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51.
The standard C/C++ implementation of a spatial partitioning data structure, such as octree and quadtree, is often inefficient in terms of storage requirements particularly when the memory overhead for maintaining parent‐to‐child pointers is significant with respect to the amount of actual data in each tree node. In this work, we present a novel data structure that implements uniform spatial partitioning without storing explicit parent‐to‐child pointer links. Our linkless tree encodes the storage locations of subdivided nodes using perfect hashing while retaining important properties of uniform spatial partitioning trees, such as coarse‐to‐fine hierarchical representation, efficient storage usage, and efficient random accessibility. We demonstrate the performance of our linkless trees using image compression and path planning examples.  相似文献   
52.
This paper presents a novel method to enhance the performance of structure‐preserving image and texture filtering. With conventional edge‐aware filters, it is often challenging to handle images of high complexity where features of multiple scales coexist. In particular, it is not always easy to find the right balance between removing unimportant details and protecting important features when they come in multiple sizes, shapes, and contrasts. Unlike previous approaches, we address this issue from the perspective of adaptive kernel scales. Relying on patch‐based statistics, our method identifies texture from structure and also finds an optimal per‐pixel smoothing scale. We show that the proposed mechanism helps achieve enhanced image/texture filtering performance in terms of protecting the prominent geometric structures in the image, such as edges and corners, and keeping them sharp even after significant smoothing of the original signal.  相似文献   
53.
In this paper, a panel generation system for analyzing seakeeping performance of a ship is developed. Given a set of offset data representing the ship hull, the system first creates a surface model of the ship. From the surface model, the wetted part of the ship is obtained by computing the intersection between the water surface and the hull, which is then processed to generate quadrilateral panels for the hull and the water surface. The system is designed to handle various kinds of ships such as ships with a mono-skeg, a twin-skeg and/or a bulbous bow in either an automatic or an interactive manner. Moreover, it can generate input panels for three different seakeeping analysis methods. Examples are provided to demonstrate the capabilities of the system.  相似文献   
54.
When multimedia information is transported over a packet-switched network, the quality of presentation can be degraded due to network delay variation or jitter. This paper presents a dejittering scheme that can be used in the transport of MPEG-4 and MPEG-2 video to absorb any introduced network jitter, thus preserving the presentation quality of transported media streams. The dejittering scheme is based on the statistical approximation of delay variation in the arrival times of video packets carrying encoded clock reference values and a filtering and re-stamping mechanism. In addition, a brief overview of the MPEG-4 system is presented.  相似文献   
55.
The sales activity of most parts manufacturing companies is based on orders of buyers. The process of promotion, receipt and selection of orders of the parts manufacturers is closely coupled with the load status of the production lines. On deciding whether to accept an order or not, as well as negotiating with buyers, sales persons need information such as load and schedule of production lines, and manufacturability of the order. Manufacturability analysis, process planning, and scheduling are therefore key features in developing an agent of sales activity for the parts manufacturing business. In this paper, an intelligent agent, a virtual manufacturing-based sales agent (VMSA) with multi-agent architecture is proposed to support the sales activity for the parts manufacturers in the Internet environment. A VMSA has an integrated architecture of agent and virtual manufacturing. The prototype of VMSA has been developed for a machine parts manufacturing company that has lathe machines, drilling machines, cutting machines, and milling machines.  相似文献   
56.
57.
Robust measurement of ocular torsion using iterative Lucas-Kanade   总被引:1,自引:0,他引:1  
We present a new method to measure ocular torsion using Lucas-Kanade method. After pixels of iris annulus around a pupil have been converted into Cartesian coordinates, 30 features on the iris was selected then the features were tracked using the iterative Lucas-Kanade algorithm to calculate torsional shift. The results show that a precision of the method is higher than those measured by a conventional cross-correlation and by a template matching method. The suggested method showed 0.03 degrees mean error with 0.15 degrees maximum error. Particularly, the method was robust to change of pupil size and misalignment of pupil location. Processing time was also fast enough to be implemented in a real-time system.  相似文献   
58.
The past few decades have seen a resurgence ofreasoning techniques in artificial intelligenceinvolving both classical and non-classical logics. Inhis paper, ``Multi-valued Logics: A Uniform Approach toReasoning in Artificial Intelligence', Ginsberg hasshown that through the use of bilattices,several reasoning techniques can be unified under asingle framework. A bilattice is a structure that canbe viewed as a class of truth values that canaccommodate incomplete and inconsistent informationand in certain cases default information. Inbilattice theory, knowledge is ordered along twodimensions: truth/falsity and certainty/uncertainty. By defining the corresponding bilattices as truthspaces, Ginsberg has shown that the same theoremprover can be used to simulate reasoning in firstorder logic, default logic, prioritized default logicand assumption truth maintenance system. Although thisis a significant contribution, Ginsberg's paper waslengthy and involved. This paper summarizes some ofthe essential concepts and foundations of bilatticetheory. Furthermore, it discusses the connections ofbilattice theory and several other existingmulti-valued logics such as the various three-valuedlogics and Belnap's four-valued logic. It is notedthat the set of four truth values in Belnap's logicform a lattice structure that is isomorphic to thesimplest bilattice. Subsequently, Fitting proposed aconflation operation that can be used to selectsub-sets of truth values from this and otherbilattices. This method of selecting sub-sets oftruth values provides a means for identifyingsub-logic in a bilattice.  相似文献   
59.
Jeon  J.H.  Kim  H.S.  Boo  G.N.  Song  J.S.  Lee  E.W.  Park  H.W. 《Multimedia Tools and Applications》2000,11(2):197-214
A real-time MPEG-2 video codec system, called the KAIST image computing system (KICS), was developed using multiple multimedia video processors (MVP, TMS320C80). The number of computations and optimum implementation of the MPEG-2 algorithm were analyzed for real-time processing. An MVP simulator was used to perform the timing analysis for the real-time MPEG-2 encoding and decoding, and it verified the design of the KICS. Task partitioning and mapping of the MPEG-2 algorithm to multiple MVPs were performed based on load-balancing, minimum data I/O, and the properties of the MVP. The KICS uses five MVPs for MPEG-2 real-time encoding of a main profile at the main level whereas it uses three MVPs for real-time decoding.  相似文献   
60.
The relationship between video gameplay, video game genre preference, personality, and GPA was investigated in an online correlational study with university students. In addition to administering self-report measures of GPA and personality, we asked three different questions regarding styles of video gameplay. The first asked the average time spent playing video games per week (habitual players), the second asked the total time spent playing favorite video games (selective players), and the third asked the number of different video games played in a year (diverse players). Students who were medium in selective player style (spent 11-50 h) had significantly higher GPAs than students low on selective player style (spent 0-10 h). Students high on habitual playing style (7 or more hours a week) showed significantly lower levels of Conscientiousness compared to students low on habitual playing style (0-1 h a week). Students who were high on the diverse style (i.e., 7 or more games played a year) showed significantly higher Openness scores than students low on the diverse style (0-3 games a year). Finally, several notable relations were found between video game genre preference, GPA, and personality. Results are discussed in terms of the positive implications of video gameplay on academic performance.  相似文献   
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