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51.
Daniele Panozzo Olga Diamanti Sylvain Paris Marco Tarini Evgeni Sorkine Olga Sorkine‐Hornung 《Computer Graphics Forum》2015,34(5):65-75
In the digital world, assigning arbitrary colors to an object is a simple operation thanks to texture mapping. However, in the real world, the same basic function of applying colors onto an object is far from trivial. One can specify colors during the fabrication process using a color 3D printer, but this does not apply to already existing objects. Paint and decals can be used during post‐fabrication, but they are challenging to apply on complex shapes. In this paper, we develop a method to enable texture mapping of physical objects, that is, we allow one to map an arbitrary color image onto a three‐dimensional object. Our approach builds upon hydrographics, a technique to transfer pigments printed on a sheet of polymer onto curved surfaces. We first describe a setup that makes the traditional water transfer printing process more accurate and consistent across prints. We then simulate the transfer process using a specialized parameterization to estimate the mapping between the planar color map and the object surface. We demonstrate that our approach enables the application of detailed color maps onto complex shapes such as 3D models of faces and anatomical casts. 相似文献
52.
Vincent C. Müller 《人工智能实验与理论杂志》2015,27(1):73-78
Floridi and Taddeo propose a condition of ‘zero semantic commitment’ for solutions to the grounding problem, and a solution to it. I argue briefly that their condition cannot be fulfilled, not even by their own solution. After a look at Luc Steel's very different competing suggestion, I suggest that we need to re-think what the problem is and what role the ‘goals’ in a system play in formulating the problem. On the basis of a proper (syntactic) understanding of computing, I come to the conclusion that the only sensible grounding problem is how we can explain and re-produce the behavioural ability and function of meaning in artificial computational agents. 相似文献
53.
Kaouthar?DeghdakEmail authorView authors OrcID profile Vincent?T’kindt Jean-Louis?Bouquard 《Journal of Scheduling》2016,19(4):467-478
In this paper, we consider a large-scale evacuation problem after a major disaster. The evacuation is assumed to occur by means of a fleet of buses, thus leading to scheduling the evacuation operations by buses [(bus evacuation problem (BEP)]. We propose time-indexed formulations as well as heuristic algorithms such as greedy algorithms and a matheuristic. This matheuristic uses the former formulation to improve the best solution obtained by the greedy heuristics. In computational experiments, we analyze and evaluate the efficiency of the proposed solution algorithms. 相似文献
54.
Axel Carlier Amaia Salvador Ferran Cabezas Xavier Giro-i-Nieto Vincent Charvillat Oge Marques 《Multimedia Tools and Applications》2016,75(23):15901-15928
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
55.
56.
Abderrahmane Boubezoul Sébastien Paris Mustapha Ouladsine 《Pattern recognition》2008,41(10):3173-3178
This paper discusses an alternative approach to parameter optimization of well-known prototype-based learning algorithms (minimizing an objective function via gradient search). The proposed approach considers a stochastic optimization called the cross entropy method (CE method). The CE method is used to tackle efficiently the initialization sensitiveness problem associated with the original generalized learning vector quantization (GLVQ) algorithm and its variants. Results presented in this paper indicate that the CE method can be successfully applied to this kind of problem on real-world data sets. As far as known by the authors, it is the first use of the CE method in prototype-based learning. 相似文献
57.
Michael Carl Maite Melero Toni Badia Vincent Vandeghinste Peter Dirix Ineke Schuurman Stella Markantonatou Sokratis Sofianopoulos Marina Vassiliou Olga Yannoutsou 《Machine Translation》2008,22(1-2):67-99
METIS-II was an EU-FET MT project running from October 2004 to September 2007, which aimed at translating free text input without resorting to parallel corpora. The idea was to use “basic” linguistic tools and representations and to link them with patterns and statistics from the monolingual target-language corpus. The METIS-II project has four partners, translating from their “home” languages Greek, Dutch, German, and Spanish into English. The paper outlines the basic ideas of the project, their implementation, the resources used, and the results obtained. It also gives examples of how METIS-II has continued beyond its lifetime and the original scope of the project. On the basis of the results and experiences obtained, we believe that the approach is promising and offers the potential for development in various directions. 相似文献
58.
通过什么样的规则来安排哪个广告给哪个关键字,才能最大化当天的收益呢?此问题可以抽象成"On-line带权二部图最大匹配问题"。 相似文献
59.
In this paper, we propose a distributed congestion-aware channel assignment (DCACA) algorithm for multi-channel wireless mesh networks (MC–WMNs). The frequency channels are assigned according to the congestion measures which indicate the congestion status at each link. Depending on the selected congestion measure (e.g., queueing delay, packet loss probability, and differential backlog), various design objectives can be achieved. Our proposed distributed algorithm is simple to implement as it only requires each node to perform a local search. Unlike most of the previous channel assignment schemes, our proposed algorithm assigns not only the non-overlapped (i.e., orthogonal) frequency channels, but also the partially-overlapped channels. In this regard, we introduce the channel overlapping and mutual interference matrices which model the frequency overlapping among different channels. Simulation results show that in the presence of elastic traffic (e.g., TCP Vegas or TCP Reno) sources, our proposed DCACA algorithm increases the aggregate throughput and also decreases the average packet round-trip compared with the previously proposed Load-Aware channel assignment algorithm. Furthermore, in a congested IEEE 802.11b network setting, compared with the use of three non-overlapped channels, the aggregate network throughput can further be increased by 25% and the average round-trip time can be reduced by more than one half when all the 11 partially-overlapped channels are used. 相似文献
60.
Ernest B. Cady Ann Lorek Yakito Takei John S. Wyatt Juliet M. Penrice A. David Edwards Donald Peebles Marzena Wylezinska Huw Owen-Reece Vincent Kirkbride Christopher E. Cooper Richard F. Aldridge Simon C. Roth Guy Brown David T. Delpy E. Osmund R. Reynolds 《Magma (New York, N.Y.)》1994,2(3):437-439
The aim of this study was to reproduce the delayed (secondary) cerebral energy failure previously described in birth-asphyxiated newborn infants and to investigate relationships between primary insult severity and the extent of the delayed energy failure. Phosphorus (31P) magnetic resonance spectroscopy (MRS) at 7 T was used to study the brains of 12 newborn piglets during an acute, reversible, cerebral hypoxic-ischemic episode which continued until nucleotide triphosphates (NTP) were depleted. After reperfusion and reoxygenation, spectroscopy was continued for 48 h. High-energy metabolite concentrations returned to near normal levels after the insult, but later they fell as delayed energy failure developed. The time integral of NTP depletion in the primary insult correlated strongly with the minimum [phosphocreatine (PCr)]/[inorganic orthophosphate (Pi)] observed 24–48 h after the insult. (Linear regression analysis gave slope –8.04 h–1; ordinate intercept=1.23;r=0.92;P<0.0001.) This model is currently being used to investigate the therapeutic potential of various cerebroprotective strategies including hypothermia. 相似文献