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21.
Floridi and Taddeo propose a condition of ‘zero semantic commitment’ for solutions to the grounding problem, and a solution to it. I argue briefly that their condition cannot be fulfilled, not even by their own solution. After a look at Luc Steel's very different competing suggestion, I suggest that we need to re-think what the problem is and what role the ‘goals’ in a system play in formulating the problem. On the basis of a proper (syntactic) understanding of computing, I come to the conclusion that the only sensible grounding problem is how we can explain and re-produce the behavioural ability and function of meaning in artificial computational agents.  相似文献   
22.
In this paper, we consider a large-scale evacuation problem after a major disaster. The evacuation is assumed to occur by means of a fleet of buses, thus leading to scheduling the evacuation operations by buses [(bus evacuation problem (BEP)]. We propose time-indexed formulations as well as heuristic algorithms such as greedy algorithms and a matheuristic. This matheuristic uses the former formulation to improve the best solution obtained by the greedy heuristics. In computational experiments, we analyze and evaluate the efficiency of the proposed solution algorithms.  相似文献   
23.
There has been a growing interest in applying human computation – particularly crowdsourcing techniques – to assist in the solution of multimedia, image processing, and computer vision problems which are still too difficult to solve using fully automatic algorithms, and yet relatively easy for humans. In this paper we focus on a specific problem – object segmentation within color images – and compare different solutions which combine color image segmentation algorithms with human efforts, either in the form of an explicit interactive segmentation task or through an implicit collection of valuable human traces with a game. We use Click’n’Cut, a friendly, web-based, interactive segmentation tool that allows segmentation tasks to be assigned to many users, and Ask’nSeek, a game with a purpose designed for object detection and segmentation. The two main contributions of this paper are: (i) We use the results of Click’n’Cut campaigns with different groups of users to examine and quantify the crowdsourcing loss incurred when an interactive segmentation task is assigned to paid crowd-workers, comparing their results to the ones obtained when computer vision experts are asked to perform the same tasks. (ii) Since interactive segmentation tasks are inherently tedious and prone to fatigue, we compare the quality of the results obtained with Click’n’Cut with the ones obtained using a (fun, interactive, and potentially less tedious) game designed for the same purpose. We call this contribution the assessment of the gamification loss, since it refers to how much quality of segmentation results may be lost when we switch to a game-based approach to the same task. We demonstrate that the crowdsourcing loss is significant when using all the data points from workers, but decreases substantially (and becomes comparable to the quality of expert users performing similar tasks) after performing a modest amount of data analysis and filtering out of users whose data are clearly not useful. We also show that – on the other hand – the gamification loss is significantly more severe: the quality of the results drops roughly by half when switching from a focused (yet tedious) task to a more fun and relaxed game environment.  相似文献   
24.
25.
METIS-II was an EU-FET MT project running from October 2004 to September 2007, which aimed at translating free text input without resorting to parallel corpora. The idea was to use “basic” linguistic tools and representations and to link them with patterns and statistics from the monolingual target-language corpus. The METIS-II project has four partners, translating from their “home” languages Greek, Dutch, German, and Spanish into English. The paper outlines the basic ideas of the project, their implementation, the resources used, and the results obtained. It also gives examples of how METIS-II has continued beyond its lifetime and the original scope of the project. On the basis of the results and experiences obtained, we believe that the approach is promising and offers the potential for development in various directions.  相似文献   
26.
陈文雄 《程序员》2009,(9):90-93
通过什么样的规则来安排哪个广告给哪个关键字,才能最大化当天的收益呢?此问题可以抽象成"On-line带权二部图最大匹配问题"。  相似文献   
27.
In this paper, we propose a distributed congestion-aware channel assignment (DCACA) algorithm for multi-channel wireless mesh networks (MC–WMNs). The frequency channels are assigned according to the congestion measures which indicate the congestion status at each link. Depending on the selected congestion measure (e.g., queueing delay, packet loss probability, and differential backlog), various design objectives can be achieved. Our proposed distributed algorithm is simple to implement as it only requires each node to perform a local search. Unlike most of the previous channel assignment schemes, our proposed algorithm assigns not only the non-overlapped (i.e., orthogonal) frequency channels, but also the partially-overlapped channels. In this regard, we introduce the channel overlapping and mutual interference matrices which model the frequency overlapping among different channels. Simulation results show that in the presence of elastic traffic (e.g., TCP Vegas or TCP Reno) sources, our proposed DCACA algorithm increases the aggregate throughput and also decreases the average packet round-trip compared with the previously proposed Load-Aware channel assignment algorithm. Furthermore, in a congested IEEE 802.11b network setting, compared with the use of three non-overlapped channels, the aggregate network throughput can further be increased by 25% and the average round-trip time can be reduced by more than one half when all the 11 partially-overlapped channels are used.  相似文献   
28.
Filamentary preforms of aluminium-13 wt % Si alloy reinforced with TiC-coated carbon fibres were obtained by liquid metal infiltration using K2ZrF6 as wetting agent. The interfacial structure was investigated using analytical electron microscopy (TEM, SEM) and the fibre strength measured following each step of processing. The reaction between the K2ZrF6 deposit and the molten alloy is discussed on the basis of the reaction products formed at the fibre-matrix interface, which mainly consisted of fluoride compounds (K3AlF6), different zirconium-rich suicides (Si2Zr, SiZr (Al), (Al, Si)2Zr) and crystalline -alumina. Large amounts and/or inhomogeneous distributions of the K2ZrF6 deposit should be avoided, because the massive precipitation of colonies of intermetallics around fibres is conducive for the formation of harmful aluminium carbides and favours brittle fracture of the composite. The utilization of TiC-coatings formed by the reactive chemical vapour deposition process gave satisfactory results, both in terms of composite elaboration and fibre protection during liquid infiltration.  相似文献   
29.
Journal of Signal Processing Systems - This paper describes a field-programmable gate array (FPGA) implementation of a fixed-point low-density lattice code (LDLC) decoder where the Gaussian mixture...  相似文献   
30.
Nowadays, students often practice problem-solving skills in online learning environments with the help of examples and problems. This requires them to self-regulate their learning. It is questionable how novices self-regulate their learning from examples and problems and whether they need support. The present study investigated the open questions (1) to what extent students' (novices) task selections align with instructional design principles and (2) whether informing them about these principles would improve their task selections, learning outcomes, and motivation. Higher education students (N = 150) learned a problem-solving procedure by fixed sequences of examples and problems (FS-condition), or by self-regulated learning (SRL). The SRL participants selected tasks from a database, varying in format, complexity, and cover story, either with (ISRL-condition) or without (SRL-condition) watching a video detailing the instructional design principles. Students' task-selection patterns in both SRL conditions largely corresponded to the principles, although tasks were built up in complexity more often in the ISRL-condition than in the SRL-condition. Moreover, there was still room for improvement in students' task selections after solving practice problems. The video instruction helped students to better apply certain principles, but did not enhance learning and motivation. Finally, there were no test performance or motivational differences among conditions. Although these findings might suggest it is relatively ‘safe’ to allow students to independently start learning new problems-solving tasks using examples and problems, caution is warranted: It is unclear whether these findings generalize to other student populations, as the students participating in this study have had some experience with similar tasks or learning with examples. Moreover, as there was still room for improvement in students' task selections, follow-up research should investigate how we can further improve self-regulated learning from examples and practice problems.  相似文献   
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