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61.
We present an approach to the problem of finding an L approximant of the infinite-dimensional system describing the diffusion of heat in a wall. We show that this system can be regarded as a delay system with Laplace variable √s. We are able to get results, established in Zwart et al. (1988), about partial fraction expansion for delay systems, achieved by some adjustment to the specificities of our particular case. The determination of an L approximant is realised in two steps, using the optimal Hankel-norm approximation.  相似文献   
62.
We present a new algorithm for detecting self-collisionson highly discretized moving polygonal surfaces. If is based on geometrical shape regularity properties that permit avoiding many useless collision tests. We use an improved hierarchical representation of our surface that, besides the optimizations inherent to hierarchisation, allows us to fake adjacency information to our advantage for applying efficiently our geometrical optimizations. We reduce the computation time between each frame by building automatically the hierarchical structure once as a preprocessing task. We describe the main principles of our algorithm, followed by some performance tests.  相似文献   
63.
The introduction of full-body controllers has made computer games more accessible and promises to provide a more natural and engaging experience to players. However, the relationship between body movement and game engagement is not yet well understood. In this article, I consider how body movement affects the player's experience during game play. I start by presenting a taxonomy of body movements observed during game play. These are framed in the context of a body of previously published research that is then embedded into a novel model of engagement. This model describes the relationship between the taxonomy of movement and the type of engagement that each class of movement facilitates. I discuss the factors that may inhibit or enhance such relationship. Finally, I conclude by considering how the proposed model could lead to a more systematic and effective use of body movement for enhancing game experience.  相似文献   
64.
Abstract

This paper describes the making of a short film on the Xian terra‐cotta soldiers using our integrated HU‐MANOID software. The method of creating and animating the soldiers’ faces is first presented. Then, we show how our approach, based on metaballs and spline surfaces, was used for designing and deforming soldiers’ bodies. For the animation of the bodies, we describe the motion control methods. Clothes for the soldiers are then described as well as horses and decor design. For the rendering, we explained our strategy using parallel machines. Finally, problems of integration are addressed.  相似文献   
65.
S-boxes constitute a cornerstone component in symmetric-key cryptographic algorithms, such as DES and AES encryption systems. In block ciphers, they are typically used to obscure the relationship between the plaintext and the ciphertext. Non-linear and non-correlated S-boxes are the most secure against linear and differential cryptanalysis. In this paper, we focus on a twofold objective: first, we evolve regular S-boxes with high non-linearity and low auto-correlation properties; then automatically generate evolvable hardware for the obtained S-box. Targeting the former, we use a quantum-inspired evolutionary algorithm to optimize regularity, non-linearity and auto-correlation, which constitute the three main desired properties in resilient S-boxes. Pursuing the latter, we exploit the same algorithm to automatically generate the evolvable hardware designs of substitution boxes that minimize hardware space and encryption/decryption time, which form the two main hardware characteristics. We compare our results against existing and well-known designs, which were produced by using conventional methods as well as through genetic algorithm. We will show that our approach provides higher quality S-boxes coding as well as circuits.  相似文献   
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Multicore architectures are mainstream due to ever increasing demand of throughput by modern applications. However, the suboptimal utilization of available resources in these architectures may imply an inevitable energy overhead. This energy overhead can only be avoided if the multicore systems support reconfiguration of available resources as per application demand. To achieve the target objectives (i.e., Energy efficiency with Throughput maximization) in multicore systems, many decision variables need to be optimized or analyzed to find the better trade-off. Heuristic-based approaches are aimed to provide a good-enough solution instead of a lengthy exhaustive search. This paper presents an Evolutionary Algorithm (EA)-based approach, i.e., Nondominated Sorting Genetic Algorithm-II (NSGA-II). Three decision variables, i.e., number of cores, cache size and frequency are used to find best solution. The proposed approach is validated over a set of parallel benchmarks using a cycle accurate simulator. The results show a significant amount of energy saving along with minimal impact on the throughput of the system.  相似文献   
69.
Footskate is a common problem encountered in interactive applications dealing with virtual character animations. It has proven difficult to fix without the use of complex numerical methods, which require expert skills for their implementations, along with a fair amount of user interaction to correct a motion. On the other hand, deformable bodies are being increasingly used in virtual reality (VR) applications, allowing users to customize their avatar as they wish. This introduces the need of adapting motions without any help from a designer, as a random user seldom has the skills required to drive the existing algorithms towards the right solution. In this paper, we present a simple method to remove footskate artifacts in VR applications. Unlike previous algorithms, our approach does not rely on the skeletal animation to perform the correction but rather on the skin. This ensures that the final foot planting really matches the virtual character’s motion. The changes are applied to the root joint of the skeleton only so that the resulting animation is as close as possible to the original one. Eventually, thanks to the simplicity of its formulation, it can be quickly and easily added to existing frameworks.  相似文献   
70.
Cross-cultural differences in recognizing affect from body posture   总被引:1,自引:0,他引:1  
Conveyance and recognition of human emotion and affective expression is influenced by many factors, including culture. Within the user modeling field, it has become increasingly necessary to understand the role affect can play in personalizing interactive interfaces using embodied animated agents. However, little research within the computer science field aims at understanding cultural differences within this vein. Therefore, we conducted a study to evaluate if differences exist in the way various cultures perceive emotion from body posture. We used static posture images of affectively expressive avatars to conduct recognition experiments with subjects from three cultures. After analyzing the subjects' judgments using multivariate analysis, we grounded the identified differences into a set of low-level posture features. We then used Mixture Discriminant Analysis (MDA) and an unsupervised expectation maximization (EM) model to build separate cultural models for affective posture recognition. Our results could prove useful to aide designers in creating more effective affective avatars.  相似文献   
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