首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   4140篇
  免费   38篇
  国内免费   5篇
电工技术   20篇
综合类   2篇
化学工业   195篇
金属工艺   15篇
机械仪表   19篇
建筑科学   42篇
能源动力   92篇
轻工业   113篇
水利工程   20篇
石油天然气   12篇
无线电   159篇
一般工业技术   196篇
冶金工业   3160篇
原子能技术   4篇
自动化技术   134篇
  2024年   11篇
  2023年   24篇
  2022年   32篇
  2021年   71篇
  2020年   47篇
  2019年   32篇
  2018年   52篇
  2017年   36篇
  2016年   44篇
  2015年   36篇
  2014年   54篇
  2013年   72篇
  2012年   54篇
  2011年   64篇
  2010年   53篇
  2009年   47篇
  2008年   43篇
  2007年   36篇
  2006年   38篇
  2005年   33篇
  2004年   20篇
  2003年   20篇
  2002年   14篇
  2001年   14篇
  2000年   12篇
  1999年   125篇
  1998年   1025篇
  1997年   603篇
  1996年   387篇
  1995年   183篇
  1994年   187篇
  1993年   185篇
  1992年   29篇
  1991年   15篇
  1990年   19篇
  1989年   26篇
  1988年   27篇
  1987年   23篇
  1986年   18篇
  1985年   19篇
  1984年   3篇
  1983年   6篇
  1982年   23篇
  1981年   21篇
  1980年   26篇
  1979年   5篇
  1978年   9篇
  1977年   86篇
  1976年   161篇
  1975年   3篇
排序方式: 共有4183条查询结果,搜索用时 0 毫秒
71.
The proliferation of a multi-agent system (MAS) and ideas from Artificial Intelligence (AI)/distributed AI have changed the way systems, in general are controlled, and operation of a system (diesel engine) in particular is automated. In this paper a distributed multi-agent architecture for a diesel engine and the knowledge sources that handle electricity generation is developed. Electronic devices and components used for data handling are described. The sensed data are presented in fuzzy logic and calculated in entropy values and depicted in a decision hierarchy. A comparative performance assessment of the proposed multi-agent based system with an existing system is presented and discussed.  相似文献   
72.
In this paper, we present an interactive edutainment system for the children that leverages multimedia and RFID technologies in a seamless manner. The proposed system allows children to learn about new objects/entities by tapping on physical objects through a specially designed RFID-Bluetooth based Tangible User Interface (TUI) tool. The output of the system is delivered as a set of appropriate multimedia representations related to the objects being tapped. The TUI uses RFID technology for object identification and Bluetooth communication to transmit data to the computer where the system??s software is running. We incorporated our system in three games that allow children of different ages to benefit from the system??s functionalities and encourage them to interact with it.  相似文献   
73.
Stroke is considered one of the main causes of death around the world. Survivors often suffer different kinds of disabilities in terms of their cognitive and motor capabilities, and are therefore unable to perform their day-to-day activities. To regain some of their cognitive as well as motor abilities, they require rehabilitation. To this end, we present a serious game framework based on augmented reality technology that may motivate the patients’ involvement in the rehabilitation exercise. Additionally, we analyze the requirements for such a framework and describe the concept and implementation of the proposed approach. Furthermore, we designed a wireless vibrotactile output device that is attached to a tangible object. The tangible object that is connected to the framework can give haptic as well as audio-visual feedback to the patient in a more motivating and entertaining environment for rehabilitation exercises. The suitability and utility of the proposed framework was evaluated with real stroke patients and compared against the performance of a healthy control group, thus facilitating occupational therapists in assessing a patient’s progress. Our evaluations show that the serious games with vibrotactile feedback are well accepted by patients.  相似文献   
74.
Significant growth of multimedia content on the World Wide Web (or simply ??Web??) has made it an essential part of peoples lives. The web provides enormous amount of information, however, it is very important for the users to be able to gauge the trustworthiness of web information. Users normally access content from the first few links provided to them by search engines such as Google or Yahoo!. This is assuming that these search engines provide factual information, which may be popular due to criteria such as page rank but may not always be trustworthy from the factual aspects. This paper presents a mechanism to determine trust of websites based on the semantic similarity of their multimedia content with already established and trusted websites. The proposed method allows for dynamic computation of the trust level of websites of different domains and hence overcomes the dependency on traditional user feedback methods for determining trust. In fact, our method attempts to emulate the evolving process of trust that takes place in a user??s mind. The experimental results have been provided to demonstrate the utility and practicality of the proposed method.  相似文献   
75.
Given a clustering algorithm, how can we adapt it to find multiple, nonredundant, high-quality clusterings? We focus on algorithms based on vector quantization and describe a framework for automatic ‘alternatization’ of such algorithms. Our framework works in both simultaneous and sequential learning formulations and can mine an arbitrary number of alternative clusterings. We demonstrate its applicability to various clustering algorithms—k-means, spectral clustering, constrained clustering, and co-clustering—and effectiveness in mining a variety of datasets.  相似文献   
76.
Automatic perception of human affective behaviour from facial expressions and recognition of intentions and social goals from dialogue contexts would greatly enhance natural human robot interaction. This research concentrates on intelligent neural network based facial emotion recognition and Latent Semantic Analysis based topic detection for a humanoid robot. The work has first of all incorporated Facial Action Coding System describing physical cues and anatomical knowledge of facial behaviour for the detection of neutral and six basic emotions from real-time posed facial expressions. Feedforward neural networks (NN) are used to respectively implement both upper and lower facial Action Units (AU) analysers to recognise six upper and 11 lower facial actions including Inner and Outer Brow Raiser, Lid Tightener, Lip Corner Puller, Upper Lip Raiser, Nose Wrinkler, Mouth Stretch etc. An artificial neural network based facial emotion recogniser is subsequently used to accept the derived 17 Action Units as inputs to decode neutral and six basic emotions from facial expressions. Moreover, in order to advise the robot to make appropriate responses based on the detected affective facial behaviours, Latent Semantic Analysis is used to focus on underlying semantic structures of the data and go beyond linguistic restrictions to identify topics embedded in the users’ conversations. The overall development is integrated with a modern humanoid robot platform under its Linux C++ SDKs. The work presented here shows great potential in developing personalised intelligent agents/robots with emotion and social intelligence.  相似文献   
77.
Quality of Service (QoS) is essential for the ubiquitous access of media services in real-time distributed video surveillance applications. To have ubiquitous access of desired media with emergency officials’ handheld devices, appropriate media transcoding services are required. Currently, it is challenging to select and compose these services for each of the devices to satisfy the desired QoS demand. To compose these media services so that video stream is available for target pervasive and smart devices, a composition algorithm is required. Thus, this paper presents a QoS-aware service composition algorithm to select the best composition for the target ubiquitous client so that it can optimally provide QoS to heterogeneous users. We have implemented a video surveillance prototype to demonstrate the performance of the proposed QoS-aware composition algorithm. Results from this prototype reveal that the approach is suitable for real-time video surveillance.  相似文献   
78.
This paper reports a replacement procedure for cache memories. The procedure is essentially a fuzzy algorithm that makes use of 18 rules to select the cache block to be replaced. These rules are primarily a function of three parameters: age and the frequency of usage of a cache block, and the global hit ratio of the cache system. Computationally, the proposed algorithm calculates a replacement index for each cache block and the block with highest replacement index is selected as a victim. The performance of this fuzzy procedure is compared with traditional replacement algorithms such as least recently used (LRU) and first in First out (FIFO). Our simulation experiments indicate that the proposed algorithm is a strong contender to the traditional counterparts. The unique feature of the proposed algorithm is its flexibility; that is, one can always improve its performance further by fine-tuning the rules.  相似文献   
79.

Recovering a 3D human-pose in the form of an abstracted skeleton from a 2D image suffers from loss of depth information. Assuming the projected human-pose is represented by a set of 2D landmarks capturing the human-pose limbs, recovering back the original 3D locations is an ill posed problem. To recover a 3D configuration, camera localization in 3D space plays a major role, an inaccurate camera localization might mislead the recovery process. In this paper, we propose a 3D camera localization model using only human-pose appearance in a 2D image (i.e., the set of 2D landmarks). We apply a supervised multi-class logistic regression to assign the camera location in 3D space. In the learning process, we assume a set of predefined labeled camera locations. The features we train consist of relative length of limbs and 2D shape context. The goal is to build a relation between these projected landmarks and the camera location in 3D space. This kind of analysis allows us to reconstruct 3D human-poses based on the 2D projection only without any predefined camera parameters. Also, makes real-time multimedia exchange more reliable specially for human-pose related tasks. We test our model on a set of real images showing a variety of camera locations.

  相似文献   
80.
This paper proposes a new method for image binarization that uses an iterative partitioning approach. The proposed method has been tested towards binarization of both document and graphic images. The quantitative comparisons with other standard methods reveal that the proposed approach outperforms existing widely used binarization techniques in terms of accuracy of binarization. The experimental results further establish the superiority of the proposed method, especially for degraded documents and graphic images. The proposed algorithm is suitable for a multi-core processing environment as it can be split into multiple parallel units of executions after the initial partitioning.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号