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991.
The potential benefits of thumb-based touch interaction have not been fully exploited due to its usability problems and performance deterioration. Despite the well-known problems, mobile phone users often prefer thumb-based input method in their daily context of use. Without understanding input performance under realistic variability, design solutions may not address the problems adequately. This research aims to evaluate performance of one-handed thumb-based input compared to cradled finger-based input for the large number of users and varying task conditions. By investigating performance under a range of user- and task-variability, common patterns can be identified to help infer realistic performance in context of use. For this experiment, 259 participants were recruited balanced on gender and age. They performed user testing of moving an icon on a mobile touch-screen. Overall, the one-handed thumb input showed a 30% reduction in throughput compared to the cradled finger-based input, with significant reduction in speed and accuracy. Reduced throughput is attributed to inaccuracy rather than speed. In addition, the partial effects of touch position, dragging direction, and target size were investigated and quantified. In conclusion, performance could maintain constant throughput only for the finger-based input of limited task conditions, when realistic variability was introduced. Also, high variance of throughput for the thumb-based input led to poor conformity to Fitts’s law. The findings have implications for design of thumb-based touch interface to offset performance reduction and characterizing performance measure for thumb-based input method.  相似文献   
992.
In order to remove physiological artefacts and gain the improved evoked potentials, we propose a filtering method using the multi-resolution wavelet transform. The wavelet transform is repeatedly performed until all resolution levels are obtained. It decomposes the measured evoked potentials into scale coefficients corresponding to low frequency components and wavelet coefficients corresponding to high frequency components. In the wavelet domain, artefacts are dispersed mainly at the wavelet coefficients rather than the scaling coefficients. Thus, when the inverse wavelet transform is performed, this method shrinks the wavelet coefficients to reduce artefacts with shrinkage functions. By repeatedly performing the inverse wavelet transform, an evoked potential having the reduced artefacts and background noise is obtained. In this study, quantitative evaluation with simulation data and actual clinical data were conducted. As a result, characteristic peaks of evoked potential could be gained removing background EEG and artefacts using suggested shrinkage function. It was improved more than 0.2–1.6Db compared to the conventional averaging method. Also, the system for measuring and analyzing evoked potentials using DSP is implemented.  相似文献   
993.
Genetic algorithm-based motion estimation schemes play a significant role in improving the results of H.264/AVC standardization efforts when addressing conversational and non-conversational video applications. In this paper, we present a robust motion estimation scheme that uses a noble genetic trail bounded approximation (GTBA) approach to speed up the encoding process of H.264/AVC video compression and to reduce the number of bits required to code frame. The proposed algorithm is utilized to enhance the fitness function strength by integrating trail information of motion vector and sum of absolute difference (SAD) information into a fitness function. Experimental results reveal that the proposed GTBA resolves conflict obstacles with respect to both the number of bits required to code frames and the execution time for estimation.  相似文献   
994.
We design and implement a personalized target advertisement (PTA) system in IPTV using ontology-based semantic relations between IPTV program and advertisement. In the PTA system, we focus on the development of an ontology reasoning technique of improving advertisement recommendation ability and exploiting efficient information reuse. For this purpose, we first build the IPTV program ontology and viewer profiling ontology based on the IPTV program and viewers’ content consumption behavior, using OWL (Web Ontology Language) standardized by W3C. We then classify each viewer into his/her corresponding reference group using a similarity metric. After that, we define the semantic relations between advertisement and shopping products consumed by the prototype through shopping sites in IPTV. Based on these semantic relations, we infer the preferred advertisements for each viewer through our reasoning process. In the experimental section, we demonstrate a prototype of our system and the algorithm of the PTA system using various cases.  相似文献   
995.
This paper proposes a novel object-based home network middleware for supporting the interoperability among home devices and smart grid devices. This middleware provides various types of abstract objects for flexible representation of heterogeneous home devices, which are classified based on their characteristics. It is also flexible enough to allow addition of new protocols and message conversion between different protocols through an abstraction layer, which are not supported by existing home network middlewares so that various protocols can be supported. As a result, it can be utilized to provide the interoperability among a variety of devices from sensors to typical home appliances as well as smart grid devices such as a home electric generator and a battery, which adopt different protocols. In order to demonstrate that home devices and smart grid devices are interoperable through the proposed middleware, we implement applications based on the middleware on a target platform consisting of embedded boards, sensors and laptops for emulation purposes of a home network. According to our emulation, this middleware can provide efficient interoperability among home devices and smart grid devices for future energy efficient home.  相似文献   
996.
A noteworthy thing in desktop PCs is that they can provide a great opportunity to increase the performance of processing multimedia data by exploiting task- and data-parallelism with multi-core CPU and many-core GPU. This paper presents a high performance parallel implementation of 2D DCT on this heterogeneous computing environment. For this purpose, Intel TBB (threading building blocks) and OpenCL (Open Compute Language) are utilized for task- and data-parallelism, respectively. The simulation result shows that the parallel DCT implementations far the serial ones in processing speed. Especially, OpenCL implementation shows a linear speedup, a typical SIMD characteristic as the increase of 2D data sets.  相似文献   
997.
To expedite a semantic product design environment, the relevant minimal set of design rules could optimally be distilled from the given disparate design rules. However, in disparate design rules, some attributes are frequently unused in other design rules. Treating all the attributes in all the rules increases reasoning complexity. In the situation of incomplete information, treating the attributes, which may be relevant to some rules and not to others, as “missing” ones is found to cause reasoning problems. In this paper, we present a new algorithm, i.e. the disparate attributes algorithm, for managing semantic assembly design rules. The proposed disparate attributes algorithm by identifying “inapplicable” information extends a rough set approach for managing semantic assembly design rules with systematic selection of various minimal sets of rules. To validate the disparate attributes algorithm, the approach is tested with multiple realistic assembly design cases.  相似文献   
998.
ABSTRACT

This study focuses on the decisive role played by the digital design environment in the cognitive design process and design thinking. To analyse the cognitive role of digital design tools, we carried out a protocol analysis of conventional design sketching and a 3D sculpture tool. Cognitive evaluation was a differentiating factor when considering the contextual role of the 3D sculpture tool in subsequent evaluations, non-sequential evaluations for conversion, and passive approaches within the design process. Cognitive evaluation played the following roles: validation, extension, navigation, exploration, and confirmation. The navigation, exploration, and extension roles played by non-sequential evaluation were mainly related to inductive design thinking. Finally, the types of cognitive evaluation and their roles when using the 3D sculpture tool were different, according to the design thinking type. This study explored the multidimensional roles of cognitive evaluation using a 3D sculpture tool and its relationship with design thinking types.  相似文献   
999.
The objective of this study was to investigate the ability of E. coli in river sediments to degrade estrogen conjugates. Biodegradation experiments on glucuronide estrogens (E1-GLU, E2-GLU and E3-GLU) using E. coli, non-E. coli bacteria as well as sediment crude extracts were carried out in batch mode. A pure identified E. coli strain (KCTC 2571) was used for comparison of enzyme activity. The results showed that the degradation rate of estrogen conjugates by KCTC 2571 and E. coli isolated from sediments followed a similar trend. Fecal bacteria showed a high ability to deconjugate glucuronided estrogens. Approximately 50% of glucuronide moieties were cleaved within 4 h of contact time in experiments using pure E. coli. The degradation rate was slower in experiments using crude extracts of sediments, and conjugated estrogens were not completely degraded even after 12 h of reaction. These results provide a clear understanding of the fate and behavior of estrogen by bacteria in the environment.  相似文献   
1000.
Barrages are hydraulic structures constructed across rivers to divert flow into irrigation canals or power generation channels. The most of these structures are founded on permeable foundation. The optimum cost of these structures is nonlinear function of factors that cause the seepage forces under the structure. There is, however, no procedure to ascertain the basic barrage parameters such as depth of sheet piles or cutoffs and the length and thickness of floor in a cost–effective manner. In this paper, a nonlinear optimization formulation (NLOF), which consists of an objective function of minimizing total cost, is solved using genetic algorithm (GA). The mathematical model that represents the subsurface flow is embedded in the NLOF. The applicability of the approach has been illustrated with a typical example of barrage profile. The results obtained in this study shows drastic cost savings when the proposed NLOF is solved using GA than that of using classical optimization technique and conventional method. A parametric analysis has also been performed to study the effect of varying soil and hydrological conditions on design parameters and on over all cost.  相似文献   
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