全文获取类型
收费全文 | 8673篇 |
免费 | 474篇 |
国内免费 | 11篇 |
专业分类
电工技术 | 117篇 |
综合类 | 38篇 |
化学工业 | 2195篇 |
金属工艺 | 226篇 |
机械仪表 | 184篇 |
建筑科学 | 601篇 |
矿业工程 | 20篇 |
能源动力 | 281篇 |
轻工业 | 838篇 |
水利工程 | 86篇 |
石油天然气 | 44篇 |
武器工业 | 1篇 |
无线电 | 656篇 |
一般工业技术 | 1448篇 |
冶金工业 | 549篇 |
原子能技术 | 58篇 |
自动化技术 | 1816篇 |
出版年
2023年 | 75篇 |
2022年 | 156篇 |
2021年 | 332篇 |
2020年 | 184篇 |
2019年 | 200篇 |
2018年 | 270篇 |
2017年 | 233篇 |
2016年 | 313篇 |
2015年 | 233篇 |
2014年 | 337篇 |
2013年 | 625篇 |
2012年 | 482篇 |
2011年 | 614篇 |
2010年 | 426篇 |
2009年 | 491篇 |
2008年 | 453篇 |
2007年 | 410篇 |
2006年 | 341篇 |
2005年 | 291篇 |
2004年 | 269篇 |
2003年 | 259篇 |
2002年 | 189篇 |
2001年 | 137篇 |
2000年 | 137篇 |
1999年 | 114篇 |
1998年 | 128篇 |
1997年 | 129篇 |
1996年 | 96篇 |
1995年 | 79篇 |
1994年 | 79篇 |
1993年 | 83篇 |
1992年 | 58篇 |
1991年 | 60篇 |
1990年 | 61篇 |
1989年 | 68篇 |
1988年 | 49篇 |
1987年 | 47篇 |
1986年 | 50篇 |
1985年 | 53篇 |
1984年 | 62篇 |
1983年 | 44篇 |
1982年 | 38篇 |
1981年 | 37篇 |
1980年 | 39篇 |
1979年 | 32篇 |
1978年 | 34篇 |
1977年 | 33篇 |
1976年 | 39篇 |
1975年 | 40篇 |
1973年 | 36篇 |
排序方式: 共有9158条查询结果,搜索用时 390 毫秒
171.
172.
Mischa Schmidt Jan Seedorf Stefano Napolitano Rosario G. Garroppo Andrea Cavaliere Thilo Ewald Armin Jahanpanah Zbigniew Kopertowski Marcin Pilarski Pawel Grochocki 《Peer-to-Peer Networking and Applications》2013,6(2):134-154
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
173.
Frederik Verbist Nikos Deligiannis Marc Jacobs Joeri Barbarien Peter Schelkens Adrian Munteanu Jan Cornelis 《Multimedia Tools and Applications》2013,66(3):405-430
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
174.
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
175.
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
176.
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
177.
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
178.
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
179.
Michael Herbst Swen Gottschalk Martin Reißel Horst Hardelauf Roy Kasteel Matthieu Javaux Jan Vanderborght Harry Vereecken 《Computers & Geosciences》2008,34(12):1958-1963
In this paper, we present a class of preconditioning methods for a parallel solution of the three-dimensional Richards equation. The preconditioning methods Jacobi scaling, block-Jacobi, incomplete lower–upper, incomplete Cholesky and algebraic multigrid were applied in combination with a parallel conjugate gradient solver and tested for robustness and convergence using two model scenarios. The first scenario was an infiltration into initially dry, sandy soil discretised in 500,000 nodes. The second scenario comprised spatially distributed soil properties using 275,706 numerical nodes and atmospheric boundary conditions. Computational results showed a high efficiency of the nonlinear parallel solution procedure for both scenarios using up to 64 processors. Using 32 processors for the first scenario reduced the wall clock time to slightly more than 1% of the single processor run. For scenario 2 the use of 64 processors reduces the wall clock time to slightly more than 20% of the 8 processors wall clock time. The difference in the efficiency of the various preconditioning methods is moderate but not negligible. The use of the multigrid preconditioning algorithm is recommended, since on average it performed best for both scenarios. 相似文献
180.
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