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This article addresses the output feedback control for discrete‐time Markov jump linear systems. With fully known transition probability, sufficient conditions for an internal model based controller design are obtained. For the case where the transition probabilities are uncertain and belong to a convex polytope with known vertices, we provide a sufficient LMI condition that guarantees the norm of the closed‐loop system is below a prescribed level. That condition can be improved through an iterative procedure. Additionally, we are able to deal with the case of cluster availability of the Markov mode, provided that some system matrices do not vary within a given cluster, an assumption that is suitable to deal with packet dropout models for networked control systems. A numerical example shows the applicability of the design and compares it with previous results. Copyright © 2012 John Wiley & Sons, Ltd. 相似文献
33.
We propose a new approach that improves perceptual quality of the separated sources in blind single-channel musical source separation. It uses the advantages of subspace learning based on Non-negative Matrix Factorization (NMF) in which the bases represent the notes. The cost function is formulated in the form of weighted β-divergence by adopting the PEAQ auditory model defined in ITU-R BS.1387 into the source separation. The proposed perceptually weighted factorization scheme is integrated into the Non-negative Matrix Factor 2-D Deconvolution (NMF2D) and Clustered Non-negative Matrix Factorization (CNMF) to overcome the source clustering problem encountered in under-determined source separation. It is shown that the introduced perceptually weighted NMF schemes, named as PW-NMF2D and PW-CNMF, efficiently learn the bases that enable us to apply a simple resynthesis of the musical sources based on the temporal model stored in the encoding matrix. Source separation performance has been reported on musical mixtures where 1–2 dB improvement is achieved in terms of SDR, SIR and SAR compared to the state-of-the-art methods. Performance has also been evaluated by perceptual measures resulting an improvement of 2–5 in OPS, TPS, IPS and APS values. 相似文献
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Françoise Détienne Béatrice Cahour Marie-Christine Legout Bernard Gourvennec Marc Relieu Gilles Coppin 《Cognition, Technology & Work》2013,15(4):445-455
Based on the analysis of “real” Second Life meetings data, in educational and professional settings, our objective is to understand the actual uses of this kind of Virtual World and more particularly, the interactive frames constructed in SL meetings and their interrelation with uses of communication media. The originality of our analytical framework stems from the combination of two perspectives: a third view perspective based on analyses of observational data and a first view perspective based on users’ reports on their experience in SL. Our results highlight: boundaries between serious and recreational registers; avatar’s expression and attribution of feelings to the person “behind”; spatial positioning as indicators and constructors of roles and engagement; management of communication fluidity and joint focus; narrowing of communication media used for task focus content; emerging mediation role for management of fractured exchanges. 相似文献
36.
Esen Gökçe Özdamar 《Digital Creativity》2013,24(3):206-212
ABSTRACTThis exhibition review focuses on the quest for weaving boundaries between body-form-space-and material relationship using immersive technologies. Emerging as an architectural counterpoint, Universal Everything: Fluid Bodies exhibition held in Borusan Contemporary focuses on how we perceive the motion and form in relation to it, as well as fusing senses of kinaesthetic and synaesthetic through a data driven and motion-based visual representation. Through these algorithms, the exhibition displays how neuroarchitecture reminds us of the senses of perception. The architectural counterpoint, intention as an interaction and encounter of the body with ‘the machine’ as the ‘voyeur body’ and how this observational dialogue becomes a research methodology in understanding the nature of movement in space through digital tools. 相似文献
37.
Failure mode and effects analysis (FMEA) is one of the well-known techniques of quality management that is used for continuous improvements in product or process designs. While applying this technique, determining the risk priority numbers, which indicate the levels of risks associated with potential problems, is of prime importance for the success of application. These numbers are generally attained from past experience and engineering judgments, and this way of risk assessment sometimes leads to inaccuracies and inconsistencies during priority numbering. Fuzzy logic approach is preferable in order to remove these deficiencies in assigning the risk priority numbers. In this study, a fuzzy-based FMEA is to be applied first time to improve the purchasing process of a public hospital. Results indicate that the application of fuzzy FMEA method can solve the problems that have arisen from conventional FMEA, and can efficiently discover the potential failure modes and effects. It can also provide the stability of process assurance. 相似文献
38.
Mayu Iwata Hiroki Miyamoto Takahiro Hara Daijiro Komaki Kentaro Shimatani Tomohiro Mashita Kiyoshi Kiyokawa Toshiaki Uemukai Gen Hattori Shojiro Nishio Haruo Takemura 《Personal and Ubiquitous Computing》2013,17(5):1035-1050
People routinely carry mobile devices in their daily lives and obtain a variety of information from the Internet in many different situations. In searching for information (content) with a mobile device, a user’s activity (e.g., moving or stationary) and context (e.g., commuting in the morning or going downtown in the evening) often change, and such changes can affect the user’s degree of concentration on his or her mobile device’s display and information needs. Therefore, a search system should provide the user with an amount of information suitable for the current activity and a type of information suitable for the current context. In this study, we present the design and implementation of a content search system that considers a mobile user’s activity and context, with the goal of reducing the user’s operation load for content search. The proposed system switches between two kinds of content search systems according to the user’s activity: the location-based content search system is activated when the user is stationary (e.g., standing and sitting), while a menu-based content search system is activated when the user is moving (e.g., walking). Both systems present information according to user context. The location-based system presents detailed information via menus and a map according to location-based categories. The menu-based system presents only a few options to enable users to get content easily. Through user experiments, we confirmed that participants could get desired information more easily with this system than with a commercial search system. 相似文献
39.
Multicamera people tracking with a probabilistic occupancy map 总被引:1,自引:0,他引:1
Fleuret F Berclaz J Lengagne R Fua P 《IEEE transactions on pattern analysis and machine intelligence》2008,30(2):267-282
Given two to four synchronized video streams taken at eye level and from different angles, we show that we can effectively combine a generative model with dynamic programming to accurately follow up to six individuals across thousands of frames in spite of significant occlusions and lighting changes. In addition, we also derive metrically accurate trajectories for each one of them.Our contribution is twofold. First, we demonstrate that our generative model can effectively handle occlusions in each time frame independently, even when the only data available comes from the output of a simple background subtraction algorithm and when the number of individuals is unknown a priori. Second, we show that multi-person tracking can be reliably achieved by processing individual trajectories separately over long sequences, provided that a reasonable heuristic is used to rank these individuals and avoid confusing them with one another. 相似文献
40.
Assignment of referees to football games is an important problem faced in professional football leagues. Despite its importance, the problem has received limited academic attention. This paper presents a model and analysis of the problem for fair referee assignments, and develops a constructive heuristic and a local search procedure for its solution. Results from an extensive computational study show that the methods are effective in solving the problem in a second of computation time and yielding an excellent solution quality. 相似文献