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71.
The localization of the components of an object near to a device before obtaining the real interaction is usually determined by means of a proximity measurement to the device of the object’s features. In order to do this efficiently, hierarchical decompositions are used, so that the features of the objects are classified into several types of cells, usually rectangular.In this paper we propose a solution based on the classification of a set of points situated on the device in a little-known spatial decomposition named tetra-tree. Using this type of spatial decomposition gives us several quantitative and qualitative properties that allow us a more realistic and intuitive visual interaction, as well as the possibility of selecting inaccessible components. These features could be used in virtual sculpting or accessibility tasks.In order to show these properties we have compared an interaction system based on tetra-trees to one based on octrees. 相似文献
72.
This study investigated the online practices of students enrolled in graduate-level distance education courses. Using interviews and a questionnaire as data sources, the study sought to: (a) identify common practices that students adopt in asynchronous discussions, and (b) gain an understanding of why students adopt them. An analysis of the data suggests that many of the practices are coping mechanisms developed to help students more easily meet course participation requirements. Some of these are time saving strategies designed to reduce information overload (e.g., skimming messages rather than reading them carefully). Other strategies are designed to help students project an image of themselves as knowledgeable and collaborative course participants. It is argued that although these practices provide students with a level of efficiency in terms of meeting course requirements, they may inadvertently undermine learning. 相似文献
73.
Derrick K. Rollins Nidhi Bhandari Jim Kleinedler Kaylee Kotz Amber Strohbehn Lindsay Boland Megan Murphy Dave Andre Nisarg Vyas Greg Welk Warren E. Franke 《Journal of Process Control》2010,20(1):95-107
The goal of this work is to present a causation modeling methodology with the ability to accurately infer blood glucose levels using a large set of highly correlated noninvasive input variables over an extended period of time. These models can provide insight to improve glucose monitoring, and glucose regulation through advanced model-based control technologies. The efficacy of this approach is demonstrated using real data from a type 2 diabetic (T2D) subject collected under free-living conditions over a period of 25 consecutive days. The model was identified and tested using eleven variables that included three food variables as well as several activity and stress variables. The model was trained using 20 days of data and validated using 5 days of data. This gave a fitted correlation coefficient of 0.70 and an average absolute error (AAE) (i.e., the average of the absolute values for the measured glucose concentration minus modeled glucose concentration) of 13.3 mg/dL for the validation data. This AAE result was significantly better than the subject’s personal glucose meter AAE of 15.3 mg/dL for replicated measurements. 相似文献
74.
Rosanna E. Guadagno Kimberly R. Swinth Jim Blascovich 《Computers in human behavior》2011,27(6):2380-2385
The purpose of this study was to examine social evaluations (i.e., perceptions of empathy and positivity) following peoples’ interactions with digital human representations. Female research participants engaged in a 3-min interaction while immersed in a 3-D immersive virtual environment with a “peer counselor.” Participants were led to believe that the peer counselor was either an embodied agent (i.e., computer algorithm) or an avatar (i.e., another person). During the interaction, the peer counselor either smiled or not. As predicted, a digitally-rendered smile was found to affect participants’ social evaluations. However, these effects were moderated by participants’ beliefs about their interaction partner. Specifically, smiles enhanced social evaluations of embodied agents but degraded them for avatars. Although these results are consistent with other findings concerning the communicative realism of embodied agents and avatars they uniquely demonstrate that people’s beliefs alone, rather than actual differences in virtual representations, can impact social evaluations. 相似文献
75.
An order-clique-based approach for mining maximal co-locations 总被引:2,自引:0,他引:2
Most algorithms for mining spatial co-locations adopt an Apriori-like approach to generate size-k prevalence co-locations after size-(k − 1) prevalence co-locations. However, generating and storing the co-locations and table instances is costly. A novel order-clique-based approach for mining maximal co-locations is proposed in this paper. The efficiency of the approach is achieved by two techniques: (1) the spatial neighbor relationships and the size-2 prevalence co-locations are compressed into extended prefix-tree structures, which allows the order-clique-based approach to mine candidate maximal co-locations and co-location instances; and (2) the co-location instances do not need to be stored after computing some characteristics of the corresponding co-location, which significantly reduces the execution time and space required for mining maximal co-locations. The performance study shows that the new method is efficient for mining both long and short co-location patterns, and is faster than some other methods (in particular the join-based method and the join-less method). 相似文献
76.
The three-compartment model (3CM) was validated previously for prediction of endurance times by modifying its fatigue and recovery rates. However, endurance times do not typically represent work demands, and it is unknown if the current version of the 3CM is applicable for ergonomics analysis of all occupational tasks. The purpose of this study was to add biological fidelity to the 3CM, and validate the model against a series of submaximal force plateaus. The fatigue and recovery rates were modified to represent graded physiological motor unit characteristics (termed 3CMGMU). In nine experiments of submaximal efforts, the 3CMGMU produced a root-mean squared difference (RMSD) of 4.1 ± 0.5% MVC over experiments with an average strength loss (i.e. fatigue) of 31.0 ± 1.1% MVC. The 3CMGMU model performed poorly for endurance tasks. The 3CMGMU model is an improvement for evaluating submaximal force patterns consisting of intermittent muscle contractions of the hand and forearm.
Practitioner Summary: We modified an existing fatigue model using known physiological properties in order to predict fatigue during nine different submaximal force profiles; consistent with efforts seen in industrial work. We expect this model to be included in digital human modelling software, for the assessment of repetitive work and muscle fatigue in repetitive tasks.
Social Media Summary: The proposed model has applications for estimating task fatigue in proactive ergonomic analyses of complex force patterns using digital human models. 相似文献
77.
Calder Phillips-Grafflin Halit Bener Suay Jim Mainprice Nicholas Alunni Daniel Lofaro Dmitry Berenson Sonia Chernova Robert W. Lindeman Paul Oh 《Journal of Intelligent and Robotic Systems》2016,82(3-4):341-361
In this paper, we present our system design, operational procedure, testing process, field results, and lessons learned for the valve-turning task of the DARPA Robotics Challenge (DRC). We present a software framework for cooperative traded control that enables a team of operators to control a remote humanoid robot over an unreliable communication link. Our system, composed of software modules running on-board the robot and on a remote workstation, allows the operators to specify the manipulation task in a straightforward manner. In addition, we have defined an operational procedure for the operators to manage the teleoperation task, designed to improve situation awareness and expedite task completion. Our testing process, consisting of hands-on intensive testing, remote testing, and remote practice runs , demonstrates that our framework is able to perform reliably and is resilient to unreliable network conditions. We analyze our approach, field tests, and experience at the DRC Trials and discuss lessons learned which may be useful for others when designing similar systems. 相似文献
78.
This paper introduces and motivates ADL, a new formal notation for the specification of the temporal and functional behaviour
of concurrent processes. ADL is tailored to be directly compatible with the DORIS design method. It combines a graphical Activity State-Machine (ASM) notation and a model-based Activity Functional Behaviour (AFB) notation. The abstract syntax, and static and dynamic semantics for the ASM notation are given, the dynamic semantics
being given proof-theoretically in many-sorted logic extended with the RTL ‘occurrence’ relation, Θ, and the ERTL ‘holding’ relation, Φ. ADL is used to specify a small network, and proofs are given of its timeliness and safety properties.
Received November 1998 / Accepted in revised form May 2000 相似文献
79.
There's no doubt that personal information can be valuable to companies. People are willing to give up information about themselves not because they're stupid or because they're being tricked by evil corporations, but because it can sometimes be in their best interests to do so. From this perspective, the important questions are how users can provide or limit access to that information, what benefits they might receive in exchange for a bit of information, and how they perceive the value of those benefits. 相似文献
80.
Jim Spohrer Laura C. Anderson Norman J. Pass Tryg Ager Daniel Gruhl 《Journal of Grid Computing》2008,6(3):313-324
This paper is a first exploration of the relationship between service science and Grid computing. Service science is the study
of value co-creation interactions among entities, known as service systems. Within the emerging service science community,
service is often defined as the application of competences (resources) for the benefit of another. Grid computing is the study
of resource sharing among entities, known as virtual organizations, which solve complex business, societal, scientific, and
engineering problems. Within the Grid computing community, service is sometimes defined as protocols plus behavior. Both Grid
computing and service science are connecting academic, industry, government, and volunteer sector collaborators on a range
of projects including eScience, healthcare, environmental sustainability, and more. This paper compares and contrasts the
notions of resource, entity, service, interaction, and success criteria for the two areas of study. In conclusion, new areas
for collaborative inquiry are proposed. 相似文献