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Poly(ethylene terephthalate) (PET) film casting involves melt flow through a slot die, across a small span, and onto a fast moving quench drum. In the “wire‐pinning” casting process, a thin electrified wire close to the line of contact with the drum creates a strong pinning force that delays air entrainment to higher line speeds. Nonuniform wetting of the die lips by the extruded melt is thought to be responsible for the formation of streaks, a defect in the machine direction. A finite element model of the film casting process with wire pinning was developed to assist in understanding what causes significant wetting of the lips and whether this can be avoided by electrostatic pinning. The solution of the governing equations provide the location of the static and dynamic contact lines, thus finding the wetting and pinning points in the process. The simulations investigate the sensitivity of the static wetting line locations on the die lands to the imposed values of static contact angle and die‐lip gap. It was found that while the contact angle has a small effect on the extent of die‐lip wetting within the parameter ranges examined, there is a considerable chance that the feed slot surfaces can be dewetted. This seems to be the greatest danger for causing streaks rather than excessive wetting of the die lands. © 2011 American Institute of Chemical Engineers AIChE J, 2012  相似文献   
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The support of realistic and flexible training simulations for military, law enforcement, emergency response, and other domains has been an important motivator for the development of augmented reality technology. An important vision for achieving this goal has been the creation of a versatile “stage” for physical, emotional, and cognitive training that combines virtual characters and environments with real world elements, such as furniture and props. This paper presents REFLCT, a mixed reality projection framework that couples a near-axis personal projector design with tracking and novel retroreflective props and surfaces. REFLCT provides multiple users with personalized, perspective-correct imagery that is uniquely composited for each user directly into and onto a surrounding environment, without any optics positioned in front of the user’s eyes or face. These characteristics facilitate team training experiences which allow users to easily interact with their teammates while wearing their standard issue gear. REFLCT can present virtual humans who can make deictic gestures and establish eye contact without the geometric ambiguity of a typical projection display. It can also display perspective-correct scenes that require a realistic approach for detecting and communicating potential threats between multiple users in disparate locations. In addition to training applications, this display system appears to be well matched with other user interface and application domains, such as asymmetric collaborative workspaces and personal information guides.  相似文献   
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One billion people around the world engage in some form of digital gaming. Gaming is the most energy-intensive use of personal computers, and the high-performance “racecar” systems built expressly for gaming are the fastest growing type of gaming platform. Large performance-normalized variations in nameplate power ratings for gaming computer components available on today’s market indicate significant potential for energy savings: central processing units vary by 4.3-fold, graphics processing units 5.8-fold, power supply units 1.3-fold, motherboards 5.0-fold, and random access memory (RAM) 139.2-fold. Measured performance of displays varies by 11.5-fold. However, underlying the importance of empirical data, we find that measured peak power requirements are considerably lower than nameplate for most components tested, and by about 50 % for complete systems. Based on actual measurements of five gaming PCs with progressively more efficient component configurations, we estimate the typical gaming computer (including display) to use approximately 1400 kWh/year, which is equivalent to the energy use of ten game consoles, six standard PCs, or three refrigerators. The more intensive user segments could easily consume double this central estimate. While gaming PCs represent only 2.5 % of the global installed PC equipment base, our initial scoping estimate suggests that gaming PCs consumed 75 TWh/year ($10 billion) of electricity globally in 2012 or approximately 20 % of total PC, notebook, and console energy usage. Based on projected changes in the installed base, we estimate that consumption will more than double by the year 2020 if the current rate of equipment sales is unabated and efficiencies are not improved. Although they will represent only 10 % of the installed base of gaming platforms in 2020, relatively high unit energy consumption and high hours of use will result in gaming computers being responsible for 40 % of gaming energy use. Savings of more than 75 % can be achieved via premium efficiency components applied at the time of manufacture or via retrofit, while improving reliability and performance (nearly a doubling of performance per unit of energy). This corresponds to a potential savings of approximately 120 TWh/year or $18 billion/year globally by 2020. A consumer decision-making environment largely devoid of energy information and incentives suggests a need for targeted energy efficiency programs and policies in capturing these benefits.  相似文献   
25.
Technologies for ballast water treatment: a review   总被引:1,自引:0,他引:1  
Invasive aquatic species discharged through ballast water is one of the most serious problems posed nowadays in the marine environment. This review paper summarizes the available technologies applied for ballast water treatment. These technologies can be either port‐based or ship‐based, with the latter being easier to implement. Special emphasis was given to onboard treatment methods, which can be categorized as physical separation, mechanical or chemical methods. The efficiency of the methods, as well as the capacity of application and the target microorganisms were compiled and are presented in this review. Copyright © 2009 Society of Chemical Industry  相似文献   
26.
This paper reviews the application of attached growth processes for municipal wastewater treatment. Attached growth processes are classified as aerobic (either aerated or non‐aerated), anaerobic and hybrid (anaerobic/anoxic and aerobic). The main advantage of attached growth systems is that they maintain a high concentration of microorganisms resulting in high removal rates at relatively small hydraulic retention times. The basic design and operational characteristics of various systems are presented in terms of packing materials, organic loading rates, treatment temperature, as well as achieved removal rates. © 2012 Society of Chemical Industry  相似文献   
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Evan  Chakroff  陈治国译 《建筑师》2013,(1):98-103
业余建筑工作室的王澍,运用传统建筑材料和形式策略,强调行人尺度的都市主义,通过回收材料和重新诠释地方形式来响应历史文脉,倡导了一种乐观的可持续性。业余建筑的作品承载了历史,再生中国的建筑遗产;同时又指向未来,在当代中国创造了一种扎根于地域文化的建筑学和都市主义的新模式。  相似文献   
29.
Physicochemical relationships in the boundary zone between groundwater and surface water (i.e. the hyporheic zone) are controlled by surface water hydrology and the hydrogeologic properties of the riverbed. We studied how sediment permeability and river discharge altered the vertical hydraulic gradient (VHG) and water quality of the hyporheic zone within the Hanford Reach of the Columbia River. The Columbia River at Hanford is a large, cobble‐bed river where water level fluctuates up to 2 m daily because of hydropower generation. Concomitant with river stage recordings, continuous readings were made of water temperature, specific conductance, dissolved oxygen and water level of the hyporheic zone. The water level data were used to calculate VHG between the river and hyporheic zone. Sediment permeability was estimated using slug tests conducted in piezometers installed into the river bed. The response of water quality measurements and VHG to surface water fluctuations varied widely among study sites, ranging from no apparent response to covariance with river discharge. At some sites, a hysteretic relationship between river discharge and VHG was indicated by a time lag in the response of VHG to changes in river stage. The magnitude, rate of change and hysteresis of the VHG response varied the most at the least permeable location (hydraulic conductivity (K) = 2.9 × 10?4 cms?1) and the least at the most permeable location (K = 8.0 × 10?3 cms?1). Our study provides empirical evidence that sediment properties and river discharge both control the water quality of the hyporheic zone. Regulated rivers, like the Columbia River at Hanford, that undergo large, frequent discharge fluctuations represent an ideal environment in which to study hydrogeologic processes over relatively short time periods (i.e. days to weeks) that would require much longer periods (i.e. months to years) to evaluate in unregulated systems. Copyright © 2006 John Wiley & Sons Ltd.  相似文献   
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