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61.
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
62.
Ivan Chajda Jan Kühr 《Soft Computing - A Fusion of Foundations, Methodologies and Applications》2013,17(3):401-410
MV-algebras as well as orthomodular lattices can be seen as a particular case of so-called “basic algebras” which are an alter ego of bounded lattices whose sections are equipped with fixed antitone involutions. The class of basic algebras is an ideal variety. In the paper, we give an internal characterization of congruence kernels (ideals) and find a finite basis of ideal terms, with focus on monotone and effect basic algebras. We also axiomatize basic algebras that are subdirect products of linearly ordered ones. 相似文献
63.
The position and orientation of moving platform mainly depends on global positioning system and inertial navigation system in the field of low-altitude surveying, mapping and remote sensing and land-based mobile mapping system. However, GPS signal is unavailable in the application of deep space exploration and indoor robot control. In such circumstances, image-based methods are very important for self-position and orientation of moving platform. Therefore, this paper firstly introduces state of the art development of the image-based self-position and orientation method (ISPOM) for moving platform from the following aspects: 1) A comparison among major image-based methods (i.e., visual odometry, structure from motion, simultaneous localization and mapping) for position and orientation; 2) types of moving platform; 3) integration schemes of image sensor with other sensors; 4) calculation methodology and quantity of image sensors. Then, the paper proposes a new scheme of ISPOM for mobile robot — depending merely on image sensors. It takes the advantages of both monocular vision and stereo vision, and estimates the relative position and orientation of moving platform with high precision and high frequency. In a word, ISPOM will gradually speed from research to application, as well as play a vital role in deep space exploration and indoor robot control. 相似文献
64.
Juha K. Laurila Daniel Gatica-Perez Imad Aad Jan Blom Olivier Bornet Trinh Minh Tri Do Olivier Dousse Julien Eberle Markus Miettinen 《Pervasive and Mobile Computing》2013,9(6):752-771
This paper presents an overview of the Mobile Data Challenge (MDC), a large-scale research initiative aimed at generating innovations around smartphone-based research, as well as community-based evaluation of mobile data analysis methodologies. First, we review the Lausanne Data Collection Campaign (LDCC), an initiative to collect unique longitudinal smartphone dataset for the MDC. Then, we introduce the Open and Dedicated Tracks of the MDC, describe the specific datasets used in each of them, discuss the key design and implementation aspects introduced in order to generate privacy-preserving and scientifically relevant mobile data resources for wider use by the research community, and summarize the main research trends found among the 100+ challenge submissions. We finalize by discussing the main lessons learned from the participation of several hundred researchers worldwide in the MDC Tracks. 相似文献
65.
Gorka Epelde Eduardo Carrasco Gottfried Zimmermann Jan Alexandersson Robert Neßelrath Markus Dubielzig 《Universal Access in the Information Society》2013,12(1):73-87
This paper presents a new approach to make current and future television universally accessible. The proposed approach provides a means of universal accessibility both for remotely operating the TV set and for interacting with online services delivered through the TV. This proposal is based on the ISO/IEC 24752 “Universal Remote Console” (URC) standard. This standard defines an abstract user interface layer called the “user interface socket” and allows the development of pluggable (plug-in) user interfaces for any type of user and any control device. The proposed approach lays the foundation for the development of advanced user interfaces that can be interacted within various modalities. Different prototypes have been developed based on this approach and tested with end users. The user tests have shown this approach to be a viable option for the proposed scenarios. Based on the experience gathered with the prototypes, recommendations and implementation options are suggested for commercial adoption. 相似文献
66.
In this paper we present a new practical camera characterization technique to improve color accuracy in high dynamic range (HDR) imaging. Camera characterization refers to the process of mapping device‐dependent signals, such as digital camera RAW images, into a well‐defined color space. This is a well‐understood process for low dynamic range (LDR) imaging and is part of most digital cameras — usually mapping from the raw camera signal to the sRGB or Adobe RGB color space. This paper presents an efficient and accurate characterization method for high dynamic range imaging that extends previous methods originally designed for LDR imaging. We demonstrate that our characterization method is very accurate even in unknown illumination conditions, effectively turning a digital camera into a measurement device that measures physically accurate radiance values — both in terms of luminance and color — rivaling more expensive measurement instruments. 相似文献
67.
Various machine learning problems rely on kernel-based methods. The power of these methods resides in the ability to solve highly nonlinear problems by reformulating them in a linear context. The dominant eigenspace of a (normalized) kernel matrix is often required. Unfortunately, the computational requirements of the existing kernel methods are such that the applicability is restricted to relatively small data sets. This letter therefore focuses on a kernel-based method for large data sets. More specifically, a numerically stable tracking algorithm for the dominant eigenspace of a normalized kernel matrix is proposed, which proceeds by an updating (the addition of a new data point) followed by a downdating (the exclusion of an old data point) of the kernel matrix. Testing the algorithm on some representative case studies reveals that a very good approximation of the dominant eigenspace is obtained, while only a minimal amount of operations and memory space per iteration step is required. 相似文献
68.
Jan Rosell Carlos Vázquez Alexander Pérez Pedro Iñiguez 《Journal of Intelligent and Robotic Systems》2008,53(3):223-245
Haptic devices allow a user to feel either reaction forces from virtual interactions or reaction forces reflected from a remote
site during a bilateral teleoperation task. Also, guiding forces can be exerted to train the user in the performance of a
virtual task or to assist him/her to safely teleoperate a robot. The generation of guiding forces relies on the existence
of a motion plan that provides the direction to be followed to reach the goal from any free configuration of the configuration
space (-space). This paper proposes a method to obtain such a plan that interleaves a sampling-based exploration of -space with an efficient computation of harmonic functions. A deterministic sampling sequence (with a bias based on harmonic
function values) is used to obtain a hierarchical cell decomposition model of -space. A harmonic function is iteratively computed over the partially known model using a novel approach. The harmonic function
is the navigation function used as motion plan. The approach has been implemented in a planner (called the Kautham planner) that, given an initial and a goal configuration, provides: (a) a channel of cells connecting the cell that contains
the initial configuration with the cell that contains the goal configuration; (b) two harmonic functions over the whole -space, one that guides motions towards the channel and another that guides motions within the channel towards the goal; and
(c) a path computed over a roadmap built with the free samples of the channel. The harmonic functions and the solution path
are then used to generate the guiding forces for the haptic device. The planning approach is illustrated with examples on
2D and 3D workspaces.
This work was partially supported by the CICYT projects DPI2005-00112 and DPI2007-63665. 相似文献
69.
Marcelo Siqueira Longin Jan Latecki Nicholas Tustison Jean Gallier James Gee 《Journal of Mathematical Imaging and Vision》2008,30(3):249-274
We present here a new randomized algorithm for repairing the topology of objects represented by 3D binary digital images.
By “repairing the topology”, we mean a systematic way of modifying a given binary image in order to produce a similar binary
image which is guaranteed to be well-composed. A 3D binary digital image is said to be well-composed if, and only if, the square faces shared by background and foreground
voxels form a 2D manifold. Well-composed images enjoy some special properties which can make such images very desirable in
practical applications. For instance, well-known algorithms for extracting surfaces from and thinning binary images can be
simplified and optimized for speed if the input image is assumed to be well-composed. Furthermore, some algorithms for computing
surface curvature and extracting adaptive triangulated surfaces, directly from the binary data, can only be applied to well-composed
images. Finally, we introduce an extension of the aforementioned algorithm to repairing 3D digital multivalued images. Such
an algorithm finds application in repairing segmented images resulting from multi-object segmentations of other 3D digital
multivalued images.
相似文献
James GeeEmail: |
70.
The “visual space” of an optical observer situated at a single, fixed viewpoint is necessarily very ambiguous. Although the structure of the “visual field” (the lateral dimensions, i.e., the “image”) is well defined, the “depth” dimension has to be inferred from the image on the basis of “monocular depth cues” such as occlusion, shading, etc. Such cues are in no way “given”, but are guesses on the basis of prior knowledge about the generic structure of the world and the laws of optics. Thus such a guess is like a hallucination that is used to tentatively interpret image structures as depth cues. The guesses are successful if they lead to a coherent interpretation. Such “controlled hallucination” (in psychological terminology) is similar to the “analysis by synthesis” of computer vision. Although highly ambiguous, visual spaces do have geometrical structure. The group of ambiguities left open by the cues (e.g., the well known bas-relief ambiguity in the case of shape from shading) may be interpreted as the group of congruences (proper motions) of the space. The general structure of visual spaces for different visual fields is explored in the paper. Applications include improved viewing systems for optical man-machine interfaces. 相似文献