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91.
Pathological use of computer and video games has been associated with indicators of psychosocial well-being, such as loneliness, low self-esteem, low social competence, and low life satisfaction. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. To address this gap in the literature, we conducted a two-wave panel study among 851 Dutch adolescents (543 gamers). Causal relations were analyzed using autoregressive structural equation models. These analyses indicated that social competence, self-esteem, and loneliness were significant predictors of pathological gaming six months later. Thus, lower psychosocial well-being can be considered an antecedent of pathological gaming among adolescent gamers. Our analyses further indicated that loneliness was also a consequence of pathological gaming. This suggests that displacement of real-world social interaction resulting from pathological use of video games may deteriorate existing relationships, which could explain the increase in adolescent gamers’ feelings of loneliness. 相似文献
92.
Rebecca Randell Stephanie Wilson Peter Woodward 《Computer Supported Cooperative Work (CSCW)》2011,20(1-2):37-59
Workplace studies have made a major contribution to the field of CSCW, drawing attention to subtle practices that enable effective collaboration. However, workplace studies typically focus on a single setting, making it difficult to assess the generalisability of the findings. Through a multi-site workplace study, we explore a specific collaborative process, that of the handover which occurs when a patient is transferred from one hospital or ward to another. The study demonstrates that the term ??handover?? captures a variety of collaborative practices that vary in both their form and content, reflecting aspects of the setting in which they occur. Multi-site workplace studies are shown to be essential for CSCW, not only generating findings that have relevance beyond a single setting but also focusing attention on aspects of work practice that may otherwise go unnoticed. 相似文献
93.
Feehrer John Rotker Paul Shih Milton Gingras Paul Yakutis Peter Phillips Stephen Heath John 《Micro, IEEE》2009,29(4):36-47
CoHub, a coherency hub ASIC, provides a cost-effective way to extend a glueless two-node chip-multithreading system to a four-node system without changes to the processor. The four-node, 256-thread system achieves near-linear scaling of performance with thread count on transaction-processing workloads. Time-to-market pressure, 800-MHz operation, and a six-stage pipeline were among the constraints that shaped CoHub's design. 相似文献
94.
Certain behavioral properties of distributed systems are difficult to express in interleaving semantics, whereas they are naturally expressed in terms of partial orders of events or, equivalently, Mazurkiewicz traces. Two examples of such properties are serializability of a database and global snapshots of concurrent systems. Recently, a modest extension for LTL by an operator that expresses snapshots, has been proposed. It combines the ease of linear (interleaving) specification with this useful partial order concept. The new construct allows one to assert that a global snapshot appeared in the past, perhaps not in the observed execution sequence, but possibly in an equivalent one. 相似文献
95.
96.
This research study analysed the interaction between people's postures and activities while in semi-public/leisure situations and during transportation (journey by train). In addition, the use of small electronic devices received particular emphasis. Video recordings in German trains and photographs in Dutch semi-public spaces were analysed using a variation of Branton and Grayson's (An evaluation of train seats by observation of sitting behaviour. Ergonomics, 10 (1), (1967), 35-51) postural targeting forms and photos. The analysis suggests a significant relationship between most activities and the position of the head, trunk and arms during transportation situations. The relationship during public situations is less straightforward. Watching, talking/discussing and reading were the most observed activities for the transportation and leisure situations combined. Surprisingly, differences in head, trunk, arm and leg postures were not significant when using small electronic devices. Important issues not considered in this study include the duration of the activities, the gender and age of observed subjects and the influence of the time of day. These are interesting issues to consider and include for future research. STATEMENT OF RELEVANCE: This study shows what activities people choose to carry out and their related postures when not forced to a specific task (e.g. driving). The results of this study can be used for designing comfortable seating in the transportation industry (car passenger, train, bus and aircraft seats) and semi-public/leisure spaces. 相似文献
97.
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Extensive animal studies indicate that the neuromodulator norepinephrine plays an important role in specific aspects of vigilance, attention and learning, putatively serving as a neural interrupt or reset function. The activity of norepinephrine-releasing neurons in the locus coeruleus during attentional tasks is modulated not only by the animal's level of engagement and the sensory inputs, but also by temporally rich aspects of internal decision-making processes. Here, we propose that it is unexpected changes in the world within the context of a task that activate the noradrenergic interrupt signal. We quantify this idea in a Bayesian model of a well-studied visual discrimination task, demonstrating that the model captures a rich repertoire of noradrenergic responses at the sub-second temporal resolution. 相似文献
100.
Wyman C Parker S Shirley P Hansen C 《IEEE transactions on visualization and computer graphics》2006,12(2):186-196
In many applications, volumetric data sets are examined by displaying isosurfaces, surfaces where the data, or some function of the data, takes on a given value. Interactive applications typically use local lighting models to render such surfaces. This work introduces a method to precompute or lazily compute global illumination to improve interactive isosurface renderings. The precompiled illumination resides in a separate volume and includes direct light, shadows, and intersections. Using this volume, interactive globally illuminated renderings of isosurfaces become feasible while still allowing dynamic manipulation of lighting, viewpoint and isovalue. 相似文献