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There has been a growing interest in applying human computation – particularly crowdsourcing techniques – to assist in the solution of multimedia, image processing, and computer vision problems which are still too difficult to solve using fully automatic algorithms, and yet relatively easy for humans. In this paper we focus on a specific problem – object segmentation within color images – and compare different solutions which combine color image segmentation algorithms with human efforts, either in the form of an explicit interactive segmentation task or through an implicit collection of valuable human traces with a game. We use Click’n’Cut, a friendly, web-based, interactive segmentation tool that allows segmentation tasks to be assigned to many users, and Ask’nSeek, a game with a purpose designed for object detection and segmentation. The two main contributions of this paper are: (i) We use the results of Click’n’Cut campaigns with different groups of users to examine and quantify the crowdsourcing loss incurred when an interactive segmentation task is assigned to paid crowd-workers, comparing their results to the ones obtained when computer vision experts are asked to perform the same tasks. (ii) Since interactive segmentation tasks are inherently tedious and prone to fatigue, we compare the quality of the results obtained with Click’n’Cut with the ones obtained using a (fun, interactive, and potentially less tedious) game designed for the same purpose. We call this contribution the assessment of the gamification loss, since it refers to how much quality of segmentation results may be lost when we switch to a game-based approach to the same task. We demonstrate that the crowdsourcing loss is significant when using all the data points from workers, but decreases substantially (and becomes comparable to the quality of expert users performing similar tasks) after performing a modest amount of data analysis and filtering out of users whose data are clearly not useful. We also show that – on the other hand – the gamification loss is significantly more severe: the quality of the results drops roughly by half when switching from a focused (yet tedious) task to a more fun and relaxed game environment.  相似文献   
23.
Audio fingerprinting allows us to label an unidentified music fragment within a previously generated database. The use of spectral landmarks aims to obtain a robustness that lets a certain level of noise be present in the audio query. This group of audio identification algorithms holds several configuration parameters whose values are usually chosen based upon the researcher’s knowledge, previous published experimentation or just trial and error methods. In this paper we describe the whole optimisation process of a Landmark-based Music Recognition System using genetic algorithms. We define the actual structure of the algorithm as a chromosome by transforming its high relevant parameters into various genes and building up an appropriate fitness evaluation method. The optimised output parameters are used to set up a complete system that is compared with a non-optimised one by designing an unbiased evaluation model.  相似文献   
24.
Mobile learning is considered an evolution of e-learning that embraces the ubiquitous nature of current computational systems in order to improve teaching and learning. Within this context it is possible to develop mobile applications oriented to learning, but it is also important to assess to what extent such applications actually work. In this paper we present a new tool designed to reinforce students’ knowledge by means of self-assessment. Improvement in student achievement was evaluated and an attitudinal survey was also carried out to measure student attitudes towards this new tool. Three different experimental groups were selected for this research, with students aged from 14 to 21 years old, including high-school and university students. Results show that this kind of tool improves student achievement, especially amongst younger learners, with a relatively low impact on current teaching activities and methodology.  相似文献   
25.
Termination is one of the most interesting problems when dealing with context-sensitive rewrite systems. Although a good number of techniques for proving termination of context-sensitive rewriting (CSR) have been proposed so far, the adaptation to CSR of the dependency pair approach, one of the most powerful techniques for proving termination of rewriting, took some time and was possible only after introducing some new notions like collapsing dependency pairs, which are specific for CSR. In this paper, we develop the notion of context-sensitive dependency pair (CSDP) and show how to use CSDPs in proofs of termination of CSR. The implementation and practical use of the developed techniques yield a novel and powerful framework which improves the current state-of-the-art of methods for automatically proving termination of CSR.  相似文献   
26.
In this paper, we focus on the experimental analysis on the performance in artificial neural networks with the use of statistical tests on the classification task. Particularly, we have studied whether the sample of results from multiple trials obtained by conventional artificial neural networks and support vector machines checks the necessary conditions for being analyzed through parametrical tests. The study is conducted by considering three possibilities on classification experiments: random variation in the selection of test data, the selection of training data and internal randomness in the learning algorithm.The results obtained state that the fulfillment of these conditions are problem-dependent and indefinite, which justifies the need of using non-parametric statistics in the experimental analysis.  相似文献   
27.
Nowadays, the prevailing use of networks based on traditional centralized management systems reflects on a fast increase of the management costs. The growth in the number of network equipments and services reinforces the need to distribute the management responsibilities throughout the network devices. In this approach, each device executes common network management functionalities, being part of the overall network management platform. In this paper, we present a Unified Distributed Network Management (UDNM) framework that provides a unified (wired and wireless) management network solution, where further different network services can take part of this infrastructure, e.g., flow monitoring, accurate routing decisions, distributed policies dissemination, etc. This framework is divided in two main components: (A) Situation awareness, which sets up initial information through bootstrapping, discovery, fault-management process and exchange of management information; (B) Autonomic Decision System (ADS) that performs distributed decisions in the network with incomplete information. We deploy the UDNM framework in a testbed which involves two cities (\(\approx\)250 km between), different standards (IEEE 802.3, IEEE 802.11 and IEEE 802.16e) and network technologies, such as, wired virtual grid, wireless ad-hoc gateways, ad-hoc mobile access devices. The UDNM framework integrates management functionalities into the managed devices, proving to be a lightweight and easy-respond framework. The performance analysis shows that the UDNM framework is feasible to unify devices management functionalities and to take accurate decisions on top of a real network.  相似文献   
28.
An energy eigenvalue equation for a quasi-particle is derived, starting with the Heisenberg equation of motion for an annihilation operator. An elementary derivation of the Fermi liquid model having a sharply defined Fermi surface in thek-space is given, starting with a realistic model of a metal including the Coulomb interaction amongand between electrons and lattice-ions. The Ginzburg-Landau wave function (r), where represents the superconducting pairon (Cooper-pair) state, is shown to be connected with the one-pairon density operatorn by (r) = r¦n 1/2¦. A close analogy between supercurrent and laser is indicated.On sabbatical leave from Department of Physics and Astronomy, State University of New York at Buffalo, Buffalo, New York.  相似文献   
29.
Olive-oil production generates high and variable amounts of wastewaters from the olives and olive-oil washing (OMW), resulting to great environmental impact. These waters are normally stored in large holding ponds for evaporation during the summer. The present study examines the chemical-oxidation process using ferric chloride catalyst for the activation of H2O2 (Fenton reaction). Tests have been made on an industrial scale. The final average value of chemical oxygen demand (COD) was close to 371?mg?O2?L?1 (%CODremoval = 86%, CODinitial = 2684?mg?O2?L?1), and the water produced can be used for irrigation or can be discharged directly into the municipal wastewater system for tertiary treatment.  相似文献   
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