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31.
Novel polymeric sodium alginate (Na‐Alg) interpenetrating network (IPN) beads have been prepared by crosslinking Na‐Alg blend with gelatin (GE) or egg albumin (EA) using glutaraldehyde (GA) as the crosslinking agent. These beads were used for the controlled release of chlorpyrifos. The swelling experiments were performed in water at different temperatures, and these data were used to calculate the molecular mass (MC) between crosslinks as well as diffusion coefficients. Diffusion coefficients calculated from desorption data were lower by about two orders of magnitude than those calculated from sorption results. Higher values of MC were obtained for the gelatin‐based IPNs than the neat Na‐Alg and egg albumin‐based matrices. Size of the beads did not vary significantly either by the network or by increasing the exposure time to the crosslinking agent. The scanning electron microscopy (SEM) was used to understand the surface characteristics of the beads. Differential scanning calorimetry (DSC) indicated a molecular level dispersion of chlorpyrifos in the polymer matrix. The percentage entrapment efficiency showed a dependence on the type of network polymer as well as time of exposure to the crosslinking agent. The encapsulation efficiency decreased with an increase in time of exposure to the crosslinking agent. In vitro release experiments have been performed to follow the release kinetics of chlorpyrifos from the matrices. © 2002 Wiley Periodicals, Inc. J Appl Polym Sci 85: 911–918, 2002  相似文献   
32.
Dense 8 mol% CuO-doped 3Y-TZP ceramics were prepared by pressureless sintering for 8 h at 1500° and 1550°C, respectively. Transmission electron spectroscopy revealed that the ceramic sintered at 1500°C exhibits grain boundaries free of any amorphous phase, while crystalline copper-oxide grains were found in the zirconia matrix, whereas the sample sintered at 1550°C contains a Cu-rich amorphous grain boundary layer. The tribological behavior of these materials was tested under dry-sliding conditions using a pin-on-disk tribometer. The material sintered at 1500°C showed self-lubrication resulting in a low coefficient of friction ( f ) of 0.2–0.3 and a low specific wear rate ( k ) ≪ 10−6 mm3·(N·m)−1. In contrast, the material sintered at 1550°C showed poor tribological behavior ( f =0.8–0.9; k ≫ 10−6 mm3·(N·m)−1 under the same conditions. The difference in the tribological behavior of these two materials was interpreted on the basis of mechanical properties and microstructural characteristics.  相似文献   
33.
Four series of polylactide (PLA) based composite films containing horizontally aligned few layer graphene (FLG) flakes of high aspect ratio and adsorbed albumin are prepared. The mechanical and thermal properties varies with percentage, dispersion degree and size of FLG flakes. Great improvement up to 290% and 360% of tensile modulus and strength respectively were obtained for the composite containing high lateral size of FLG at 0.17% wt, and up to 60% and 80% for the composite with very well dispersed 0.02% wt FLG. The composites of PLA and PEG-PLLA containing very well dispersed FLG flakes at 0.07% wt are ductile showing enhancement of elongation at break up to respectively 80% and 88%. Relatively high electrical conductivity, 5 × 10−3 S/cm, is measured for PLA film charged with 3% of FLG.  相似文献   
34.
This article provides an introduction to the usage of software engineering approaches and tools for the design of user experience (UE). This approach was developed for three main reasons: (a) to provide UE design teams a rigorous, methodical, encompassing method that can be applied throughout the entire product development cycle; (b) to provide designers a way to work with abstract concepts to establish the conceptual design of the system before progressing to the realization of the design to the appropriate platform; and (c) to communicate the intended design to the implementation team in a manner that is concise, complete, and familiar. The approach is the application of Unified Modeling Language concepts to describe users and the UE design rather than the technical architecture. It is believed that designing the UE design separately from the technical architecture will help ensure teams deliver a usable and delightful UE. The methods in this article have been applied to a handful of real-world projects in the last year and a half. Thus far, the application of software engineering approaches and tools have been found to be very powerful aids that have enabled the creation of highly useful Web experiences as well as software applications.

Our intent is to address the full gamut of issues involved in creating a total user experience (UE)-from discovery of users needs through high-level and low-level design, ensuring fidelity during development, and deployment, with a full assessment of how well the design meets users' needs. We believe that through a concerted use of such a rigorous approach we can greatly improve not only the UE of products we create, but also the experience of designing and developing them. We are not the only team taking this direction in UE design. It has become clear to many in our field that a more rigorous, thorough, and accurate approach to UE design is not only possible-it is necessary, for many of the same reasons that software engineers long ago embraced such practices. As we are evolving our approaches in other phases, this article focuses on the discovery and design phase activities.  相似文献   
35.
One has a large workload that is “divisible”—its constituent work’s granularity can be adjusted arbitrarily—and one has access to p remote worker computers that can assist in computing the workload. How can one best utilize the workers? Complicating this question is the fact that each worker is subject to interruptions (of known likelihood) that kill all work in progress on it. One wishes to orchestrate sharing the workload with the workers in a way that maximizes the expected amount of work completed. Strategies are presented for achieving this goal, by balancing the desire to checkpoint often—thereby decreasing the amount of vulnerable work at any point—vs. the desire to avoid the context-switching required to checkpoint. Schedules must also temper the desire to replicate work, because such replication diminishes the effective remote workforce. The current study demonstrates the accessibility of strategies that provably maximize the expected amount of work when there is only one worker (the case p=1) and, at least in an asymptotic sense, when there are two workers (the case p=2); but the study strongly suggests the intractability of exact maximization for p≥2 computers, as work replication on multiple workers joins checkpointing as a vehicle for decreasing the impact of work-killing interruptions. We respond to that challenge by developing efficient heuristics that employ both checkpointing and work replication as mechanisms for decreasing the impact of work-killing interruptions. The quality of these heuristics, in expected amount of work completed, is assessed through exhaustive simulations that use both idealized models and actual trace data.  相似文献   
36.
The paper describes a number of virtual reality projects taking place in Africa. The availability of VR on PCs, it is argued, has made access possible for a large number of users. Applications for education and training and applications that preserve and promote African culture are particularly highlighted.  相似文献   
37.
Electronic calendars are important tools that are used by consumers on a daily basis. However, scheduling a meeting that involves persons with different commitments and preferences remains a difficult task. Meeting scheduling is difficult because current calendaring applications cannot handle the responsibility of automatically and autonomously managing time slots. This paper presents a distributed multi-agent system architecture in which each person is represented by an agent. These agents automatically and autonomously work together to assist different users to book meetings on their behalf. Each agent has the capability to manage, negotiate and schedule tasks, meetings, events, appointments for its assigned user. In this multi-agent system, the agents coordinate their activities and negotiate on behalf of their associated users to find a solution that satisfies the users' meeting requirements and preferences. A prototype of this system is implemented to demonstrate how the agents can automatically book meetings.  相似文献   
38.
This paper presents a driver simulator, which takes into account the information about the user’s state of mind (level of attention, fatigue state, stress state). The user’s state of mind analysis is based on video data and biological signals. Facial movements such as eyes blinking, yawning, head rotations, etc., are detected on video data: they are used in order to evaluate the fatigue and the attention level of the driver. The user’s electrocardiogram and galvanic skin response are recorded and analyzed in order to evaluate the stress level of the driver. A driver simulator software is modified so that the system is able to appropriately react to these critical situations of fatigue and stress: some audio and visual messages are sent to the driver, wheel vibrations are generated and the driver is supposed to react to the alert messages. A multi-threaded system is proposed to support multi-messages sent by the different modalities. Strategies for data fusion and fission are also provided. Some of these components are integrated within the first prototype of OpenInterface: the multimodal similar platform.  相似文献   
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