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排序方式: 共有1298条查询结果,搜索用时 15 毫秒
81.
We report the results of an empirical study demonstrating the value of using physiological compliance as a measure of social presence during digital game playing. The physiological activity (facial EMG, electrodermal activity, cardiac activity and respiration) of 21 dyads were acquired synchronously while they were playing a digital game either cooperatively or competitively and either at home or in the laboratory. Physiological compliance was defined as the correlation between the physiological signals of the dyad members. The results of this study confirm that physiological compliance is higher in a conflicting situation than when playing cooperatively. Importantly, the results also demonstrate that physiological compliance is related to self-reported social presence. This suggests that physiological compliance is not limited to negative situations but rather increases due to rich interactions. Only minor differences in physiological compliance were observed between home play and laboratory play, suggesting the ecological validity of laboratory measures. Finally, we propose that compliance measures can be considered as objective indices of social presence in digital gaming. 相似文献
82.
This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the “around-the-table” form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The “around-the-table” form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task. 相似文献
83.
84.
Guillaume F. Remy Hassan B. Kazemian Phil Picton 《Neural computing & applications》2011,20(6):879-887
This paper is to introduce an application of Computational Intelligence (CI) to Moving Picture Expert Group-4 (MPEG-4) video
compression over IEEE.802.15.1 wireless communication, known as Bluetooth 1.2, in order to improve picture quality. The 2.4 GHz
Industrial, Scientific and Medical frequency band is used for the IEEE.802.15.1 standard. IEEE.802.15.1 can be affected by
noise and interference due to other neighboring wireless devices sharing the same frequency carrier. The noise and interference
create difficulties in ascertaining an accurate real-time transmission rate at the receiving end. Furthermore, the MPEG-4
codec is an object-oriented compression system and demands a high bandwidth. It is therefore difficult to avoid excessive
delay, image quality degradation and/or data loss during MPEG-4 video transmission over standard systems. A new buffer entitled
‘buffer added’ has been introduced at the input of the Bluetooth 1.2 device. This buffer is controlled by a Rule-Based Fuzzy
(RBF) logic controller at the input and a neural-fuzzy controller (NFC) at the output. The two new fuzzy rules manipulate
and supervise the flow of video over the Bluetooth 1.2 standard. The computer simulation results illustrate the comparison
between a non-CI video transmission over Bluetooth 1.2 and the proposed design, confirming that the applications of RBF and
NFC do improve the image quality, reduce data loss and reduce time delay. 相似文献
85.
Topological dynamics of cellular automata (CA), inherited from classical dynamical systems theory, has been essentially studied in dimension 1. This paper focuses on higher dimensional CA and aims at showing that the situation is different and more complex starting from dimension 2. The main results are the existence of non sensitive CA without equicontinuous points, the non-recursivity of sensitivity constants, the existence of CA having only non-recursive equicontinuous points and the existence of CA having only countably many equicontinuous points. They all show a difference between dimension 1 and higher dimensions. Thanks to these new constructions, we also extend undecidability results concerning topological classification previously obtained in the 1D case. Finally, we show that the set of sensitive CA is only $\varPi _{2}^{0}$ in dimension 1, but becomes $\varSigma _{3}^{0}$ -hard for dimension 3. 相似文献
86.
87.
3D geological models commonly built to manage natural resources are much affected by uncertainty because most of the subsurface is inaccessible to direct observation. Appropriate ways to intuitively visualize uncertainties are therefore critical to draw appropriate decisions. However, empirical assessments of uncertainty visualization for decision making are currently limited to 2D map data, while most geological entities are either surfaces embedded in a 3D space or volumes.This paper first reviews a typical example of decision making under uncertainty, where uncertainty visualization methods can actually make a difference. This issue is illustrated on a real Middle East oil and gas reservoir, looking for the optimal location of a new appraisal well. In a second step, we propose a user study that goes beyond traditional 2D map data, using 2.5D pressure data for the purposes of well design. Our experiments study the quality of adjacent versus coincident representations of spatial uncertainty as compared to the presentation of data without uncertainty; the representations' quality is assessed in terms of decision accuracy. Our study was conducted within a group of 123 graduate students specialized in geology. 相似文献
88.
89.
Guillaume Lavoué Frédéric Cordier Hyewon Seo Mohamed‐Chaker Larabi 《Computer Graphics Forum》2018,37(2):191-203
Understanding the attentional behavior of the human visual system when visualizing a rendered 3D shape is of great importance for many computer graphics applications. Eye tracking remains the only solution to explore this complex cognitive mechanism. Unfortunately, despite the large number of studies dedicated to images and videos, only a few eye tracking experiments have been conducted using 3D shapes. Thus, potential factors that may influence the human gaze in the specific setting of 3D rendering, are still to be understood. In this work, we conduct two eye‐tracking experiments involving 3D shapes, with both static and time‐varying camera positions. We propose a method for mapping eye fixations (i.e., where humans gaze) onto the 3D shapes with the aim to produce a benchmark of 3D meshes with fixation density maps, which is publicly available. First, the collected data is used to study the influence of shape, camera position, material and illumination on visual attention. We find that material and lighting have a significant influence on attention, as well as the camera path in the case of dynamic scenes. Then, we compare the performance of four representative state‐of‐the‐art mesh saliency models in predicting ground‐truth fixations using two different metrics. We show that, even combined with a center‐bias model, the performance of 3D saliency algorithms remains poor at predicting human fixations. To explain their weaknesses, we provide a qualitative analysis of the main factors that attract human attention. We finally provide a comparison of human‐eye fixations and Schelling points and show that their correlation is weak. 相似文献
90.