首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   7950篇
  免费   497篇
  国内免费   1篇
电工技术   126篇
综合类   23篇
化学工业   1625篇
金属工艺   183篇
机械仪表   183篇
建筑科学   418篇
矿业工程   37篇
能源动力   104篇
轻工业   1257篇
水利工程   38篇
石油天然气   12篇
无线电   609篇
一般工业技术   2336篇
冶金工业   225篇
原子能技术   71篇
自动化技术   1201篇
  2023年   110篇
  2022年   49篇
  2021年   159篇
  2020年   127篇
  2019年   119篇
  2018年   293篇
  2017年   300篇
  2016年   330篇
  2015年   243篇
  2014年   319篇
  2013年   590篇
  2012年   397篇
  2011年   466篇
  2010年   390篇
  2009年   393篇
  2008年   459篇
  2007年   417篇
  2006年   297篇
  2005年   248篇
  2004年   199篇
  2003年   211篇
  2002年   184篇
  2001年   170篇
  2000年   136篇
  1999年   112篇
  1998年   116篇
  1997年   100篇
  1996年   99篇
  1995年   60篇
  1994年   67篇
  1993年   53篇
  1992年   38篇
  1991年   50篇
  1990年   34篇
  1989年   35篇
  1988年   31篇
  1987年   34篇
  1986年   44篇
  1985年   99篇
  1984年   65篇
  1983年   48篇
  1982年   46篇
  1981年   37篇
  1980年   45篇
  1979年   33篇
  1978年   39篇
  1976年   26篇
  1973年   28篇
  1943年   26篇
  1925年   23篇
排序方式: 共有8448条查询结果,搜索用时 0 毫秒
181.
182.
183.
Designing interactive entertainment for visually impaired users poses several challenges. This article points out some key issues faced when developing sound-based computer games. The three games described here were developed for the Swedish Library of Talking Books and Braille (TPB), to be published on the TPB Internet site (TPB 2002). These games, Towers of Hanoi, Memory and Tag, can be played without the aid of graphics, although they do also feature animations of a style designed for partially sighted players. The games are fairly simple Macromedia Flash? applications, suitable for web publishing, and while not so complex as some other titles, they still emphasise some crucial design issues of creating sound-based interactive media.  相似文献   
184.
185.
The technical enablers for mobile augmented reality (MAR) are becoming robust enough to allow the development of MAR services that are truly valuable for consumers. Such services would provide a novel interface to the ubiquitous digital information in the physical world, hence serving in great variety of contexts and everyday human activities. To ensure the acceptance and success of future MAR services, their development should be based on knowledge about potential end users’ expectations and requirements. We conducted 16 semi-structured interview sessions with 28 participants in shopping centres, which can be considered as a fruitful context for MAR services. We aimed to elicit new knowledge about (1) the characteristics of the expected user experience and (2) central user requirements related to MAR in such a context. From a pragmatic viewpoint, the participants expected MAR services to catalyse their sense of efficiency, empower them with novel context-sensitive and proactive functionalities and raise their awareness of the information related to their surroundings with an intuitive interface. Emotionally, MAR services were expected to offer stimulating and pleasant experiences, such as playfulness, inspiration, liveliness, collectivity and surprise. The user experience categories and user requirements that were identified can serve as targets for the design of user experience of future MAR services.  相似文献   
186.
187.
188.
Test-taking behaviors (i.e., task focus, maintenance of attention, and cooperation) affect children's cognitive test performance, and, thus, it is critical to take test-taking behavior into account when drawing conclusions and making recommendations. Prior studies have evaluated test-taking behaviors at the end of the assessment; the present study focused on the fluctuation of cooperation and attention during a neuropsychological assessment. We examined the attention and cooperation of 5-year-old children in a test-taking situation; the associations between these aspects of their test-taking behavior and the children's concurrent neurocognitive test performance, IQ, and parent-rated behavior; and the associations with their IQ, behavioral outcomes, and academic achievement at 8 years of age. The data (for 76 boys and 63 girls) were drawn from the Jyv?skyl? Longitudinal Study of Dyslexia (Lyytinen et al., 2001, 2004). All the children were Caucasian and spoke Finnish as their native language. As a whole, the 5-year-old children showed high cooperation and attention, but a slight decrement in test-taking behavior toward the end of the session was rather common. Three subgroups of children with different levels of cooperation and attention were identified. Children in the subgroup with nonoptimal attention and cooperation showed decreasing neurocognitive test performance toward the end of the assessment session. They also showed more inattentive behavior 3 years later. The findings imply that the examiner's observations of waning attention and cooperation during the assessment session are highly relevant, as these provide stable and clinically meaningful information about the child's behavioral tendencies. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   
189.
190.
In this paper, a processor architecture tailored for radix-4 and mixed-radix FFT computations is described. The processor has native support for power-of-two transform sizes. Several optimizations have been used to improve the energy-efficiency of the processor and experiments show that a programmable solution can possess energy-efficiency comparable to fixed-function ASICs.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号