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961.
Collision avoidance is essential for safe robot manipulation. Especially with humans around, robots should work only when safety can be robustly guaranteed. In this paper, we propose using virtual impedance control for reactive, smooth, and consistent collision avoidance that interferes minimally with the original task. The virtual impedance control operates in the risk space, a vector space describing the possibilities of all forthcoming collisions, and is designed to elude all risks in a consistent response in order to create assuring human-robot interaction experiences. The proposed scheme intrinsically handles kinematic singularity and the activation of avoidance using a boundary layer defined on the spectrum of Jacobian. In cooperation with the original controller, the proposed avoidance scheme provides a proof of convergence if the original controller is stable with and without projection. In simulations and experiments, we verified the characteristics of the proposed control scheme and integrated the system with Microsoft Kinect to monitor the workspace for real-time collision detection and avoidance. The results show that the proposed approach is suitable for robot operation with humans nearby.  相似文献   
962.
In this paper we describe a new model suitable for optimization problems with explicitly unknown optimization functions using user’s preferences. The model addresses an ability to learn not known optimization functions thus perform also a learning of user’s preferences. The model consists of neural networks using fuzzy membership functions and interactive evolutionary algorithms in the process of learning. Fuzzy membership functions of basic human values and their priorities were prepared by utilizing Schwartz’s model of basic human values (achievement, benevolence, conformity, hedonism, power, security, self-direction, stimulation, tradition and universalism). The quality of the model was tested on “the most attractive font face problem” and it was evaluated using the following criteria: a speed of optimal parameters computation, a precision of achieved results, Wilcoxon signed rank test and a similarity of letter images. The results qualify the developed model as very usable in user’s preference modeling.  相似文献   
963.
Real-time interactive multimedia communications are becoming increasingly useful for education, business, e-commerce and e-government, providing an enriched user experience in teleconferencing, e-meetings, distance training and product demonstrations. Large corporations are usually located at several sites, so real-time multipoint sessions within corporations are especially difficult. IP multicast is available or feasible within each site of an organization. Thus, corporate networks can be considered as various multicast-capable networks interconnected through a wide area network without multicast connectivity. This paper proposes a resilient self-managed overlay network to support real-time multipoint interactive sessions within corporate networks. The proposed overlay takes advantage of the configuration of corporate networks to self-organize and provide an efficient media delivery service, making use of multicast communications wherever available. Various self-healing techniques are implemented allowing for the continuity of ongoing sessions in spite of network disruptions and entity failures. Extensive simulations and tests have been carried out to assess the performance and resilience of the overlay facing several types of disruptions.  相似文献   
964.
This paper treats the problem of how to determine weights in a ranking, which will cause a selected entity to attain the highest possible position. We establish that there are two types of entities in a ranking scheme: those which can be ranked as number one and those which cannot. These two types of entities can be identified using the “ranking hull” of the data; a polyhedral set that envelops the data. Only entities with data points on the boundary of this hull can attain the number one position. There are no weights that will make an entity whose data point is in the interior of the hull to ever attain the number one position. We deal with these two types of entities separately. In the first case, we propose an approach for finding a set of weights that, under special conditions, will result in a selected entity achieving the top of the ranking without ties and without ignoring any of the attributes. For the second category of entities, we devise a procedure to guarantee that these entities will attain their highest possible position in the ranking. The first case will require using interior point methods to solve a linear program (LP). The second case involves a binary mixed integer formulation. These two mathematical programs were tested on data from a well‐known university ranking.  相似文献   
965.
Kim  Hayun  Matuszka  Tamás  Kim  Jea-In  Kim  Jungwha  Woo  Woontack 《Multimedia Tools and Applications》2017,76(24):26001-26029

Augmented reality (AR) has received much attention in the cultural heritage domain as an interactive medium for requesting and accessing information regarding heritage sites. In this study, we developed a mobile AR system based on Semantic Web technology to provide contextual information about cultural heritage sites. Most location-based AR systems are designed to present simple information about a point of interest (POI), but the proposed system offers information related to various aspects of cultural heritage, both tangible and intangible, linked to the POI. This is achieved via an information modeling framework where a cultural heritage ontology is used to aggregate heterogeneous data and semantically connect them with each other. We extracted cultural heritage data from five web databases and modeled contextual information for a target heritage site (Injeongjeon Hall and its vicinity in Changdeokgung Palace in South Korea) using the selected ontology. We then implemented a mobile AR application and conducted a user study to assess the learning and engagement impacts of the proposed system. We found that the application provides an agreeable user experience in terms of its affective, cognitive, and operative features. The results of our analysis showed that specific usage patterns were significant with regard to learning outcomes. Finally, we explored how the study’s key findings can provide practical design guidance for system designers to enhance mobile AR information systems for heritage sites, and to show system designers how to support particular usage patterns in order to accommodate specific user experiences better.

  相似文献   
966.
The performance of state-of-the-art speaker verification in uncontrolled environment is affected by different variabilities. Short duration variability is very common in these scenarios and causes the speaker verification performance to decrease quickly while the duration of verification utterances decreases. Linear discriminant analysis (LDA) is the most common session variability compensation algorithm, nevertheless it presents some shortcomings when trained with insufficient data. In this paper we introduce two methods for session variability compensation to deal with short-length utterances on i-vector space. The first method proposes to incorporate the short duration variability information in the within-class variance estimation process. The second proposes to compensate the session and short duration variabilities in two different spaces with LDA algorithms (2S-LDA). First, we analyzed the behavior of the within and between class scatters in the first proposed method. Then, both proposed methods are evaluated on telephone session from NIST SRE-08 for different duration of the evaluation utterances: full (average 2.5 min), 20, 15, 10 and 5 s. The 2S-LDA method obtains good results on different short-length utterances conditions in the evaluations, with a EER relative average improvement of 1.58%, compared to the best baseline (WCCN[LDA]). Finally, we applied the 2S-LDA method in speaker verification under reverberant environment, using different reverberant conditions from Reverb challenge 2013, obtaining an improvement of 8.96 and 23% under matched and mismatched reverberant conditions, respectively.  相似文献   
967.
The importance of traceability in software development has long been recognized, not only for reasons of legality and certification, but also to enable the development itself. At the same time, organizations are known to struggle to live up to traceability requirements, and there is an identified lack of studies on traceability practices in the industry, not least in the area of tooling and infrastructure. This paper presents, investigates and discusses Eiffel, an industry developed solution designed to provide real time traceability in continuous integration and delivery. The traceability needs of industry professionals are also investigated through interviews, providing context to that solution. It is then validated through further interviews, a comparison with previous traceability methods and a review of literature. It is found to address the identified traceability needs and found in some cases to reduce traceability data acquisition times from days to minutes, while at the same time alternatives offering comparable functionality are lacking. In this work, traceability is shown not only to be an important concern to engineers, but also regarded as a prerequisite to successful large scale continuous integration and delivery. At the same time, promising developments in technical infrastructure are documented and clear differences in traceability mindset between separate industry projects is revealed.  相似文献   
968.
969.
We introduce mobile agents for mobile crowdsensing. Crowdsensing campaigns are designed through different roles that are implemented as mobile agents. The role-based tasks of mobile agents include collecting data, analyzing data and sharing data in the campaign. Mobile agents execute and control the campaign autonomously as a multi-agent system and migrate in the opportunistic network of participants’ devices. Mobile agents take into account the available resources in the devices and match participants’ privacy requirements to the campaign requirements. Sharing of task results in real-time facilitates cooperation towards the campaign goal while maintaining a selected global measure, such as energy efficiency. We discuss current challenges in crowdsensing and propose mobile agent based solutions for campaign execution and monitoring, addressing data collection and participant-related issues. We present a software framework for mobile agents-based crowdsensing that is seamlessly integrated into the Web. A set of simulations are conducted to compare mobile agent-based campaigns with existing crowdsensing approaches. We implemented and evaluated a small-scale real-world mobile agent based campaign for pedestrian flock detection. The simulation and evaluation results show that mobile agent based campaigns produce comparable results with less energy consumption when the number of agents is relatively small and enables in-network data processing with sharing of data and task results with insignificant overhead.  相似文献   
970.
Multi-agent systems (MAS) literature often assumes decentralized MAS to be especially suited for dynamic and large scale problems. In operational research, however, the prevailing paradigm is the use of centralized algorithms. Present paper empirically evaluates whether a multi-agent system can outperform a centralized algorithm in dynamic and large scale logistics problems. This evaluation is novel in three aspects: (1) to ensure fairness both implementations are subject to the same constraints with respect to hardware resources and software limitations, (2) the implementations are systematically evaluated with varying problem properties, and (3) all code is open source, facilitating reproduction and extension of the experiments. Existing work lacks a systematic evaluation of centralized versus decentralized paradigms due to the absence of a real-time logistics simulator with support for both paradigms and a dataset of problem instances with varying properties. We extended an existing logistics simulator to be able to perform real-time experiments and we use a recent dataset of dynamic pickup-and-delivery problem with time windows instances with varying levels of dynamism, urgency, and scale. The OptaPlanner constraint satisfaction solver is used in a centralized way to compute a global schedule and used as part of a decentralized MAS based on the dynamic contract-net protocol (DynCNET) algorithm. The experiments show that the DynCNET MAS finds solutions with a relatively lower operating cost when a problem has all following three properties: medium to high dynamism, high urgency, and medium to large scale. In these circumstances, the centralized algorithm finds solutions with an average cost of 112.3% of the solutions found by the MAS. However, averaged over all scenario types, the average cost of the centralized algorithm is 94.2%. The results indicate that the MAS performs best on very urgent problems that are medium to large scale.  相似文献   
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