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991.
Synthetic vision systems (SVS) render terrain features for pilots through cockpit displays using a GPS database and three‐dimensional graphical models. Enhanced vision systems (EVS) present infrared imagery of terrain using a forward‐looking sensor in the nose of an aircraft. The ultimate goal of SVS and EVS technologies is to support pilots in achieving safety under low‐visibility and night conditions comparable to clear, day conditions. This study assessed pilot performance and situation awareness (SA) effects of SVS and EVS imagery in an advanced head‐up display (HUD) during a simulated landing approach under instrument meteorological conditions. Videos of the landing with various HUD configurations were presented to eight pilots with a superimposed tracking task. The independent variables included four HUD feature configurations (baseline [no terrain imagery], SVS, EVS, and a combination of SVS and EVS), two visibility conditions, and four legs of the flight. Results indicated that SVS increased overall SA but degraded flight path control performance because of visual confusion with other display features. EVS increased flight path control accuracy but decreased system (aircraft) awareness because of visual distractions. The combination of SVS and EVS generated offsetting effects. Display configurations did not affect pilot spatial awareness. Flight performance was not different among phases of the approach, but levels and types of pilot SA did vary from leg to leg. These results are applicable to development of adaptive HUD features to support pilot performance. They support the use of multidimensional measures of SA for insight on pilot information processing with advanced aviation displays. © 2012 Wiley Periodicals, Inc.  相似文献   
992.
Scheduling with learning effects has gained increasing attention in recent years. A well‐known learning model is called “sum‐of‐processing‐times‐based learning” in which the actual processing time of a job is a nonincreasing function of the jobs already processed. However, the actual processing time of a given job drops to zero precipitously when the normal job processing times are large. Moreover, the concept of learning process is relatively unexplored in a flowshop environment. Motivated by these observations, this article addresses a two‐machine flowshop problem with a truncated learning effect. The objective is to find an optimal schedule to minimize the total completion time. First, a branch‐and‐bound algorithm incorporating with a dominance property and four lower bounds is developed to derive the optimal solution. Then three simulated annealing algorithms are also proposed for near‐optimal solution. The experimental results indicated that the branch‐and‐bound algorithm can solve instances up to 18 jobs, and the proposed simulated annealing algorithm performs well in item of CPU time and error percentage. © 2011 Wiley Periodicals, Inc.  相似文献   
993.
This work presents a straightforward approach aimed at modeling the dynamic I–V characteristics of microwave active solid‐state devices. The drain‐source current generator represents the most significant source of nonlinearity in a transistor and, therefore, its correct modeling is fundamental to predict accurately the current and voltage waveforms under large‐signal operation. The proposed approach relies on using a small set of low‐frequency time‐domain waveform measurements combined with numerical optimization‐based estimation of the nonlinear model parameters. The procedure is applied to a gallium nitride HEMT and silicon FinFET. The effectiveness of the modeling procedure in terms of prediction accuracy and generalization capability is demonstrated by validation of the extracted models under operating conditions different than the ones used for the parameters estimation. Good agreement between measurements and model simulations is achieved for both technologies and in both low‐ and high‐frequency range. © 2013 Wiley Periodicals, Inc. Int J RF and Microwave CAE 24:109–116, 2014.  相似文献   
994.
An efficient multiobjective differential evolution algorithm for array synthesis is proposed in this article. By introducing novel strategies in the generalized differential evolution (GDE3), the proposed algorithm can generate a better converged and distributed Pareto front than the standard GDE3. Five typical benchmark functions are optimized by the proposed improved GDE3 (IGDE) to verify its effectiveness. Furthermore, the proposed algorithm is applied in two‐pattern synthesis problems, including an unequal spaced linear array and a conformal array. The superior performance of the proposed IGDE demonstrates that it is an efficient and competitive algorithm in the function optimization, pattern synthesis, and other electromagnetic problems. © 2013 Wiley Periodicals, Inc. Int J RF and Microwave CAE 24:161–169, 2014.  相似文献   
995.
Nanocomposites are more widely studied today because of higher stiffness, decreased permeability, thermal stability, and many other properties superior to those of regular polymers. However, manufacturers are concerned about implementing nanocomposites because of their lower impact properties with respect to the base polymer. This study focused on low‐velocity impact tests of a thermoplastic olefin by itself and with 5 wt % nanoclay. The impact tests were conducted at ?40, 23.9, and 65.6°C until the polymer and nanocomposite plates experienced complete striker penetration. The force–time and force–deflection responses obtained from the impact testing provided a means of comparing the impact performances of the two materials. © 2005 Wiley Periodicals, Inc. J Appl Polym Sci 96: 2309–2315, 2005  相似文献   
996.
In drug delivery systems that use silicone elastomers as a diffusion matrix for the active drug, it is common to crosslink the material by the hydrosilylation reaction. In this platinum‐catalyzed reaction, vinyl groups on a polymer add to the methyl siloxane hydride (MHS) groups on a low molecular mass crosslinker. With an excess of crosslinker, a fast curing is achieved and a fully crosslinked material is formed. Unreacted MHS groups were shown to remain in the elastomer after curing because of the excess crosslinker. In this work, a simple procedure was developed to eliminate the unreacted MHS groups from the final product. We found that storage of the product at +40°C and 75% relative humidity for a few weeks will effectively destroy the residual MHS groups in the elastomer. The effects of varying levels of humidity, oxygen, and temperature on this postcuring procedure were studied. The amount of MHS groups was measured with NMR and IR spectroscopy. We also found that the hardness of the material increased by approximately 25% as a consequence of this postcuring treatment. This increase is probably due to a secondary crosslinking reaction between MHS and silanol groups. Heat treatment at higher temperatures led to an even further increase in the hardness and compression modulus. Because no MHS groups remained in the elastomer when this heat treatment was started, it is apparent that another secondary crosslinking reaction is occurring, probably silanol condensation. © 2002 Wiley Periodicals, Inc. J Appl Polym Sci 84: 2254–2264, 2002  相似文献   
997.
The widespread uptake of mobile technologies has witnessed a re‐structuring of the mobile market with major shifts in the predominance of particular firms and the emergence of new business models. These sociotechnical trends are significant in the ways that they are influencing and shaping the working lives of software professionals. Building on prior research investigating the persistent problems and practices of systems development, this paper examines mobile applications development and distribution. A qualitative study of 60 developers based in Sweden, the UK and the USA was analysed around the interrelated problems of diversity, knowledge and structure. The analysis revealed how platform‐based development in an evolving mobile market represents significant changes at the business environment level. These changes ripple through and accentuate ongoing trends and developments, intensifying the persistent problems and challenges facing software developers.  相似文献   
998.
First Person Shooters are a genre of online games in which users demand a high interactivity, because the actions and the movements are very fast. They usually generate high rates of small packets which have to be delivered to the server within a deadline. When the traffic of a number of players shares the same link, these flows can be aggregated in order to save bandwidth. Certain multiplexing techniques are able to merge a number of packets, in a similar way to voice trunking, creating a bundle which is transmitted using a tunnel. In addition, the headers of the original packets can be compressed by means of standard algorithms. The characteristics of the buffers of the routers which deliver these bundled packets may have a strong influence on the network impairments (mainly delay, jitter and packet loss) which determine the quality of the game. A subjective quality estimator has been used in order to study the mutual influence of the buffer and multiplexing techniques. Taking into account that there exist buffers which size is measured in terms of bytes, and others measured in packets, both kinds of buffers have been tested, using different sizes. Traces from real game parties have been merged in order to obtain the traffic of 20 simultaneous players sharing the same Internet access. The delay and jitter produced by the buffer of the access router have been obtained using simulations. In general, the quality is expected to be reduced as the background traffic grows, but the results show an anomalous region in which the quality rises with the background traffic amount. Small buffers present better subjective quality results than bigger ones. When the total traffic amount gets above the available bandwidth, the buffers measured in bytes add to the packets a fixed delay, which grows with buffer size. They present a jitter peak when the offered traffic is roughly the link capacity. On the other hand, buffers which size is measured in packets add a smaller delay, but they increase packet loss for gaming traffic. The obtained results illustrate the need of knowing the characteristics of the buffer in order to make the correct decision about traffic multiplexing. As a conclusion, it would be interesting for game developers to identify the behaviour of the router buffer so as to adapt the traffic to it.  相似文献   
999.
1000.
In this paper, a computer vision based interactive multi-touch tabletop system called HumanTop is introduced. HumanTop implements a stereo camera vision subsystem which allows not only an accurate fingertip tracking algorithm but also a precise touch-over-the-working surface detection method. Based on a pair of visible spectra cameras, a novel synchronization circuit makes the camera caption and the image projection independent from each other, providing the minimum basis for the development of computer vision analysis based on visible spectrum cameras without any interference coming from the projector. The assembly of both cameras and the synchronization circuit is not only capable of performing an ad-hoc version of a depth camera, but it also introduces the recognition and tracking of textured planar objects, even when contents are projected over them. On the other hand HumanTop supports the tracking of sheets of paper and ID-code markers. This set of features makes the HumanTop a comprehensive, intuitive and versatile augmented tabletop that provides multitouch interaction with projective augmented reality on any flat surface. As an example to exploit all the capabilities of HumanTop, an educational application has been developed using an augmented book as a launcher to different didactic contents. A pilot study in which 28 fifth graders participated is presented. Results about efficiency, usability/satisfaction and motivation are provided. These results suggest that HumanTop is an interesting platform for the development of educational contents.  相似文献   
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