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61.
Expedited simulation‐driven design optimization of UWB antennas by means of response features
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In this work, a method for fast design optimization of broadband antennas is considered. The approach is based on a feature‐based optimization (FBO) concept where reflection characteristics of the structure at hand are formulated in terms of suitably defined feature points. Redefinition of the design problem allows for reducing the design optimization cost, because the dependence of feature point coordinates on antenna dimensions is less nonlinear than for the original frequency characteristics (here, S‐parameters). This results in faster convergence of the optimization algorithm. The cost of the design process is further reduced using variable‐fidelity electromagnetic (EM) simulation models. In case of UWB antennas, the feature points are defined, among others, as the levels of the reflection characteristic at its local in‐band maxima, as well as location of the frequency point which corresponds to acceptable reflection around the lower corner frequency within the UWB band. Also, the number of characteristic points depends on antenna topology and its dimensions. Performance of FBO‐based design optimization is demonstrated using two examples of planar UWB antennas. Moreover, the computational cost of the approach is compared with conventional optimization driven by a pattern search algorithm. Experimental validation of the numerical results is also provided. 相似文献
62.
Ayse Tosun Oscar Dieste Davide Fucci Sira Vegas Burak Turhan Hakan Erdogmus Adrian Santos Markku Oivo Kimmo Toro Janne Jarvinen Natalia Juristo 《Empirical Software Engineering》2017,22(6):2763-2805
Existing empirical studies on test-driven development (TDD) report different conclusions about its effects on quality and productivity. Very few of those studies are experiments conducted with software professionals in industry. We aim to analyse the effects of TDD on the external quality of the work done and the productivity of developers in an industrial setting. We conducted an experiment with 24 professionals from three different sites of a software organization. We chose a repeated-measures design, and asked subjects to implement TDD and incremental test last development (ITLD) in two simple tasks and a realistic application close to real-life complexity. To analyse our findings, we applied a repeated-measures general linear model procedure and a linear mixed effects procedure. We did not observe a statistical difference between the quality of the work done by subjects in both treatments. We observed that the subjects are more productive when they implement TDD on a simple task compared to ITLD, but the productivity drops significantly when applying TDD to a complex brownfield task. So, the task complexity significantly obscured the effect of TDD. Further evidence is necessary to conclude whether TDD is better or worse than ITLD in terms of external quality and productivity in an industrial setting. We found that experimental factors such as selection of tasks could dominate the findings in TDD studies. 相似文献
63.
Xiaohui Wang Dion Hoe-Lian Goh Ee-Peng Lim Adrian Wei Liang Vu Alton Yeow Kuan Chua 《International journal of human-computer interaction》2017,33(10):813-821
Within the human computation paradigm, gamification is increasingly gaining interest. This is because an enjoyable experience generated by game features can be a powerful approach to attract participants. Although potentially useful, little research has been conducted into understanding the effectiveness of gamification in human computation. In this experimental study, we operationalized effectiveness as perceived engagement and user acceptance and examined it by comparing the performance of a gamified human computation system against a non-gamified version. We also investigate the determinants of acceptance and how their effects differ between these two systems. Analysis of our data found that participants experienced more engagement and showed higher behavioral intentions toward the gamified system. Moreover, perceived output quality and perceived engagement were significant determinants of acceptance of the gamified system. In contrast, determinants for acceptance of the non-gamified system were perceived output quality and perceived usability. 相似文献
64.
The null controllable set of a system is the largest set of states that can be controlled to the origin. Control systems that have a region of attraction equal to the null controllable set are said to be maximally controllable closed-loop systems. In the case of open-loop unstable plants with amplitude constrained control it is well known that the null controllable set does not cover the entire state-space. Further the combination of input constraints and unstable system dynamics results in a set of state constraints which we call implicit constraints. It is shown that the simple inclusion of implicit constraints in a controller formulation results in a controller that achieves maximal controllability for a class of open-loop unstable systems. 相似文献
65.
Justin Solomon Mirela Ben‐Chen Adrian Butscher Leonidas Guibas 《Computer Graphics Forum》2011,30(2):365-374
The discovery of meaningful parts of a shape is required for many geometry processing applications, such as parameterization, shape correspondence, and animation. It is natural to consider primitives such as spheres, cylinders and cones as the building blocks of shapes, and thus to discover parts by fitting such primitives to a given surface. This approach, however, will break down if primitive parts have undergone almost‐isometric deformations, as is the case, for example, for articulated human models. We suggest that parts can be discovered instead by finding intrinsic primitives, which we define as parts that posses an approximate intrinsic symmetry. We employ the recently‐developed method of computing discrete approximate Killing vector fields (AKVFs) to discover intrinsic primitives by investigating the relationship between the AKVFs of a composite object and the AKVFs of its parts. We show how to leverage this relationship with a standard clustering method to extract k intrinsic primitives and remaining asymmetric parts of a shape for a given k. We demonstrate the value of this approach for identifying the prominent symmetry generators of the parts of a given shape. Additionally, we show how our method can be modified slightly to segment an entire surface without marking asymmetric connecting regions and compare this approach to state‐of‐the‐art methods using the Princeton Segmentation Benchmark. 相似文献
66.
Justin Solomon Mirela Ben‐Chen Adrian Butscher Leonidas Guibas 《Computer Graphics Forum》2011,30(5):1543-1552
Cartoon animation, image warping, and several other tasks in two‐dimensional computer graphics reduce to the formulation of a reasonable model for planar deformation. A deformation is a map from a given shape to a new one, and its quality is determined by the type of distortion it introduces. In many applications, a desirable map is as isometric as possible. Finding such deformations, however, is a nonlinear problem, and most of the existing solutions approach it by minimizing a nonlinear energy. Such methods are not guaranteed to converge to a global optimum and often suffer from robustness issues. We propose a new approach based on approximate Killing vector fields (AKVFs), first introduced in shape processing. AKVFs generate near‐isometric deformations, which can be motivated as direction fields minimizing an “as‐rigid‐as‐possible” (ARAP) energy to first order. We first solve for an AKVF on the domain given user constraints via a linear optimization problem and then use this AKVF as the initial velocity field of the deformation. In this way, we transfer the inherent nonlinearity of the deformation problem to finding trajectories for each point of the domain having the given initial velocities. We show that a specific class of trajectories — the set of logarithmic spirals — is especially suited for this task both in practice and through its relationship to linear holomorphic vector fields. We demonstrate the effectiveness of our method for planar deformation by comparing it with existing state‐of‐the‐art deformation methods. 相似文献
67.
Given a set of points in the plane, and a sweep-line as a tool, what is best way to move the points to a target point using a sequence of sweeps? In a sweep, the sweep-line is placed at a start position somewhere in the plane, then moved orthogonally and continuously to another parallel end position, and then lifted from the plane. The cost of a sequence of sweeps is the total length of the sweeps. Another parameter of interest is the number of sweeps. Four variants are discussed, depending on whether the target is a hole or a pile, and whether the target is specified or freely selected by the algorithm. Here we present a ratio 4/π≈1.27 approximation algorithm in the length measure, which performs at most four sweeps. We also prove that, for the two constrained variants, there are sets of n points for which any sequence of minimum cost requires 3n/2?O(1) sweeps. 相似文献
68.
New tight bounds are presented on the minimum length of planar straight line graphs connecting n given points in the plane and having convex faces. Specifically, we show that the minimum length of a convex Steiner partition
for n points in the plane is at most O(log n/log log n) times longer than a Euclidean minimum spanning tree (EMST), and this bound is the best possible. Without Steiner points,
the corresponding bound is known to be Θ(log n), attained for n vertices of a pseudo-triangle. We also show that the minimum length convex Steiner partition of n points along a pseudo-triangle is at most O(log log n) times longer than an EMST, and this bound is also the best possible. Our methods are constructive and lead to O(nlog n) time algorithms for computing convex Steiner partitions having O(n) Steiner points and weight within the above worst-case bounds in both cases. 相似文献
69.
Geometric fusion for a hand-held 3D sensor 总被引:2,自引:0,他引:2
Abstract. This article presents a geometric fusion algorithm developed for the reconstruction of 3D surface models from hand-held sensor
data. Hand-held systems allow full 3D movement of the sensor to capture the shape of complex objects. Techniques previously
developed for reconstruction from conventional 2.5D range image data cannot be applied to hand-held sensor data. A geometric
fusion algorithm is introduced to integrate the measured 3D points from a hand-held sensor into a single continuous surface.
The new geometric fusion algorithm is based on the normal-volume representation of a triangle, which enables incremental transformation of an arbitrary mesh into an implicit volumetric field
function. This system is demonstrated for reconstruction of surface models from both hand-held sensor data and conventional
2.5D range images.
Received: 30 August 1999 / Accepted: 21 January 2000 相似文献
70.
The ability to analyze the effectiveness of agent reward structures is critical to the successful design of multiagent learning
algorithms. Though final system performance is the best indicator of the suitability of a given reward structure, it is often
preferable to analyze the reward properties that lead to good system behavior (i.e., properties promoting coordination among
the agents and providing agents with strong signal to noise ratios). This step is particularly helpful in continuous, dynamic,
stochastic domains ill-suited to simple table backup schemes commonly used in TD(λ)/Q-learning where the effectiveness of
the reward structure is difficult to distinguish from the effectiveness of the chosen learning algorithm. In this paper, we
present a new reward evaluation method that provides a visualization of the tradeoff between the level of coordination among
the agents and the difficulty of the learning problem each agent faces. This method is independent of the learning algorithm
and is only a function of the problem domain and the agents’ reward structure. We use this reward property visualization method
to determine an effective reward without performing extensive simulations. We then test this method in both a static and a
dynamic multi-rover learning domain where the agents have continuous state spaces and take noisy actions (e.g., the agents’
movement decisions are not always carried out properly). Our results show that in the more difficult dynamic domain, the reward
efficiency visualization method provides a two order of magnitude speedup in selecting good rewards, compared to running a
full simulation. In addition, this method facilitates the design and analysis of new rewards tailored to the observational
limitations of the domain, providing rewards that combine the best properties of traditional rewards. 相似文献