribution in application services. However, whereas service providers use the protocol to control their own subscribers, they do not widely deploy Kerberos infrastructures to handle subscribers coming from foreign domains, as happens in network federations. Instead, the deployment of Authentication, Authorization and Accounting (AAA) infrastructures has been preferred for that operation. Thus, the lack of a correct integration between these infrastructures and Kerberos limits the service access only to service provider's subscribers. To avoid this limitation, we design an architecture which integrates a Kerberos pre-authentication mechanism, based on the use of the Extensible Authentication Protocol (EAP), and advanced authorization, based on the standards SAML and XACML, to link the end user authentication and authorization performed through an AAA infrastructure with the delivery of Kerberos tickets in the service provider's domain. We detail the interfaces, protocols, operation and extensions required for our solution. Moreover, we discuss important aspects such as the implications on existing standards. 相似文献
32.
33.
Particle swarm optimization (PSO) is an evolutionary metaheuristic inspired by the flocking behaviour of birds, which has successfully been used to solve several kinds of problems, although there are few studies aimed at solving discrete optimization problems. One disadvantage of PSO is the risk of a premature search convergence. To prevent this, we propose to introduce diversity into a discrete PSO by adding a random velocity. The degree of the introduced diversity is not static (i.e. preset before running PSO) but instead changes dynamically according to the heterogeneity of the population (i.e. if the search has converged or not). We solve the response time variability problem (RTVP) to test these two new ideas. The RTVP is an NP-hard combinatorial scheduling problem that has recently appeared in the literature. It occurs whenever products, clients or jobs need to be sequenced in such a way that the variability in the time between the instants at which they receive the necessary resources is minimized. The most efficient algorithm for solving non-small instances of the RTVP published to date is a classical PSO algorithm, referred to by the authors as PSO-M1F. In this paper, we propose 10 discrete PSO algorithms for solving the RTVP: one based on the ideas described above (PSO -c3dyn) and nine based on strategies proposed in the literature and adapted for solving a discrete optimization problem such as the RTVP. We compare all 11 PSO algorithms and the computational experiment shows that, on average, the best results obtained are due to our proposal of dynamic control mechanism for introducing diversity. 相似文献
34.
In this paper we explore the interest of computational intelligence tools in the management of heterogeneous communication networks, specifically to predict congestion, failures and other anomalies in the network that may eventually lead to degradation of the quality of offered services. We show two different applications based on neural and neuro-fuzzy systems for quality of service (QoS) management in next generation networks for voice and video service over heterogeneous Internet protocol (V2oIP) services. The two examples explained in this paper attempt to predict the communication network resources for new incoming calls, and visualizing the QoS of a communication network by means of self-organizing maps. 相似文献
35.
Rafael Antonello Stênio Fernandes Josilene Moreira Paulo Cunha Carlos Kamienski Djamel Sadok 《Multimedia Systems》2009,15(1):33-47
Virtual Worlds (VW), such as Massive Multiplayer Online Social Games, have been gaining increasing attention in the last few
years, mainly due to the new way users interact with them. However, little effort has been devoted to understand their traffic
profile and the implications to the traffic management area. With the current growing rate of VWs’ usage, their traffic demand
could eventually impose a significant burden on the operation of a typical Internet Service Provider (ISP) network. In this
paper, we seek to understand the traffic behavior of an increasingly popular VW application, namely Second Life (SL), from
both the connection and network level perspectives. We also show results of a traffic analysis of a SL client, when an avatar
performs different actions in the VW, at different places and under different network conditions. Our results show that SL
makes intensive use of network resources (mostly bandwidth), since the capacity needed for having a full SL experience (listening
to live music) may reach 500 kbps. We then extend the traffic analysis work on SL by providing analytical models for its traffic
profile. We aim at helping the network management and planning area to estimate the impact of an intense use of such VW on
access links or core networks. Such synthetic models are also useful to the networking research community for the use in network
simulations. 相似文献
36.
Israel Becerra Rafael Murrieta-Cid Raul Monroy Seth Hutchinson Jean-Paul Laumond 《Autonomous Robots》2016,40(2):395-423
In this paper, we address the problem of determining whether a mobile robot, called the pursuer, is able to maintain strong mutual visibility (a visibility notion between regions over a convex partition of the environment) of an antagonist agent, called the evader. We frame the problem as a non cooperative game. We consider the case in which the pursuer and the evader move at bounded speed, traveling in a known polygonal environment with or without holes, and in which there are no restrictions as to the distance that might separate the agents. Unlike our previous efforts (Murrieta-Cid et al. in Int J Robot Res 26:233–253, 2007), we give special attention to the combinatorial problem that arises when searching for a solution through visiting several locations in an environment with obstacles. In this paper we take a step further, namely, we assume an antagonistic evader who moves continuously and unpredictably, but with a constraint over its set of admissible motion policies, as the evader moves in the shortest-path roadmap, also called the reduced visibility graph (RVG). The pursuer does not know which among the possible paths over the RVG the evader will choose, but the pursuer is free to move within all the environment. We provide a constructive method to solve the decision problem of determining whether or not the pursuer is able to maintain strong mutual visibility of the evader. This method is based on an algorithm that computes the safe areas (areas that keep evader surveillance) at all times. We prove decidability of this problem, and provide a complexity measure to this evader surveillance game; both contributions hold for any general polygonal environment that might or not contain holes. All our algorithms have been implemented and we show simulation results. 相似文献
37.
Rafael Xavier Lisandro Zambenedetti Granville Bruno Volckaert Filip De Turck 《Journal of Network and Systems Management》2017,25(4):699-734
Cloud technologies can provide elasticity to real-time audio and video (A/V) collaboration applications. However, cloud-based collaboration solutions generally operate on a best-effort basis, with neither delivery nor quality guarantees, and high-quality business focused solutions rely on dedicated infrastructure and hardware-based components. This article describes our 2-year of research in the EMD project, which targets to migrate a hardware-based and business focused A/V collaboration solution to a software-based platform hosted in the cloud, providing higher levels of elasticity and reliability. Our focus during this period was an educational collaboration scenario with teachers and students (locally present in the classroom or remotely following the classes). A model of collaboration streaming (e.g. network topology, codecs, stream, streaming workflow, software components) is defined as base for software deployment and preemptive VM allocation techniques. These heuristics are evaluated using a version of the CloudSim simulator extended to generate and simulate realistic collaboration scenarios, to manage network congestion and to monitor a.o. cost and session delay metrics. Our results show that the algorithms reduce costs when compared to previously designed approaches, having an effectiveness of 99% in meeting A/V collaboration setup deadlines, which is a stringent requirement for this collaboration application. 相似文献
38.
Simultaneous aligning and smoothing of surface triangulations 总被引:1,自引:0,他引:1
Jos�� M. Escobar Rafael Montenegro Eduardo Rodr��guez Gustavo Montero 《Engineering with Computers》2011,27(1):17-29
In this work we develop a procedure to deform a given surface triangulation to obtain its alignment with interior curves.
These curves are defined by splines in a parametric space and, subsequently, mapped to the surface triangulation. We have
restricted our study to orthogonal mapping, so we require the curves to be included in a patch of the surface that can be
orthogonally projected onto a plane (our parametric space). For example, the curves can represent interfaces between different
materials or boundary conditions, internal boundaries or feature lines. Another setting in which this procedure can be used
is the adaption of a reference mesh to changing curves in the course of an evolutionary process. Specifically, we propose
a new method that moves the nodes of the mesh, maintaining its topology, in order to achieve two objectives simultaneously:
the piecewise approximation of the curves by edges of the surface triangulation and the optimization of the resulting mesh.
We will designate this procedure as projecting/smoothing method and it is based on the smoothing technique that we have introduced for surface triangulations in previous works. The
mesh quality improvement is obtained by an iterative process where each free node is moved to a new position that minimizes a certain objective function. The minimization process is done on the parametric
plane attending to the surface piece-wise approximation and to an algebraic quality measure (mean ratio) of the set of triangles that are connected to the free node. So, the 3-D local projecting/smoothing problem is reduced to a 2-D optimization problem. Several applications of this method
are presented. 相似文献
39.
Angel Rivas Casado Rafael Martinez‐Tomás Antonio Fernández‐Caballero 《Expert Systems》2011,28(5):488-501
This work presents a multi‐agent system for knowledge‐based high‐level event composition, which interprets activities, behaviour and situations semantically in a scenario with multi‐sensory monitoring. A perception agent (plurisensory agent and visual agent)‐based structure is presented. The agents process the sensor information and identify (agent decision system) significant changes in the monitored signals, which they send as simple events to the composition agent that searches for and identifies pre‐defined patterns as higher‐level semantic composed events. The structure has a methodology and a set of tools that facilitate its development and application to different fields without having to start from scratch. This creates an environment to develop knowledge‐based systems generally for event composition. The application task of our work is surveillance, and event composition/inference examples are shown which characterize an alarming situation in the scene and resolve identification and tracking problems of people in the scenario being monitored. 相似文献
40.
Francisco García‐Sánchez Luís Álvarez Sabucedo Rodrigo Martínez‐Béjar Luís Anido Rifón Rafael Valencia‐García Juan Miguel Gómez 《Expert Systems》2011,28(5):416-436
The increasing volume of eGovernment‐related services is demanding new approaches for service integration and interoperability in this domain. Semantic web (SW) technologies and applications can leverage the potential of eGovernment service integration and discovery, thus tackling the problems of semantic heterogeneity characterizing eGovernment information sources and the different levels of interoperability. eGovernment services will therefore be semantically described in the foreseeable future. In an environment with semantically annotated services, software agents are essential as the entities responsible for exploiting the semantic content in order to automate some tasks, and so enhance the user's experience. In this paper, we present a framework that provides a seamless integration of semantic web services and intelligent agents technologies by making use of ontologies to facilitate their interoperation. The proposed framework can assist in the development of powerful and flexible distributed systems in complex, dynamic, heterogeneous, unpredictable and open environments. Our approach is backed up by a proof‐of‐concept implementation, where the breakthrough of integrating disparate eGovernment services has been tested. 相似文献