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61.
The universal cover T
G
of a connected graph G is the unique (possibly infinite) tree covering G, i.e., that allows a locally bijective homomorphism from T
G
to G. It is well-known that if a graph G covers a graph H, then their universal covers are isomorphic, and that the latter can be tested in polynomial time by checking if G and H share the same degree refinement matrix. We extend this result to locally injective and locally surjective homomorphisms
by following a very different approach. Using linear programming techniques we design two polynomial time algorithms that
check if there exists a locally injective or a locally surjective homomorphism, respectively, from a universal cover T
G
to a universal cover T
H
(both given by their degree matrices). This way we obtain two heuristics for testing the corresponding locally constrained
graph homomorphisms. Our algorithm can also be used for testing (subgraph) isomorphism between universal covers, and for checking
if there exists a locally injective or locally surjective homomorphism (role assignment) from a given tree to an arbitrary
graph H. 相似文献
62.
Stéphane Zieba Philippe Polet Frédéric Vanderhaegen Serge Debernard 《Cognition, Technology & Work》2010,12(3):193-203
Unmanned ground vehicles tend to be more and more autonomous, but both complete teleoperation and full autonomy are not efficient
enough to deal with all possible situations. To be efficient, the human–robot system must be able to anticipate, react and
recover from errors of different kinds, i.e., to be resilient. From this observation, this paper proposes a survey on the
resilience of a human–machine system and the means to control the resilience. The resilience of a system can be defined as
the ability to maintain or recover a stable state when subject to disturbance. Adjustable autonomy and human–machine cooperation
are considered as means of resilience for the system. This paper then proposes three indicators to assess different meanings
of resilience of the system: foresight and avoidance of events, reaction to events and recovery from occurrence of events.
The third of these metrics takes into consideration the concept of affordances that allows a common representation for the
opportunities of action between the automated system and its environment. 相似文献
63.
The literature has frequently highlighted the usefulness of podcasting in higher education; however, there is an important gap between the theory on good practice in higher education and empirical studies about podcasting. With this in mind, we carried out an empirical study on an undergraduate degree course in Information Systems Management. The study consisted of the creation and broadcast of 13 podcasts, distributed over four months in which ninety distance students took part. The analysis follows the suggestions proposed in previous literature about the evaluation of technologies in a university learning environment. The findings, discussed within the framework of principles for good practice in higher education, suggest some interesting issues in distance courses, such as: (1) podcasting is a powerful tool as a complement to the traditional resources on a course, but not a substitute for them; (2) the characteristics of podcasting increase the impression of permanent contact between students and teachers, increasing students’ motivation; (3) the use of podcasting allows for a diverse range of student skills and learning methods. Other secondary findings are discussed and some suggestions for future research are proposed at the end of this paper. 相似文献
64.
Seated computer work results in prolonged static loading, which has been associated with the development of musculoskeletal disorders. A popular alternative to sitting on an office chair while performing computer work is to sit on an exercise ball. Sitting on an exercise ball might affect static and dynamic aspects of working posture. We monitored posture, muscle activation and spinal shrinkage in 10 females performing a 1-h typing task, while sitting on an office chair with armrests and while sitting on an exercise ball. Sitting on an exercise ball resulted in 33% more trunk motion and in 66% more variation in lumbar EMG. Both of these findings can be considered to be an advantage for the exercise ball. However, the fifth percentile and average lumbar EMG were also higher when sitting on an exercise ball, with 38% and 78%, respectively. In addition, more spinal shrinkage occurred when sitting on an exercise ball than when sitting on an office chair. Arm flexion was reduced, but trapezius activation was unaffected when sitting on an exercise ball. It is concluded that the advantages with respect to physical loading of sitting on an exercise ball may not outweigh the disadvantages. 相似文献
65.
Local and Global Interactions in an Evolutionary Resource Game 总被引:2,自引:0,他引:2
Conditions for the emergence of cooperation in a spatial common-pool resource game are studied. This combines in a unique
way local and global interactions. A fixed number of harvesters are located on a spatial grid. Harvesters choose among three
strategies: defection, cooperation, and enforcement. Individual payoffs are affected by both global factors, namely, aggregate
harvest and resource stock level, and local factors, such as the imposition of sanctions on neighbors by enforcers. The evolution
of strategies in the population is driven by social learning through imitation, based on local interaction or locally available
information. Numerous types of equilibria exist in these settings. An important new finding is that clusters of cooperators
and enforcers can survive among large groups of defectors. We discuss how the results contrast with the non-spatial, but otherwise
similar, game of Sethi and Somanathan (American Economic Review 86(4):766–789, 1996).
相似文献
66.
Optimal assembly plan generation: a simplifying approach 总被引:3,自引:0,他引:3
The main difficulty in the overall process of optimal assembly plan generation is the great number of different ways to assemble
a product (typically thousands of solutions). This problem confines the application of most existing automated planning methods
to products composed of only a limited number of components. The presented method of assembly plan generation belongs to the
approach called “disassembly” and is founded on a new representation of the assembly process, with introduction of a new concept,
the equivalence of binary trees. This representation allows to generate the minimal list of all non-redundant (really different) assembly plans. Plan generation is directed by assembly operation constraints and plan-level performance
criteria. The method was tested for various assembly applications and compared to other generation approaches. Results show
a great reduction in the combinatorial explosion of the number of plans. Therefore, this simplifying approach of assembly
sequence modeling allows to handle more complex products with a large number of parts. 相似文献
67.
Ahmad W. Bitar Rony Darazi Jean-François Couchot Raphaël Couturier 《Multimedia Tools and Applications》2017,76(1):143-161
In this paper, a blind digital watermarking scheme for Portable Document Format (PDF) documents is proposed. The proposed method is based on a variant Quantization Index Modulation (QIM) method called Spread Transform Dither Modulation (STDM). Each bit of the secret message is embedded into a group of characters, more specifically in their x-coordinate values. The method exhibits experiments of two opposite objectives: transparency and robustness, and is motivated to present an acceptable distortion value that shows sufficient robustness under high density noises attacks while preserving sufficient transparency. 相似文献
68.
Aminata Sabané Yann-Gaël Guéhéneuc Venera Arnaoudova Giuliano Antoniol 《Empirical Software Engineering》2017,22(5):2612-2657
The fragile base-class problem (FBCP) has been described in the literature as a consequence of “misusing” inheritance and composition in object-oriented programming when (re)using frameworks. Many research works have focused on preventing the FBCP by proposing alternative mechanisms for reuse, but, to the best of our knowledge, there is no previous research work studying the prevalence and impact of the FBCP in real-world software systems. The goal of our work is thus twofold: (1) assess, in different systems, the prevalence of micro-architectures, called FBCS, that could lead to two aspects of the FBCP, (2) investigate the relation between the detected occurrences and the quality of the systems in terms of change and fault proneness, and (3) assess whether there exist bugs in these systems that are related to the FBCP. We therefore perform a quantitative and a qualitative study. Quantitatively, we analyse multiple versions of seven different open-source systems that use 58 different frameworks, resulting in 301 configurations. We detect in these systems 112,263 FBCS occurrences and we analyse whether classes playing the role of sub-classes in FBCS occurrences are more change and–or fault prone than other classes. Results show that classes participating in the analysed FBCS are neither more likely to change nor more likely to have faults. Qualitatively, we conduct a survey to confirm/infirm that some bugs are related to the FBCP. The survey involves 41 participants that analyse a total of 104 bugs of three open-source systems. Results indicate that none of the analysed bugs is related to the FBCP. Thus, despite large, rigorous quantitative and qualitative studies, we must conclude that the two aspects of the FBCP that we analyse may not be as problematic in terms of change and fault-proneness as previously thought in the literature. We propose reasons why the FBCP may not be so prevalent in the analysed systems and in other systems in general. 相似文献
69.
In this paper we present a novel image based algorithm to render visually plausible anti‐aliased soft shadows in a robust and efficient manner. To achieve both high visual quality and high performance, it employs an accurate shadow map filtering method which guarantees smooth penumbrae and high quality anisotropic anti‐aliasing of the sharp transitions. Unlike approaches based on pre‐filtering approximations, our approach does not suffer from light bleeding or losing contact shadows. Discretization artefacts are avoided by creating virtual shadow maps on the fly according to a novel shadow map resolution prediction model. This model takes into account the screen space frequency of the penumbrae via a perceptual metric which has been directly established from an appropriate user study. Consequently, our algorithm always generates shadow maps with minimal resolutions enabling high performance while guarantying high quality. Thanks to this perceptual model, our algorithm can sometimes be faster at rendering soft shadows than hard shadows. It can render game‐like scenes at very high frame rates, and extremely large and complex scenes such as CAD models at interactive rates. In addition, our algorithm is highly scalable, and the quality versus performance trade‐off can be easily tweaked. 相似文献
70.
In this paper, we present a new irradiance caching scheme using Monte Carlo ray tracing for efficiently rendering participating media. The irradiance cache algorithm is extended to participating media. Our method allows to adjust the density of cached records depending on illumination changes. Direct and indirect contributions can be stored in the records but also multiple scattering. An adaptive shape of the influence zone of records, depending on geometrical features and irradiance variations, is introduced. To avoid a high density of cached records in low interest areas, a new method controls the density of the cache when adding new records. This record density control depends on the interpolation quality and on the photometric characteristics of the medium. Reducing the number of records accelerates both the computation pass and the rendering pass by decreasing the number of queries to the cache data structure (Kd-tree). Finally, instead of using an expensive ray marching to find records that cover the ray, we gather all the contributive records along the ray. With our method, pre-computing and rendering passes are significantly speeded-up. 相似文献