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61.
Orphan detection in distributed systems is a well-researched field for which many solutions exist. These solutions exploit well defined parent-child relationships given in distributed systems. But they are not applicable in mobile agent systems, since no similar natural relationship between agents exist. Thus new protocols have to be developed. In this paper one such protocol for controlling mobile mobile agents and for orphan detection is presented. The shadow approach presented in this paper uses the idea of a placeholder (shadow) which is assigned by the agent system to each new agent. This defines an artificial relationship between agents and shadow. The shadow records the location of all dependent agents. Removing the root shadow implies that all dependent agents are declared orphan and are eventually be terminated. We introduce agent proxies that create a path from shadow to every agent. In an extension of the basic protocol we additionally allow the shadow to be mobile.The shadow approach can be used for termination of groups of agents even if the exact location of each single agent is not known. 相似文献
62.
Summary Using a bead spring model of flexible polymer chains, the density profiles and chain configurational properties of polymer solutions confined between parallel plates were studied. A wide range of density , chain length N, and strength of a short-range attractive wall potential was investigated. Both a temperature T in the good solvent regime (T > , being the Theta temperature where a chain in unconfined bulk three-dimensional solution would behave ideally) and a temperature in the bad solvent regime (T < ) were considered. It is shown that phase separation in a polymer-rich and polymer-poor solution in the slit competes with polymer adsorption at the walls. A qualitative connection to the wetting behavior of semi-infinite polymer solutions is drawn. The acceptance rate for monomer motions was studied for various conditions, and profiles of monomer mobility across the slit were recorded. Also, average chain relaxation times were extracted from the time dependence of mean-square displacements. Although with increasing density the chain radii (at T > ) show a crossover from two-dimensional excluded volume behavior (Rg N2 with = 3/4) to ideal random walk behavior ( = 1/2), the relaxation times show effective exponents Zeff ( NZ
eff) that clearly deviate from the Rouse prediction in concentrated confined solutions. 相似文献
63.
Julia Mueller Katja Hutter Johann Fueller Kurt Matzler 《Information Systems Journal》2011,21(6):479-501
Virtual worlds, as electronic environments where individuals can interact in a realistic manner in form of avatars, are increasingly used by gamers, consumers and employees. Therefore, they provide opportunities for reinventing business processes. Especially, effective knowledge management (KM) requires the use of appropriate information and communication technology (ICT) as well as social interaction. Emerging virtual worlds enable new ways to support knowledge and knowing processes because these virtual environments consider social aspects that are necessary for knowledge creating and knowledge sharing processes. Thus, collaboration in virtual worlds resembles real‐life activities. In this paper, we shed light on the use of Second Life (SL) as a KM platform in a real‐life setting. To explore the potential and current usage of virtual worlds for knowledge and knowing activities, we conducted a qualitative study at IBM. We interviewed IBM employees belonging to a special workgroup called ‘Web 2.0/virtual worlds’ in order to gain experience in generating and exchanging knowledge by virtually collaborating and interacting. Our results show that virtual worlds – if they are able to overcome problems like platform stability, user interface or security issues – bear the potential to serve as a KM platform. They facilitate global and simultaneous interaction, create a common context for collaboration, combine different tools for communication and enhance knowledge and knowing processes. 相似文献
64.
65.
A color-based face tracking algorithm is proposed to be used as a human-computer interaction tool on mobile devices. The solution
provides a natural means of interaction enabling a motion parallax effect in applications. The algorithm considers the characteristics
of mobile use-constrained computational resources and varying environmental conditions. The solution is based on color comparisons
and works on images gathered from the front camera of a device. In addition to color comparisons, the coherency of the facial
pixels is considered in the algorithm. Several applications are also demonstrated in this work, which use the face position
to determine the viewpoint in a virtual scene, or for browsing large images. The accuracy of the system is tested under different
environmental conditions such as lighting and background, and the performance of the system is measured in different types
of mobile devices. According to these measurements the system allows for accurate (7% RMS error) face tracking in real time
(20–100 fps). 相似文献
66.
Second Life has become increasingly popular with educators and educational institutions, because of the educational possibilities it seems to offer. While there has been a lot of hype and academic publications about educational design or the theoretical framing of teaching in virtual environments, there have been few publications focussing on actual teaching and learning experiences of lecturers and students in Higher Education institutions. This article uses practical examples from an introductory course on Media studies taught at the Hong Kong Polytechnic University to demonstrate that even simple tasks in Second Life can be used to great effect if properly contextualised into the course being taught. High levels of technical skills, or extraordinary educational designs are less important to employing Second Life successfully in a Higher Education environment, than a proper evaluation of student learning outcomes, and teaching goals. 相似文献
67.
Information and communication technologies in the life of university freshmen: An analysis of change
The passage from secondary school to university puts students in an environment with different expectations. Not only the expectations towards learning might change, but also towards ICT competences and computer use. The purpose of this article is to find out whether freshmen, after 6 months at the university, changed their self-perception of ICT competences and computer use in comparison with their behaviour at secondary school, and what factors can explain the self-perception of ICT competences and computer use in secondary school, in the university and their possible change. Based on a panel research among 714 freshmen of a large university, this article answers the following questions: (1) What is the self-perception of ICT competences among freshmen and is there a change in this self-perception 6 months after entering the university? (2) How often and for what purpose do freshmen use a computer and is there a change in the frequency of the use of a computer? (3) What factors might influence this attitude, behaviour, and possible change? In function of the basic components of Unified Theory of Acceptance and Use of Technology (Venkatesh, Morris, Davis, & Davis, 2003) hypotheses was developed and tested to answer these questions. Students who consider the computer to be a useful instrument, have control over the computer, possess a certain level of Internet competence, and are at ease with computers are more likely to have the skills needed to maintain a computer, to develop a web site, and to use basic ICT skills. The predictors have little influence on Internet usage. The same predictors contribute modestly to the explanation of the different frequencies of computer use, and a few of the predictors explain parts of change in ICT skills and frequency of computer use. 相似文献
68.
69.
Marcelo Godoy Simões Tiago Davi Curi Busarello Abdullah Saad Bubshait Farnaz Harirchi José Antenor Pomilio Frede Blaabjerg 《International journal of control》2016,89(4):850-870
This paper presents interactive smart battery-based storage (BBS) for wind generator (WG) and photovoltaic (PV) systems. The BBS is composed of an asymmetric cascaded H-bridge multilevel inverter (ACMI) with staircase modulation. The structure is parallel to the WG and PV systems, allowing the ACMI to have a reduction in power losses compared to the usual solution for storage connected at the DC-link of the converter for WG or PV systems. Moreover, the BBS is embedded with a decision algorithm running real-time energy costs, plus a battery state-of-charge manager and power quality capabilities, making the described system in this paper very interactive, smart and multifunctional. The paper describes how BBS interacts with the WG and PV and how its performance is improved. Experimental results are presented showing the efficacy of this BBS for renewable energy applications. 相似文献
70.
Christiane Jasmin Reinert‐Weiss Holger Baur Sheikh Abdullah Al Nusayer David Duhme Norbert Frühauf 《Journal of the Society for Information Display》2017,25(2):90-97
Conventional adaptive driving beam headlamps are limited in achieving still higher quantities of switchable pixels by the number of LEDs and movable elements needed. In this paper, it is shown that by integrating an active matrix liquid crystal display module, it is possible to realize fully adaptive high‐resolution headlights without mechanical elements and a finite number of LED with 30 k switchable pixels. 相似文献