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991.
992.
Francisco Gomez‐Donoso Miguel Cazorla Alberto Garcia‐Garcia Jose Garcia‐Rodriguez 《Expert Systems》2016,33(5):480-488
Schaeffer's sign language consists of a reduced set of gestures designed to help children with autism or cognitive learning disabilities to develop adequate communication skills. Our automatic recognition system for Schaeffer's gesture language uses the information provided by an RGB‐D camera to capture body motion and recognize gestures using dynamic time warping combined with k‐nearest neighbors methods. The learning process is reinforced by the interaction with the proposed system that accelerates learning itself thus helping both children and educators. To demonstrate the validity of the system, a set of qualitative experiments with children were carried out. As a result, a system which is able to recognize a subset of 11 gestures of Schaeffer's sign language online was achieved. 相似文献
993.
Educational data mining (EDM) is a research area where the goal is to develop data mining methods to examine data critically from educational environments. Traditionally, EDM has addressed the following problems: clustering, classification, regression, anomaly detection and association rule mining. In this paper, the ordinal regression (OR) paradigm, is introduced in the field of EDM. The goal of OR problems is the classification of items in an ordinal scale. For instance, the prediction of students' performance in categories (where the different grades could be ordered according to A ? B ? C ? D) is a classical example of an OR problem. The EDM community has not yet explored this paradigm (despite the importance of these problems in the field of EDM). Furthermore, an amenable and interpretable OR model based on the concept of gravitation is proposed. The model is an extension of a recently proposed gravitational model that tackles imbalanced nominal classification problems. The model is carefully adapted to the ordinal scenario and validated with four EDM datasets. The results obtained were compared with state‐of‐the‐art OR algorithms and nominal classification ones. The proposed models can be used to better understand the learning–teaching process in higher education environments. 相似文献
994.
Simulated environments with animated agents: effects on visual attention,emotion, performance,and perception 下载免费PDF全文
E. Romero‐Hall G. S. Watson A. Adcock J. Bliss K. Adams Tufts 《Journal of Computer Assisted Learning》2016,32(4):360-373
This research assessed how emotive animated agents in a simulation‐based training affect the performance outcomes and perceptions of the individuals interacting in real time with the training application. A total of 56 participants consented to complete the study. The material for this investigation included a nursing simulation in which participants interacted with three animated agents. The results of this investigation indicated that both experienced and novice participants focused more visual attention time on the body of the animated agent than the other defined areas of interest in the simulated environment. The results also indicated that novice participants conveyed more neutral facial expressions during the interaction with the animated agents than experience participants. The results of the simulation performance scores indicated that novice participants achieved higher simulation performance scores on the simulation task than experienced participants. Lastly, the results of the agent persona instrument showed that experienced and novice participants perceived the animated agents as facilitators of learning, credible, human‐like and engaging. 相似文献
995.
A cross‐cultural study of the effect of a graph‐oriented computer‐assisted project‐based learning environment on middle school students' science knowledge and argumentation skills 下载免费PDF全文
The purpose of this mixed‐methods study was to explore how seventh graders in a suburban school in the United States and sixth graders in an urban school in Taiwan developed argumentation skills and science knowledge in a project‐based learning environment that incorporated a graph‐oriented, computer‐assisted application (GOCAA). A total of 42 students comprised the treatment condition and were engaged in a project‐based learning environment that incorporated a GOCAA. Of these 42 students, 21 were located in the United States and 21 were located in Taiwan. A total of 26 students comprised the control condition and were engaged in a project‐based learning environment without the GOCAA. Of these 26 students, 15 were in the United States and 11 were in Taiwan. In each country, verbal collaborative argumentation was recorded and the students' post‐essays were collected. A one‐way analysis of variance (ANOVA) was conducted for each measure of science knowledge about alternative energies. The results showed a significant treatment effect for the outcome of scientific explanation among U.S. students, while among Taiwanese students, a significant treatment effect on scientific facts was observed. A one‐way ANOVA was additionally conducted for each measure of argumentation skills and a significant treatment effect on counterarguments and rebuttals was observed among the U.S. students, while in Taiwan, a significant treatment effect on reasoning and rebuttals was observed. A qualitative analysis was conducted to examine how the GOCAA supported students' development of argumentation skills in different countries. This study found distinct argumentation patterns between the U.S. and Taiwanese intervention teams. Additionally, a distinct gender difference in the use of evidence and division of labour was noted when the Taiwanese teams were compared with the U.S. teams, which may be explained by cultural differences. This study concluded that, in both the United States and Taiwan, a project‐based learning environment incorporating a GOCAA was effective in improving students' science knowledge and developing their scientific argumentation skills. 相似文献
996.
997.
Our goal in this research was to develop a motion planning algorithm for a humanoid to enable it to remove an object that is blocking its path. To remove an object in its path, a humanoid must be able to reach it. Simply stretching its arms, which in a humanoid are shorter than its body and legs, is not sufficient to reach an object located at some distance away or on the ground. Therefore, reachability has to be ensured by a combination of motions that include kneeling and orienting the pelvis. However, many posture selection options exist because of the redundancy of a humanoid. In this research, we focused on the optimization of the posture of a humanoid that is reaching toward a point. The posture selected depends on the initial posture, the location of the point, and the desired manipulability of the humanoid’s arms. A cooperative balancing controller ensures the stability of the reaching motion. In this paper, we propose an algorithm for reaching posture selection and a balancing controller for humanoids, and we present the results of several experiments that confirm the effectiveness of the proposed algorithm and controller. 相似文献
998.
Balancing control of humanoid robots is of great importance since it is a necessary functionality not only for maintaining a certain position without falling, but also for walking and running. For position controlled robots, the for-ce/torque sensors at each foot are utilized to measure the contact forces and moments, and these values are used to compute the joint angles to be commanded for balancing. The proposed approach in this paper is to maintain balance of torque-controlled robots by controlling contact force and moment using whole-body control framework with hierarchical structure. The control of contact force and moment is achieved by exploiting the full dynamics of the robot and the null-space motion in this control framework. This control approach enables compliant balancing behavior. In addition, in the case of double support phase, required contact force and moment are controlled using the redundancy in the contact force and moment space. These algorithms are implemented on a humanoid legged robot and the experimental results demonstrate the effectiveness of them. 相似文献
999.
1000.
Here we present a method for selectively and efficiently immobilizing antibodies to enhance the detection performance of surface plasmon resonance immune-sensors (SPRIs) for diagnostic applications. To improve the performance of antibody arrays, protein G was used as antibody-selective linkage layer with aldehyde functionalized poly-(para-xylylene) film. To estimate the efficiency of antibody immobilization, immunoglobulin G (IgG) was measured using the anti-IgG immobilized SPRIs. To demonstrate the proof-of-concept validation, the signal detected from the IgG using parylene-H film was compared with that of a combination of parylene-H and protein G in SPRIs. The results showed that the detection of IgG on the immobilized anti-IgG layer using the combination of parylene-H and protein G has a larger change of signal than that of using parylene-H layer. These results also imply that the anti-IgG was densely and efficiently immobilized on the modified surface with the linkage layer in a combination with parylene-H and protein G. Therefore, we believe that this combinatorial approach could selectively immobilize the antibodies, and also be applied for detection and diagnosis of immune diseases in the field of many SPRIs applications. 相似文献