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61.
Nonnegative matrix factorization (NMF) algorithms have been utilized in a wide range of real applications; however, the performance of NMF is highly dependent on three factors including: (1) choosing a problem dependent cost function; (2) using an effective initialization method to start the updating procedure from a near‐optimal point; and (3) determining the rank of factorized matrices prior to decomposition. Due to the nonconvex nature of the NMF cost function, finding an analytical‐based optimal solution is impossible. This paper is aimed at proposing an efficient initialization method to modify the NMF performance. To widely explore the search space for initializing the factorized matrices in NMF, the island genetic algorithm (IGA) is employed as a diverse multiagent search scheme. To adapt IGA for NMF initialization, we present a specific mutation operator. To assess how the proposed IGA initialization method efficiently enhances NMF performance, we have implemented state‐of‐the‐art initialization methods and applied to the Japanese Female Facial Expression dataset to recognize the facial expression states. Experimental results demonstrate the superiority of the proposed approach to the compared methods in terms of relative error and fast convergence. 相似文献
62.
Request for more computation power steadily forces designers to provide more powerful processors using more number of cores on a single chip. The increasing complexity of processors leads to higher integration density, power density, and temperature. For avoiding thermal emergencies, various dynamic thermal management techniques have been presented. In this paper, we present a novel online self-adjusting temperature threshold schema for dynamic thermal management to minimize both average and peak temperature with very low performance overhead. Our proposed algorithm adjusts migration threshold according to workload and hardware platforms. The experimental results indicate that our technique can significantly decrease the average and peak temperature compared to Linux standard scheduler, and two well-known thermal management techniques: PDTM and TAS. 相似文献
63.
With the high availability of digital video contents on the internet, users need more assistance to access digital videos. Various researches have been done about video summarization and semantic video analysis to help to satisfy these needs. These works are developing condensed versions of a full length video stream through the identification of the most important and pertinent content within the stream. Most of the existing works in these areas are mainly focused on event mining. Event mining from video streams improves the accessibility and reusability of large media collections, and it has been an active area of research with notable recent progress. Event mining includes a wide range of multimedia domains such as surveillance, meetings, broadcast, news, sports, documentary, and films, as well as personal and online media collections. Due to the variety and plenty of Event mining techniques, in this paper we suggest an analytical framework to classify event mining techniques and to evaluate them based on important functional measures. This framework could lead to empirical and technical comparison of event mining methods and development of more efficient structures at future. 相似文献
64.
Localization is a crucial problem in wireless sensor networks and most of the localization algorithms given in the literature are non-adaptive and designed for fixed sensor networks. In this paper, we propose a learning based localization algorithm for mobile wireless sensor networks. By this technique, mobility in the network will be discovered by two crucial methods in the beacons: position and distance checks methods. These two methods help to have accurate localization and constrain communication just when it is necessary. The proposed method localizes the nodes based on connectivity information (hop count), which doesn’t need extra hardware and is cost efficient. The experimental results show that the proposed algorithm is scalable with a small set of beacons in large scale network with a high density of nodes. The given algorithm is fast and free from a pre-deployment requirement. The simulation results show the high performance of the proposed algorithm. 相似文献
65.
Javidan Kazemi Kordestani Ali Ahmadi Mohammad Reza Meybodi 《Applied Intelligence》2014,41(4):1150-1169
A new variant of Differential Evolution (DE), called ADE-Grid, is presented in this paper which adapts the mutation strategy, crossover rate (CR) and scale factor (F) during the run. In ADE-Grid, learning automata (LA), which are powerful decision making machines, are used to determine the proper value of the parameters CR and F, and the suitable strategy for the construction of a mutant vector for each individual, adaptively. The proposed automata based DE is able to maintain the diversity among the individuals and encourage them to move toward several promising areas of the search space as well as the best found position. Numerical experiments are conducted on a set of twenty four well-known benchmark functions and one real-world engineering problem. The performance comparison between ADE-Grid and other state-of-the-art DE variants indicates that ADE-Grid is a viable approach for optimization. The results also show that the proposed ADE-Grid improves the performance of DE in terms of both convergence speed and quality of final solution. 相似文献
66.
Benyamin Norouzi Seyed Mohammad Seyedzadeh Sattar Mirzakuchaki Mohammad Reza Mosavi 《Multimedia Systems》2014,20(1):45-64
In this paper, a novel algorithm for image encryption based on hash function is proposed. In our algorithm, a 512-bit long external secret key is used as the input value of the salsa20 hash function. First of all, the hash function is modified to generate a key stream which is more suitable for image encryption. Then the final encryption key stream is produced by correlating the key stream and plaintext resulting in both key sensitivity and plaintext sensitivity. This scheme can achieve high sensitivity, high complexity, and high security through only two rounds of diffusion process. In the first round of diffusion process, an original image is partitioned horizontally to an array which consists of 1,024 sections of size 8 × 8. In the second round, the same operation is applied vertically to the transpose of the obtained array. The main idea of the algorithm is to use the average of image data for encryption. To encrypt each section, the average of other sections is employed. The algorithm uses different averages when encrypting different input images (even with the same sequence based on hash function). This, in turn, will significantly increase the resistance of the cryptosystem against known/chosen-plaintext and differential attacks. It is demonstrated that the 2D correlation coefficients (CC), peak signal-to-noise ratio (PSNR), encryption quality (EQ), entropy, mean absolute error (MAE) and decryption quality can satisfy security and performance requirements (CC <0.002177, PSNR <8.4642, EQ >204.8, entropy >7.9974 and MAE >79.35). The number of pixel change rate (NPCR) analysis has revealed that when only one pixel of the plain-image is modified, almost all of the cipher pixels will change (NPCR >99.6125 %) and the unified average changing intensity is high (UACI >33.458 %). Moreover, our proposed algorithm is very sensitive with respect to small changes (e.g., modification of only one bit) in the external secret key (NPCR >99.65 %, UACI >33.55 %). It is shown that this algorithm yields better security performance in comparison to the results obtained from other algorithms. 相似文献
67.
Hamed Ahmadi Saman Zad Tootaghaj Mahmoud Reza Hashemi Shervin Shirmohammadi 《Multimedia Systems》2014,20(5):485-501
The widespread availability of broadband internet access and the growth in server-based processing have provided an opportunity to run games away from the player into the cloud and offer a new promising service known as cloud gaming. The concept of cloud gaming is to render a game in the cloud and stream the resulting game scenes to the player as a video sequence over a broadband connection. To meet the stringent network bandwidth requirements of cloud gaming and support more players, efficient bit rate reduction techniques are needed. In this paper, we introduce the concept of game attention model (GAM), which is basically a game context-based visual attention model, as a means for reducing the bit rate of the streaming video more efficiently. GAM estimates the importance of each macro-block in a game frame from the player’s perspective and allows encoding the less important macro-blocks with lower bit rate. We have evaluated nine game video sequences, covering a wide range of game genre and a spectrum of scene content in terms of details, motion and brightness. Our subjective assessment shows that by integrating this model into the cloud gaming framework, it is possible to decrease the required bit rate by nearly 25 % on average, while maintaining a relatively high user quality of experience. This clearly enables players with limited communication resources to benefit from cloud gaming with acceptable quality. 相似文献
68.
The solid‐state radical polymerization of sodium methacrylate was investigated. It was initiated by azobisisobutyronitrile, which was used as a radical initiator. Differential scanning calorimetry (DSC) was used to observe the endothermic and exothermic transitions during the polymerization reaction. Structural studies were performed with the DSC thermograms and Fourier transform infrared and ultraviolet–visible spectra, and all of the results confirmed the progress of the reaction. The obtained data revealed that the polymerization reaction proceeded completely with a 100% conversion. ΔH of this reaction was calculated with various amounts of the initiator, and the peak temperatures were determined at different heating rates. The activation energy (19.7 kcal mol?1) was also obtained by the Kissinger method for this type of solid polymerization reaction. © 2003 Wiley Periodicals, Inc. J Appl Polym Sci 90: 1648–1654, 2003 相似文献
69.
70.
Application of quantum-dot is a promising technology for implementing digital systems at nano-scale. QCA supports the new devices with nanotechnology architecture. This technique works based on electron interactions inside quantum-dots leading to emergence of quantum features and decreasing the problem of future integrated circuits in terms of size. In this paper, we will successfully design, implement and simulate a new full adder based on QCA with the minimum delay, area and complexities. Also, new XOR gates will be presented which are used in 8-bit controllable inverter in QCA. Furthermore, a new 8-bit full adder is designed based on the majority gate in the QCA, with the minimum number of cells and area which combines both designs to implement an 8-bit adder/subtractor in the QCA. This 8-bit adder/subtractor circuit has the minimum delay and complexity. Being potentially pipeline, the QCA technology calculates the maximum operating speed. 相似文献