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121.
A new type of velocimeter, capable of local velocity measurements in conducting fluids, is introduced. The principle of the "magnetic-distortion probe" is based on the measurement of the induced magnetic field by the flow of a conducting fluid in the vicinity of a localized magnetic field. The new velocimeter has no moving parts, and can be enclosed in a sealed cap, easing the implementation in harsh environments, such as liquid metals. The proposed method allows one to probe both the continuous part and fluctuations of the velocity, the temporal and spatial resolution being linked to the actual geometric configuration of the probe. A prototype probe has been tested in a gallinstan pipe flow and in a fully turbulent flow of liquid gallium generated by the counter rotation of two coaxial impellers in a cylinder. The signals have been compared to a reference potential probe and show very good agreement both for time-averaged velocities and turbulent fluctuations. The prototype is shown to detect motion from a few cm s(-1) to a few m s(-1). Moreover, the use of the magnetic-distortion probe with large-scale applied magnetic field is discussed.  相似文献   
122.
Through the rapid spread of smartphones, users have access to many types of applications similar to those on desktop computer systems. Smartphone applications using augmented reality (AR) technology make use of users' location information. As AR applications will require new evaluation methods, improved usability and user convenience should be developed. The purpose of the current study is to develop usability principles for the development and evaluation of smartphone applications using AR technology. We develop usability principles for smartphone AR applications by analyzing existing research about heuristic evaluation methods, design principles for AR systems, guidelines for handheld mobile device interfaces, and usability principles for the tangible user interface. We conducted a heuristic evaluation for three popularly used smartphone AR applications to identify usability problems. We suggested new design guidelines to solve the identified problems. Then, we developed an improved AR application prototype of an Android-based smartphone, which later was conducted a usability testing to validate the effects of usability principles.  相似文献   
123.
This article addresses the output feedback control for discrete‐time Markov jump linear systems. With fully known transition probability, sufficient conditions for an internal model based controller design are obtained. For the case where the transition probabilities are uncertain and belong to a convex polytope with known vertices, we provide a sufficient LMI condition that guarantees the norm of the closed‐loop system is below a prescribed level. That condition can be improved through an iterative procedure. Additionally, we are able to deal with the case of cluster availability of the Markov mode, provided that some system matrices do not vary within a given cluster, an assumption that is suitable to deal with packet dropout models for networked control systems. A numerical example shows the applicability of the design and compares it with previous results. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   
124.
Speaker recognition performance in emotional talking environments is not as high as it is in neutral talking environments. This work focuses on proposing, implementing, and evaluating a new approach to enhance the performance in emotional talking environments. The new proposed approach is based on identifying the unknown speaker using both his/her gender and emotion cues. Both Hidden Markov Models (HMMs) and Suprasegmental Hidden Markov Models (SPHMMs) have been used as classifiers in this work. This approach has been tested on our collected emotional speech database which is composed of six emotions. The results of this work show that speaker identification performance based on using both gender and emotion cues is higher than that based on using gender cues only, emotion cues only, and neither gender nor emotion cues by 7.22 %, 4.45 %, and 19.56 %, respectively. This work also shows that the optimum speaker identification performance takes place when the classifiers are completely biased towards suprasegmental models and no impact of acoustic models in the emotional talking environments. The achieved average speaker identification performance based on the new proposed approach falls within 2.35 % of that obtained in subjective evaluation by human judges.  相似文献   
125.
Based on the analysis of “real” Second Life meetings data, in educational and professional settings, our objective is to understand the actual uses of this kind of Virtual World and more particularly, the interactive frames constructed in SL meetings and their interrelation with uses of communication media. The originality of our analytical framework stems from the combination of two perspectives: a third view perspective based on analyses of observational data and a first view perspective based on users’ reports on their experience in SL. Our results highlight: boundaries between serious and recreational registers; avatar’s expression and attribution of feelings to the person “behind”; spatial positioning as indicators and constructors of roles and engagement; management of communication fluidity and joint focus; narrowing of communication media used for task focus content; emerging mediation role for management of fractured exchanges.  相似文献   
126.
ABSTRACT

This exhibition review focuses on the quest for weaving boundaries between body-form-space-and material relationship using immersive technologies. Emerging as an architectural counterpoint, Universal Everything: Fluid Bodies exhibition held in Borusan Contemporary focuses on how we perceive the motion and form in relation to it, as well as fusing senses of kinaesthetic and synaesthetic through a data driven and motion-based visual representation. Through these algorithms, the exhibition displays how neuroarchitecture reminds us of the senses of perception. The architectural counterpoint, intention as an interaction and encounter of the body with ‘the machine’ as the ‘voyeur body’ and how this observational dialogue becomes a research methodology in understanding the nature of movement in space through digital tools.  相似文献   
127.
Although fuzzy-filtered neural networks (FFNN) have been used in pattern classification because of their unique characteristics in feature extraction, they usually have poor performance in forecasting applications due to their structure complexities especially in their consequent reasoning part. In this paper, an enhanced FFNN, EFFNN, is proposed for time series forecasting and material fatigue prognosis. A novel neural network scheme is developed to facilitate computation implementation. A new conjugate technique is proposed to improve training efficiency. The effectiveness of the developed EFFNN scheme and the related training technique is demonstrated by a series of simulation tests. The EFFNN is also implemented for material fatigue prognosis. Test results show that the developed EFFNN predictor is an effective forecasting tool; it can capture system dynamics effectively and track system characteristics accurately.  相似文献   
128.
The popularity and growth of social networking sites (SNSs) have resulted in fierce competition among SNS providers. A critical concern of SNSs is to identify how to have users continuously use a specific SNS. This study examines the determinants of journal-type bloggers’ continuous self-disclosure. An analysis of 283 samples with continuous self-disclosure experiences in journal-type blogs shows that personal factors, specifically the habit of self-disclosure, are the major factors affecting bloggers’ continuous self-disclosure, followed by self-benefits. In contrast, social factors, such as positive audience feedback and social benefits, are not related to continuous self-disclosure. These results suggest that SNS providers must encourage users to develop the habit of using their web sites regularly. By providing differential benefits to users, SNS providers may attract users to continuously use their services.  相似文献   
129.
This paper presents an improved method based on single trial EEG data for the online classification of motor imagery tasks for brain-computer interface (BCI) applications. The ultimate goal of this research is the development of a novel classification method that can be used to control an interactive robot agent platform via a BCI system. The proposed classification process is an adaptive learning method based on an optimization process of the hidden Markov model (HMM), which is, in turn, based on meta-heuristic algorithms. We utilize an optimized strategy for the HMM in the training phase of time-series EEG data during motor imagery-related mental tasks. However, this process raises important issues of model interpretation and complexity control. With these issues in mind, we explore the possibility of using a harmony search algorithm that is flexible and thus allows the elimination of tedious parameter assignment efforts to optimize the HMM parameter configuration. In this paper, we illustrate a sequential data analysis simulation, and we evaluate the optimized HMM. The performance results of the proposed BCI experiment show that the optimized HMM classifier is more capable of classifying EEG datasets than ordinary HMM during motor imagery tasks.  相似文献   
130.
Multicamera people tracking with a probabilistic occupancy map   总被引:1,自引:0,他引:1  
Given two to four synchronized video streams taken at eye level and from different angles, we show that we can effectively combine a generative model with dynamic programming to accurately follow up to six individuals across thousands of frames in spite of significant occlusions and lighting changes. In addition, we also derive metrically accurate trajectories for each one of them.Our contribution is twofold. First, we demonstrate that our generative model can effectively handle occlusions in each time frame independently, even when the only data available comes from the output of a simple background subtraction algorithm and when the number of individuals is unknown a priori. Second, we show that multi-person tracking can be reliably achieved by processing individual trajectories separately over long sequences, provided that a reasonable heuristic is used to rank these individuals and avoid confusing them with one another.  相似文献   
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