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101.
In this paper, a hybrid intelligent morphological approach is presented for stock market forecasting. It consists of a hybrid
intelligent model composed of a Modular Morphological Neural Network (MMNN) and a Modified Genetic Algorithm (MGA), which
searches for the minimum number of time lags for a correct time series representation, as well as by the initial weights,
architecture and number of modules of the MMNN. Each element of the MGA population is trained via Back Propagation (BP) algorithm
to further improve the parameters supplied by the MGA. Initially, the proposed method chooses the most tuned prediction model
for time series representation, then it performs a behavioral statistical test in the attempt to adjust time phase distortions
that appear in financial time series. An experimental analysis is conducted with the proposed method using four real world
time series and five well-known performance measurements, demonstrating consistent better performance of this kind of morphological
system. 相似文献
102.
The paper deals with the problem of motion planning of anthropomorphic mechanical hands avoiding collisions and trying to
mimic real human hand postures. The approach uses the concept of “principal motion directions” to reduce the dimension of
the search space in order to obtain results with a compromise between motion optimality and planning complexity (time). Basically,
the work includes the following phases: capturing the human hand workspace using a sensorized glove and mapping it to the
mechanical hand workspace, reducing the space dimension by looking for the most relevant principal motion directions, and
planning the hand movements using a probabilistic roadmap planner. The approach has been implemented for a four finger anthropomorphic
mechanical hand (17 joints with 13 independent degrees of freedom) assembled on an industrial robot (6 independent degrees
of freedom), and experimental examples are included to illustrate its validity. 相似文献
103.
Environmental monitoring is nowadays an important task in many industrial operations. In order to comply with strong environmental laws, they have implemented monitoring systems based on a network of air quality and meteorological stations providing real-time measurements of key variables associated to the distribution of pollutants in surrounding areas. These measurements can be contaminated by outliers, which must be discarded in order to have a consistent set of data. This work presents a nonlinear procedure for outliers detection based on residual analysis of regression with Partial Least Squares and Artificial Neural Networks. In order to minimize the negative effect of outliers in the training dataset a learning algorithm with regularization is proposed. This algorithm is based on a Quasi-Newton optimization method and it was tested on a simulated nonlinear process, on real data from environmental monitoring contaminated with synthetic outliers, and finally applied to a real environmental monitoring data obtained from a monitoring station and having natural outliers. The results are encouraging and further developments are foreseen for including information from neighboring stations and emission source operation. 相似文献
104.
P. Javier Herrera Gonzalo Pajares María Guijarro José J. Ruz Jesús M. de la Cruz 《Expert systems with applications》2011,38(7):8622-8631
We present a novel strategy for computing disparity maps from omni-directional stereo images obtained with fish-eye lenses in forest environments. At a first segmentation stage, the method identifies textures of interest to be either matched or discarded. Two of them are identified by applying the powerful Support Vector Machines approach. At a second stage, a stereovision matching process is designed based on the application of four stereovision matching constraints: epipolarity, similarity, uniqueness and smoothness. The epipolarity guides the process. The similarity and uniqueness are mapped once again through the Support Vector Machines, but under a different way to the previous case; after this an initial disparity map is obtained. This map is later filtered by applying the Discrete Simulated Annealing framework where the smoothness constraint is conveniently mapped. The combination of the segmentation and stereovision matching approaches makes the main contribution. The method is compared against the usage of simple features and combined similarity matching strategies. 相似文献
105.
Atrial Fibrillation (AF) is the most common supraventricular tachyarrhythmia. Recently, it has been suggested that AF is partially organized on its onset and termination, thus being more suitable for antiarrhythmia and to avoid unnecessary therapy. Although several invasive and non-invasive AF organization estimators have been proposed, the organization time course in the first and last minutes of AF has not been quantified yet. The aim of this work is to study non-invasively the organization variation within the first and last minutes of paroxysmal AF. The organization was evaluated making use of sample entropy, which can robustly estimate electrical atrial activity organization from surface ECG recordings. This work proves an organization decrease in the first minutes of AF onset and an increase within the last minute before spontaneous AF termination. These results are in agreement with the conclusions reported by other authors who made use of invasive recordings. 相似文献
106.
Jesús P. Mena-Chalco Ives Macêdo Luiz Velho Roberto M. Cesar Jr. 《The Visual computer》2009,25(10):899-909
In this paper, we present a 3D face photography system based on a facial expression training dataset, composed of both facial range images (3D geometry) and facial texture (2D photography). The proposed system allows one to obtain a 3D geometry representation of a given face provided as a 2D photography, which undergoes a series of transformations through the texture and geometry spaces estimated. In the training phase of the system, the facial landmarks are obtained by an active shape model (ASM) extracted from the 2D gray-level photography. Principal components analysis (PCA) is then used to represent the face dataset, thus defining an orthonormal basis of texture and another of geometry. In the reconstruction phase, an input is given by a face image to which the ASM is matched. The extracted facial landmarks and the face image are fed to the PCA basis transform, and a 3D version of the 2D input image is built. Experimental tests using a new dataset of 70 facial expressions belonging to ten subjects as training set show rapid reconstructed 3D faces which maintain spatial coherence similar to the human perception, thus corroborating the efficiency and the applicability of the proposed system. 相似文献
107.
Bruno R. de Araújo Tiago Guerreiro Manuel J. Fonseca Joaquim A. Jorge João M. Pereira Monica Bordegoni Francesco Ferrise Mario Covarrubias Michele Antolini 《Journal of Real-Time Image Processing》2010,5(2):73-90
Currently, the design of aesthetic products is a process that requires a set of activities where digital models and physical
mockups play a key role. Typically, these are modified (and built) several times before reaching the desired design, increasing
the development time and, consequently, the final product cost. In this paper, we present an innovative design environment
for computer-aided design (CAD) surface analysis. Our system relies on a direct visuo-haptic display system, which enables
users to visualize models using a stereoscopic view, and allows the evaluation of sectional curves using touch. Profile curves
are rendered using an haptic device that deforms a plastic strip, thanks to a set of actuators, to reproduce the curvature
of the shape co-located with the virtual model. By touching the strip, users are able to evaluate shape characteristics, such
as curvature or discontinuities (rendered using sound), and to assess the surface quality. We believe that future computer-aided
systems (CAS)/CAD systems based on our approach will contribute in improving the design process at industrial level. Moreover,
these will allow companies to reduce the product development time by reducing the number of physical mockups necessary for
the product design evaluation and by increasing the quality of the final product, allowing a wider exploration and comparative
evaluation of alternatives in the given time. 相似文献
108.
Luís Miguel Alves Fernandes Gonçalo Cruz Matos Diogo Azevedo Ricardo Rodrigues Nunes Hugo Paredes Leonel Morgado 《Behaviour & Information Technology》2016,35(11):907-918
ABSTRACTGestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction. 相似文献
109.
110.
Hugo Jair Escalante Isabelle Guyon Vassilis Athitsos Pat Jangyodsuk Jun Wan 《Pattern Analysis & Applications》2017,20(1):167-182
This paper introduces principal motion components (PMC), a new method for one-shot gesture recognition. In the considered scenario a single training video is available for each gesture to be recognized, which limits the application of traditional techniques (e.g., HMMs). In PMC, a 2D map of motion energy is obtained per each pair of consecutive frames in a video. Motion maps associated to a video are processed to obtain a PCA model, which is used for recognition under a reconstruction-error approach. The main benefits of the proposed approach are its simplicity, easiness of implementation, competitive performance and efficiency. We report experimental results in one-shot gesture recognition using the ChaLearn Gesture Dataset; a benchmark comprising more than 50,000 gestures, recorded as both RGB and depth video with a Kinect?camera. Results obtained with PMC are competitive with alternative methods proposed for the same data set. 相似文献