首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   8922篇
  免费   484篇
  国内免费   11篇
电工技术   132篇
综合类   38篇
化学工业   2280篇
金属工艺   228篇
机械仪表   184篇
建筑科学   603篇
矿业工程   20篇
能源动力   287篇
轻工业   846篇
水利工程   88篇
石油天然气   43篇
武器工业   1篇
无线电   669篇
一般工业技术   1486篇
冶金工业   567篇
原子能技术   58篇
自动化技术   1887篇
  2023年   79篇
  2022年   170篇
  2021年   352篇
  2020年   192篇
  2019年   206篇
  2018年   281篇
  2017年   236篇
  2016年   315篇
  2015年   243篇
  2014年   352篇
  2013年   642篇
  2012年   491篇
  2011年   633篇
  2010年   435篇
  2009年   502篇
  2008年   463篇
  2007年   424篇
  2006年   350篇
  2005年   299篇
  2004年   270篇
  2003年   264篇
  2002年   194篇
  2001年   138篇
  2000年   139篇
  1999年   116篇
  1998年   139篇
  1997年   133篇
  1996年   102篇
  1995年   83篇
  1994年   83篇
  1993年   83篇
  1992年   58篇
  1991年   61篇
  1990年   63篇
  1989年   68篇
  1988年   49篇
  1987年   49篇
  1986年   50篇
  1985年   55篇
  1984年   62篇
  1983年   44篇
  1982年   39篇
  1981年   38篇
  1980年   40篇
  1979年   32篇
  1978年   34篇
  1977年   34篇
  1976年   41篇
  1975年   40篇
  1973年   37篇
排序方式: 共有9417条查询结果,搜索用时 78 毫秒
171.
This work addresses the challenge of creating virtual agents that are able to portray culturally appropriate behavior when interacting with other agents or humans. Because culture influences how people perceive their social reality it is important to have agent models that explicitly consider social elements, such as existing relational factors. We addressed this necessity by integrating culture into a novel model for simulating human social behavior. With this model, we operationalized a particular dimension of culture—individualism versus collectivism—within the context of an interactive narrative scenario that is part of an agent-based tool for intercultural training. Using this scenario we conducted a cross-cultural study in which participants from a collectivistic country (Portugal) were compared with participants from an individualistic country (the Netherlands) in the way they perceived and interacted with agents whose behavior was either individualistic or collectivistic, according to the configuration of the proposed model. In the obtained results, Portuguese subjects rated the collectivistic agents more positively than the Dutch but both countries had a similarly positive opinion about the individualistic agents. This experiment sheds new light on how people from different countries differ when assessing the social appropriateness of virtual agents, while also raising new research questions on this matter.  相似文献   
172.
The goal of this study was to develop a classification for a range of discourse patterns that occur in text-based asynchronous discussion forums, and that can aid in the distinction of three modes of discourse: knowledge sharing, knowledge construction, and knowledge building. The dataset was taken from Knowledge Forum® databases in the Knowledge Building Teacher Network in Hong Kong, and included three discussion views created for different classes: Grade 5 Science, Grade 10 Visual Arts, and Grade 10 Liberal Studies. We used a combination of qualitative coding and narrative analysis as well as teachers’ understanding of online discourse to analyze student discussions. Nine discourse patterns were identified. These patterns revealed a variety of ways in which students go about their collaborative interactions online and demonstrated how and why students succeed or fail in sustaining collaborative interactions. This study extended the three modes of online discourse and developed different discourse patterns, which are efforts to provide instructional guidance. The implications of supporting productive discourse and the enactment of CSCL innovations in classrooms are discussed.  相似文献   
173.
This paper considers formation control of snake robots. In particular, based on a simplified locomotion model, and using the method of virtual holonomic constraints, we control the body shape of the robot to a desired gait pattern defined by some pre-specified constraint functions. These functions are dynamic in that they depend on the state variables of two compensators which are used to control the orientation and planar position of the robot, making this a dynamic maneuvering control strategy. Furthermore, using a formation control strategy we make the multi-agent system converge to and keep a desired geometric formation, and enforce the formation follow a desired straight line path with a given speed profile. Specifically, we use the proposed maneuvering controller to solve the formation control problem for a group of snake robots by synchronizing the commanded velocities of the robots. Simulation results are presented which illustrate the successful performance of the theoretical approach.  相似文献   
174.
In this article, we present a model-based black-box equivalence partition testing strategy, together with a formal proof of its completeness properties. The results apply to reactive systems with large, possibly infinite input data types and finite internal and output data ranges that may be enumerated with acceptable effort. The investigation is performed on a semantic level and applies to all concrete test models whose behavioural semantics can be encoded as a variant of state transition systems. Test suite construction is performed in relation to a given fault model \(\mathcal{F}\) for which a finite black-box test suite can be constructed which is complete with respect to \(\mathcal{F}\). It is shown how the test suite generation can be effectively implemented by model-based testing tools, using propositional representations of behavioural model semantics and constraint solvers. A SysML model of the ceiling speed monitoring function of the European Train Control System is presented as a case study, to explain theory application to a concrete modelling formalism.  相似文献   
175.
In Statistical Machine Translation (SMT), the constraints on word reorderings have a great impact on the set of potential translations that is explored during search. Notwithstanding computational issues, the reordering space of a SMT system needs to be designed with great care: if a larger search space is likely to yield better translations, it may also lead to more decoding errors, because of the added ambiguity and the interaction with the pruning strategy. In this paper, we study the reordering search space, using a state-of-the art translation system, where all reorderings are represented in a permutation lattice prior to decoding. This allows us to directly explore and compare different reordering schemes and oracle settings. We also study in detail a rule-based preordering system, varying the length and number of rules, the tagset used, as well as contrasting with purely combinatorial subsets of permutations. We carry out experiments on three language pairs in both directions: English-French, a close language pair; English-German and English-Czech, two much more challenging pairs. We show that even though it might be desirable to design better reordering spaces, model and search errors seem to be the most important issues. Therefore, improvements of the reordering space should come along with improvements of the associated models to be really effective.  相似文献   
176.
This article provides a review of trade-offs and synergies of bioenergy within the water–energy–food security nexus, with emphasis on developing countries. It explores the links of bioenergy with food security, poverty reduction, environmental sustainability, health, and gender equity. It concludes that applying the nexus perspective to analyses of bioenergy widens the scope for achieving multiple-win outcomes along the above aspects.  相似文献   
177.
178.
Application Layer Traffic Optimization (ALTO) has recently gained attention in the research and standardisation community as a way for a network operator to guide the peer selection process of distributed applications by providing network layer topology information. In particular P2P applications are expected to gain from ALTO, due to the many connections peers form among each other, often without taking network layer topology information into account. In this paper, we present results of an extensive intra-ISP trial with an ALTO-enhanced P2P filesharing software. In summary, our results show that—depending on the concrete setting and on the distribution of upload capacity in the network—ALTO enables an ISP to save operational costs significantly while not degrading application layer performance noticeably. In addition, based on our experience we are able to give advice to operators on how to save costs with ALTO while not sacrificing application layer performance at all.  相似文献   
179.
Distributed video coding (DVC) constitutes an original coding framework to meet the stringent requirements imposed by uplink-oriented and low-power mobile video applications. The quality of the side information available to the decoder and the efficiency of the employed channel codes are primary factors determining the success of a DVC system. This contribution introduces two novel techniques for probabilistic motion compensation in order to generate side information at the Wyner-Ziv decoder. The employed DVC scheme uses a base layer, serving as a hash to facilitate overlapped block motion estimation at the decoder side. On top of the base layer, a supplementary Wyner-Ziv layer is coded in the DCT domain. Both proposed probabilistic motion compensation techniques are driven by the actual correlation channel statistics and reuse information contained in the hash. Experimental results report significant rate savings caused by the novel side information generation methods compared to previous techniques. Moreover, the compression performance of the presented DVC architecture, featuring the proposed side-information generation techniques, delivers state-of-the-art compression performance.  相似文献   
180.
We study the price of anarchy and the structure of equilibria in network creation games. A network creation game is played by n players {1,2,…,n}, each identified with a vertex of a graph (network), where the strategy of player i, i=1,…,n, is to build some edges adjacent to i. The cost of building an edge is α>0, a fixed parameter of the game. The goal of every player is to minimize its creation cost plus its usage cost. The creation cost of player i is α times the number of built edges. In the SumGame variant, the usage cost of player i is the sum of distances from i to every node of the resulting graph. In the MaxGame variant, the usage cost is the eccentricity of i in the resulting graph of the game. In this paper we improve previously known bounds on the price of anarchy of the game (of both variants) for various ranges of α, and give new insights into the structure of equilibria for various values of α. The two main results of the paper show that for α>273?n all equilibria in SumGame are trees and thus the price of anarchy is constant, and that for α>129 all equilibria in MaxGame are trees and the price of anarchy is constant. For SumGame this answers (almost completely) one of the fundamental open problems in the field—is price of anarchy of the network creation game constant for all values of α?—in an affirmative way, up to a tiny range of α.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号