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91.
As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have shown that visual complexity correlates with presence and may increase the perceived affective quality of the virtual world, towards an optimal experience or flow. Increasing these in VR applications may promote enjoyment and higher cognitive engagement for better learning outcomes. While visually complex materials could be motivating and pleasing to attend to, would they affect learning adversely? We developed a series of VR presentations to teach second-year psychology students about the navigational behaviour of Cataglyphis ants with flat, cartoon, or lifelike AVAs. To assess learning outcomes, we used Program Ratings, which measured perception of learning and perceived difficulty, and retention and transfer tests. The results from 200 students did not reveal any significant differences in presence, perceived affective quality, or learning outcomes as a function of the AVA’s visual complexity. While the results showed positive correlations between presence, perceived affective quality and perception of learning, none of these correlates with perceived difficulty, retention, or transfer scores. Nevertheless, our simulation produced significant improvements on retention and transfer scores in all conditions. We discuss possible explanations and future research directions. 相似文献
92.
Ken C. K. Lee Wang-Chien Lee Baihua Zheng Huajing Li Yuan Tian 《The VLDB Journal The International Journal on Very Large Data Bases》2010,19(3):333-362
Given a set of data points in a multidimensional space, a skyline query retrieves those data points that are not dominated by any other point in the same dataset. Observing that the properties of Z-order space filling curves (or Z-order curves)
perfectly match with the dominance relationships among data points in a geometrical data space, we, in this paper, develop
and present a novel and efficient processing framework to evaluate skyline queries and their variants, and to support skyline
result updates based on Z-order curves. This framework consists of ZBtree, i.e., an index structure to organize a source dataset and skyline candidates, and a suite of algorithms, namely, (1) ZSearch, which processes skyline queries, (2) ZInsert, ZDelete and ZUpdate, which incrementally maintain skyline results in presence of source dataset updates, (3) ZBand, which answers skyband queries, (4) ZRank, which returns top-ranked skyline points, (5) k-ZSearch, which evaluates k-dominant skyline queries, and (6) ZSubspace, which supports skyline queries on a subset of dimensions. While derived upon coherent ideas and concepts, our approaches
are shown to outperform the state-of-the-art algorithms that are specialized to address particular skyline problems, especially
when a large number of skyline points are resulted, via comprehensive experiments. 相似文献
93.
94.
Ken Kaneiwa 《Knowledge》2011,24(5):629-641
Order-sorted logic is a useful tool for knowledge representation and reasoning because it enables representation of sorted terms and formulas along with partially ordered sorts (called sort-hierarchy). However, this logic cannot represent more complex sorted expressions when they are true in any possible world (as rigid) or some possible worlds (as modality) such as time, space, belief, or situation. In this study, we extend order-sorted logic by introducing existential rigidity and many modalities. In the extended logic, sorted modal formulas are interpreted over the Cartesian product of sets of possible worlds. We present a new labeled tableau calculus to check the (un)satisfiability and validity of sorted modal formulas. 相似文献
95.
We propose a system that allows the user to design a continuous flow animation starting from a still fluid image. The basic idea is to apply the fluid motion extracted from a video example to the target image. The system first decomposes the video example into three components, an average image, a flow field and residuals. The user then specifies equivalent information over the target image. The user manually paints the rough flow field, and the system automatically refines it using the estimated gradients of the target image. The user semi-automatically transfers the residuals onto the target image. The system then approximates the average image and synthesizes an animation on the target image by adding the transferred residuals and warping them according to the user-specified flow field. Finally, the system adjusts the appearance of the resulting animation by applying histogram matching. We designed animations of various pictures, such as rivers, waterfalls, fires, and smoke. 相似文献
96.
Tiago?OliveiraEmail author Ken?Satoh Paulo?Novais José?Neves Hiroshi?Hosobe 《Autonomous Agents and Multi-Agent Systems》2017,31(3):656-695
In this work a default revision mechanism is introduced into speculative computation to manage incomplete information. The default revision is supported by a method for the generation of default constraints based on Bayesian networks. The method enables the generation of an initial set of defaults which is used to produce the most likely scenarios during the computation, represented by active processes. As facts arrive, the Bayesian network is used to derive new defaults. The objective with such a new dynamic mechanism is to keep the active processes coherent with arrived facts. This is achieved by changing the initial set of default constraints during the reasoning process in speculative computation. A practical example in clinical decision support is described. 相似文献
97.
98.
Jorge Lopez-Moreno Jorge JimenezSunil Hadap Ken AnjyoErik Reinhard Diego Gutierrez 《Computers & Graphics》2011,35(1):99-111
Recent works in image editing are opening up new possibilities to manipulate and enhance input images. Within this context, we leverage well-known characteristics of human perception along with a simple depth approximation algorithm to generate non-photorealistic renditions that would be difficult to achieve with existing methods. Once a perceptually plausible depth map is obtained from the input image, we show how simple algorithms yield powerful new depictions of such an image. Additionally, we show how artistic manipulation of depth maps can be used to create novel non-photorealistic versions, for which we provide the user with an intuitive interface. Our real-time implementation on graphics hardware allows the user to efficiently explore artistic possibilities for each image. We show results produced with six different styles proving the versatility of our approach, and validate our assumptions and simplifications by means of a user study. 相似文献
99.
In a mobile environment, querying a database at a stationary server from a mobile client is expensive due to the limited
bandwidth of a wireless channel and the instability of the wireless network. We address this problem by maintaining a materialized
view in a mobile client's local storage. Such a materialized view can be considered as a data warehouse. The materialized
view contains results of common queries in which the mobile client is interested. In this paper, we address the view update
problem for maintaining the consistency between a materialized view at a mobile client and the database server. The content
of a materialized view could become incoherent with that at the database server when the content of the database server and/or
when the location of the client is changed. Existing view update mechanisms are ‘push-based’. The server is responsible for
notifying all clients whose views might be affected by the changes in database or the mobility of the client. This is not
appropriate in a mobile environment due to the frequent wireless channel disconnection. Furthermore, it is not easy for a
server to keep track of client movements to update individual client location-dependent views. We propose a ‘pull-based’ approach
that allows a materialized view to be updated at a client in an incremental manner, requiring a client to request changes
to its view from the server. We demonstrate the feasibility of our approach with experimental results.
Received 27 January 1999 / Revised 26 November 1999 / Accepted 17 April 2000 相似文献
100.
Len Seligman Paul Lehner Ken Smith Chris Elsaesser David Mattox 《Journal of Intelligent Information Systems》2000,14(1):29-50
We are interested in information management for decision support applications, especially those that monitor distributed, heterogeneous databases to assess time-critical decisions. Users of such applications can easily be overwhelmed with data that may change rapidly, may conflict, and may be redundant. Developers are faced with a dilemma: either filter out most information and risk excluding critical items, or gather possibly irrelevant or redundant information, and overwhelm the decision maker. This paper describes a solution to this dilemma called decision-centric information monitoring (DCIM). First, we observe that decision support systems should monitor only information that can potentially change some decision. We present an architecture for DCIM that meets the requirements implied by this observation. We describe techniques for identifying the highest value information to monitor and techniques for monitoring that information despite autonomy, distribution, and heterogeneity of data sources. Finally, we present lessons learned from building LOOKOUT, which is to our knowledge the first implementation of a top-to-bottom system performing decision-centric information monitoring. 相似文献