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排序方式: 共有492条查询结果,搜索用时 5 毫秒
51.
A genetic algorithm is a randomized optimization technique that draws its inspiration from the biological sciences. Specifically, it uses the idea that genetics determines the evolution of any species in the natural world. Integer strings are used to encode an optimization problem and these strings are subject to combinatorial operations called reproduction, crossover and mutation, which improve these strings and cause them to ‘evolve’ to an optimal or nearly optimal solution. In this paper, the general machinations of genetic algorithms are described and a performance-enhanced algorithm is proposed for solving the important practical problem of railway scheduling. The problem under consideration involves moving a number of trains carrying mineral deposits across a long haul railway line with both single and double tracks in either direction. Collisions can only be avoided in sections of the line with double tracks. Constraints reflecting practical requirements to reduce environmental impacts from mineral transport, such as avoidance of loaded trains traversing populated areas during certain time slots, have to be satisfied. This is an NP-hard problem, which usually requires enumerative, as opposed to constructive, algorithms. For this reason, an ‘educated’ random search procedure like the genetic algorithm is an alternative and effective technique. The genetic algorithm is given difficult test problems to solve and the algorithm was able to generate feasible solutions in all cases.  相似文献   
52.
We provide a new mixed finite element analysis for linear elastodynamics with reduced symmetry. The problem is formulated as a second order system in time by imposing only the Cauchy stress tensor and the rotation as primary and secondary variables, respectively. We prove that the resulting variational formulation is well-posed and provide a convergence analysis for a class of \({\mathrm {H}}(\mathop {{\mathrm {div}}}\nolimits )\)-conforming semi-discrete schemes. In addition, we use the Newmark trapezoidal rule to obtain a fully discrete version of the problem and carry out the corresponding convergence analysis. Finally, numerical tests illustrating the performance of the fully discrete scheme are presented.  相似文献   
53.
Multimedia Tools and Applications - Wireless sensor networks (WSN) have become the rising stars of technology. Every object in this world tends to be sensorly developped, monitored and controlled....  相似文献   
54.
Multimedia Tools and Applications - Adaptive Media Playout (AMP) controls adapt playout rate to prevent buffer outage and to reduce delay in playout. Most AMP techniques use buffer fullness or its...  相似文献   
55.
Neural Computing and Applications - Nowadays wind power is considered as one of the fastest growing alternative energies, that is expected to continue to grow rapidly in the upcoming...  相似文献   
56.
Gamification is the use of video-game mechanics and elements in nongame contexts to enhance user engagement and performance. The purpose of this study is to conduct a systematic review to have an in-depth investigation into the existing gamification solutions targeted at solving user engagement problems in different categories of software. We carried out this systematic review by proposing a framework of gamifying process, which is the basis for comparison of existing gamification solutions. In order to report the review, the primary studies are categorized according to the following: a) gamified software and their platforms; b) elements of the gamifying process; c) gamification solutions in each software type; d) gamification solutions for software user engagement problems; e) gamification solutions in general; and f) effects of gamification on software user engagement and performance. Based on the search procedure and criteria, a total of 78 primary studies were extracted. Most of the studies focused on educational and social software, which were developed for web or mobile platforms. We concluded that the number of studies on motivating users to use software content, solving problems in learning software, and using real identity is very limited. Furthermore, few studies have been carried out on gamifying the following software categories: productivity software, cloud storage, utility software, entertainment software, search engine software, tool software, fitness software, software engineering, information worker software, and health-care software. In addition, a large number of gamification solutions are relatively simple and require improvement. Thus, for future studies, researchers can work on the items discovered in this review; they can improve the quality of the current gamified systems by using a wide variety of game mechanics and interface elements, utilizing a combination of contextual types of rewards and giving users the ability to use received rewards “in-game” and “out-game.”  相似文献   
57.
In this paper, we present some novel results and ideas for robust and accurate implicit representation of geometric surfaces in finite element analysis. The novel contributions of this paper are threefold: (1) describe and validate a method to represent arbitrary parametric surfaces implicitly; (2) represent arbitrary solids implicitly, including sharp features using level sets and boolean operations; (3) impose arbitrary Dirichlet and Neumann boundary conditions on the resulting implicitly defined boundaries. The methods proposed do not require local refinement of the finite element mesh in regions of high curvature, ensure the independence of the domain’s volume on the mesh, do not rely on boundary regularization, and are well suited to methods based on fixed grids such as the extended finite element method (XFEM). Numerical examples are presented to demonstrate the robustness and effectiveness of the proposed approach and show that it is possible to achieve optimal convergence rates using a fully implicit representation of object boundaries. This approach is one step in the desired direction of tying numerical simulations to computer aided design (CAD), similarly to the isogeometric analysis paradigm.  相似文献   
58.
This paper aims at presenting a maximum power point tracking (MPPT) controller for photovoltaic (PV) systems subject to asymmetric input constraint. Indeed, the output voltage of the DC‐DC converter used for adjusting the photovoltaic output power can be controlled by means of variation of duty ratio limited between 1 and 0. The control design goal is to improve the efficiency of PV systems under asymmetric saturation of duty ratio. To achieve this goal, first, a Takagi‐Sugeno (T‐S) fuzzy model is used to represent the nonlinear behavior of the PV system. A T–S reference model is employed to give the ideal state direction which must be followed. To achieve a good steady state tracking, the integral of the state tracking error is used to define an extended system state vector. Second, the input characteristic is partitioned into several regions. In each region, the asymmetric saturation function can be considered as a symmetric saturation function. Furthermore, H stabilization conditions for the resulting switching fuzzy control of the PV system under actuator saturation are formulated in term of linear matrix inequalities (LMI) using the Lyapunov approach. Simulation results are exhibited to demonstrate the effectiveness of the proposed design method.  相似文献   
59.
Given an undirected, vertex-weighted graph, the goal of the minimum weight vertex cover problem is to find a subset of the vertices of the graph such that the subset is a vertex cover and the sum of the weights of its vertices is minimal. This problem is known to be NP-hard and no efficient algorithm is known to solve it to optimality. Therefore, most existing techniques are based on heuristics for providing approximate solutions in a reasonable computation time.Population-based search approaches have shown to be effective for solving a multitude of combinatorial optimization problems. Their advantage can be identified as their ability to find areas of the space containing high quality solutions. This paper proposes a simple and efficient population-based iterated greedy algorithm for tackling the minimum weight vertex cover problem. At each iteration, a population of solutions is established and refined using a fast randomized iterated greedy heuristic based on successive phases of destruction and reconstruction. An extensive experimental evaluation on a commonly used set of benchmark instances shows that our algorithm outperforms current state-of-the-art approaches.  相似文献   
60.
Multimedia Tools and Applications - There are mainly two components in almost every visual object tracking algorithm, which are the object presentation and the searching mechanism. In the...  相似文献   
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