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21.
A collaborative filtering framework based on both local user similarity and global user similarity 总被引:1,自引:0,他引:1
Collaborative filtering as a classical method of information retrieval has been widely used in helping people to deal with
information overload. In this paper, we introduce the concept of local user similarity and global user similarity, based on
surprisal-based vector similarity and the application of the concept of maximin distance in graph theory. Surprisal-based
vector similarity expresses the relationship between any two users based on the quantities of information (called surprisal) contained in their ratings. Global user similarity defines two users being similar if they can be connected through their
locally similar neighbors. Based on both of Local User Similarity and Global User Similarity, we develop a collaborative filtering
framework called LS&GS. An empirical study using the MovieLens dataset shows that our proposed framework outperforms other
state-of-the-art collaborative filtering algorithms. 相似文献
22.
Andreas Petlund Paul Beskow Jon Pedersen Espen Søgård Paaby Carsten Griwodz Pål Halvorsen 《Multimedia Tools and Applications》2009,45(1-3):33-60
A large number of network services rely on IP and reliable transport protocols. For applications that provide abundant data for transmission, loss is usually handled satisfactorily, even if the application is latency-sensitive (Wang et al. 2004). For data streams where small packets are sent intermittently, however, applications can occasionally experience extreme latencies (Griwodz and Halvorsen 2006). As it is not uncommon that such thin-stream applications are time-dependent, any unnecessarily induced delay can have severe consequences for the service provided. Massively Multiplayer Online Games (MMOGs) are a defining example of thin streams. Many MMOGs (like World of Warcraft and Age of Conan) use TCP for the benefits of reliability, in-order delivery and NAT/firewall traversal. It has been shown that TCP has several shortcomings with respect to the latency requirements of thin streams because of the way it handles retransmissions (Griwodz and Halvorsen 2006). As such, an alternative to TCP may be SCTP (Stewart et al. 2000), which was originally developed to meet the requirements of signaling transport. In this paper, we evaluate the Linux-kernel SCTP implementation in the context of thin streams. To address the identified latency challenges, we propose sender-side only enhancements that reduce the application-layer latency in a manner that is compatible with unmodified receivers. These enhancements can be switched on by applications and are used only when the system identifies the stream as thin. To evaluate the latency performance, we have performed several tests over various real networks and over an emulated network, varying parameters like RTT, packet loss and amount of competing cross traffic. When comparing our modifications with SCTP on Linux and FreeBSD and TCP New Reno, our results show great latency improvements and indicate the need for a separate handling of thin and thick streams. 相似文献
23.
For robustness analysis with integral quadratic constraints, we formulate a new positivity condition on the solution of the corresponding linear matrix inequality which is necessary and sufficient for nominal stability of the underlying system. The application of this technical result is illustrated by a complete solution of the L2-gain and robust H2-estimator design problems if the uncertainties are characterized by dynamic integral quadratic constraints. 相似文献
24.
In this work we examine the influence of the diffusive motion of vortices in highly anisotropic high-Tc superconductors near the Berezinskii-Kosterlitz-Thouless (BKT) transition temperature T
bkt
on the spin-lattice relaxation rate T
1
–1
.We find a jump in T
1
–1
at the temperature T
bkt
. 相似文献
25.
Carsten Behn 《Multibody System Dynamics》2011,26(3):213-243
In this paper we consider an adaptive control problem of finite DoF worm-like locomotion systems (WLLS) which contact the
ground with Coulomb dry friction. Using a rough mathematical friction law the system is shown to belong to a system class
that allows adaptive control. Gaits from the kinematic theory can be tracked by means of adaptive controllers. For this we
introduce two different adaptive controllers for λ-tracking and focus on that one which is not based on the derivative of the output. We pay attention to the analysis of such
systems and present some theoretical control investigations including proofs. Numerical simulations of tracking different
reference signals under arbitrary choice of the system parameters demonstrate and illustrate that the introduced simple adaptive
controllers work successfully and effectively. Current experiments are aimed at the justification of theoretical results. 相似文献
26.
Sebastian Grottel Guido Reina Carsten Dachsbacher Thomas Ertl 《Computer Graphics Forum》2010,29(3):953-962
Molecular dynamics simulations are a principal tool for studying molecular systems. Such simulations are used to investigate molecular structure, dynamics, and thermodynamical properties, as well as a replacement for, or complement to, costly and dangerous experiments. With the increasing availability of computational power the resulting data sets are becoming increasingly larger, and benchmarks indicate that the interactive visualization on desktop computers poses a challenge when rendering substantially more than millions of glyphs. Trading visual quality for rendering performance is a common approach when interactivity has to be guaranteed. In this paper we address both problems and present a method for high‐quality visualization of massive molecular dynamics data sets. We employ several optimization strategies on different levels of granularity, such as data quantization, data caching in video memory, and a two‐level occlusion culling strategy: coarse culling via hardware occlusion queries and a vertex‐level culling using maximum depth mipmaps. To ensure optimal image quality we employ GPU raycasting and deferred shading with smooth normal vector generation. We demonstrate that our method allows us to interactively render data sets containing tens of millions of high‐quality glyphs. 相似文献
27.
Rule cubes for causal investigations 总被引:1,自引:1,他引:0
Axel Blumenstock Franz Schweiggert Markus Müller Carsten Lanquillon 《Knowledge and Information Systems》2009,18(1):109-132
With the complexity of modern vehicles tremendously increasing, quality engineers play a key role within today’s automotive
industry. Field data analysis supports corrective actions in development, production and after sales support. We decompose
the requirements and show that association rules, being a popular approach to generating explanative models, still exhibit
shortcomings. Interactive rule cubes, which have been proposed recently, are a promising alternative. We extend this work
by introducing a way of intuitively visualizing and meaningfully ranking them. Moreover, we present methods to interactively
factorize a problem and validate hypotheses by ranking patterns based on expectations, and by browsing a cube-based network
of related influences. All this is currently in use as an interactive tool for warranty data analysis in the automotive industry.
A real-world case study shows how engineers successfully use it in identifying root causes of quality issues.
相似文献
Axel BlumenstockEmail: |
28.
Nils Hasler Carsten Stoll Bodo Rosenhahn Thorsten Thormhlen Hans-Peter Seidel 《Computers & Graphics》2009,33(3):211
The paper presents a method to estimate the detailed 3D body shape of a person even if heavy or loose clothing is worn. The approach is based on a space of human shapes, learned from a large database of registered body scans. Together with this database we use as input a 3D scan or model of the person wearing clothes and apply a fitting method, based on ICP (iterated closest point) registration and Laplacian mesh deformation. The statistical model of human body shapes enforces that the model stays within the space of human shapes. The method therefore allows us to compute the most likely shape and pose of the subject, even if it is heavily occluded or body parts are not visible. Several experiments demonstrate the applicability and accuracy of our approach to recover occluded or missing body parts from 3D laser scans. 相似文献
29.
TextonBoost for Image Understanding: Multi-Class Object Recognition and Segmentation by Jointly Modeling Texture,Layout, and Context 总被引:5,自引:0,他引:5
Jamie Shotton John Winn Carsten Rother Antonio Criminisi 《International Journal of Computer Vision》2009,81(1):2-23
This paper details a new approach for learning a discriminative model of object classes, incorporating texture, layout, and
context information efficiently. The learned model is used for automatic visual understanding and semantic segmentation of
photographs. Our discriminative model exploits texture-layout filters, novel features based on textons, which jointly model patterns of texture and their spatial layout. Unary classification
and feature selection is achieved using shared boosting to give an efficient classifier which can be applied to a large number
of classes. Accurate image segmentation is achieved by incorporating the unary classifier in a conditional random field, which
(i) captures the spatial interactions between class labels of neighboring pixels, and (ii) improves the segmentation of specific
object instances. Efficient training of the model on large datasets is achieved by exploiting both random feature selection
and piecewise training methods.
High classification and segmentation accuracy is demonstrated on four varied databases: (i) the MSRC 21-class database containing
photographs of real objects viewed under general lighting conditions, poses and viewpoints, (ii) the 7-class Corel subset
and (iii) the 7-class Sowerby database used in He et al. (Proceeding of IEEE Conference on Computer Vision and Pattern Recognition,
vol. 2, pp. 695–702, June 2004), and (iv) a set of video sequences of television shows. The proposed algorithm gives competitive and visually pleasing results
for objects that are highly textured (grass, trees, etc.), highly structured (cars, faces, bicycles, airplanes, etc.), and
even articulated (body, cow, etc.).
J. Shotton is now working at Toshiba Corporate Research & Development Center, Kawasaki, Japan. 相似文献
30.
Jun Wang Sijing Zhang Carsten Maple Zhengxu Zhao 《Computer Standards & Interfaces》2009,31(3):557-565
Synchronous bandwidth, defined as the maximum time a node is allowed to send its synchronous messages while holding the token, is a sensitive parameter for deadline guarantees of synchronous messages in any timed token network. In order to offer such guarantees, synchronous bandwidth has to be allocated carefully to each individual node. This paper studies the synchronous bandwidth allocated to those synchronous message streams whose deadlines are less than twice the Target Token Rotation Time (TTRT). A new approach for allocating synchronous bandwidth to such streams, which can be used with any previously published local synchronous bandwidth allocation (SBA) for guaranteeing a general synchronous message set with its minimum deadline (Dmin) no less than 2 · TTRT, is proposed. The proposed scheme can be applied efficiently in practice to any general synchronous message set with Dmin > TTRT. Numerical examples are presented to demonstrate the enhanced performance of this new local scheme over any of the previously published local SBA schemes. 相似文献