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81.
82.
A recent technique that forms virtual ray lights (VRLs) from path segments in media, reduces the artifacts common to VPL approaches in participating media, however, distracting singularities still remain. We present Virtual Beam Lights (VBLs), a progressive many‐lights algorithm for rendering complex indirect transport paths in, from, and to media. VBLs are efficient and can handle heterogeneous media, anisotropic scattering, and moderately glossy surfaces, while provably converging to ground truth. We inflate ray lights into beam lights with finite thicknesses to eliminate the remaining singularities. Furthermore, we devise several practical schemes for importance sampling the various transport contributions between camera rays, light rays, and surface points. VBLs produce artifact‐free images faster than VRLs, especially when glossy surfaces and/or anisotropic phase functions are present. Lastly, we employ a progressive thickness reduction scheme for VBLs in order to render results that converge to ground truth.  相似文献   
83.
We have extended the Large-scale Atomic/Molecular Massively Parallel Simulator (LAMMPS) to support directional bonds and dynamic bonding. The framework supports stochastic formation of new bonds, breakage of existing bonds, and conversion between bond types. Bond formation can be controlled to limit the maximal functionality of a bead with respect to various bond types. Concomitant with the bond dynamics, angular and dihedral interactions are dynamically introduced between newly connected triplets and quartets of beads, where the interaction type is determined from the local pattern of bead and bond types. When breaking bonds, all angular and dihedral interactions involving broken bonds are removed. The framework allows chemical reactions to be modeled, and use it to simulate a simplistic, coarse-grained DNA model. The resulting DNA dynamics illustrates the power of the present framework.Program summaryProgram title: LAMMPS Framework for Directional Dynamic BondingCatalogue identifier: AEME_v1_0Program summary URL: http://cpc.cs.qub.ac.uk/summaries/AEME_v1_0.htmlProgram obtainable from: CPC Program Library, Queen?s University, Belfast, N. IrelandLicensing provisions: GNU General Public LicenceNo. of lines in distributed program, including test data, etc.: 2 243 491No. of bytes in distributed program, including test data, etc.: 771Distribution format: tar.gzProgramming language: C++Computer: Single and multiple core serversOperating system: Linux/Unix/WindowsHas the code been vectorized or parallelized?: Yes. The code has been parallelized by the use of MPI directives.RAM: 1 GbClassification: 16.11, 16.12Nature of problem: Simulating coarse-grain models capable of chemistry e.g. DNA hybridization dynamics.Solution method: Extending LAMMPS to handle dynamic bonding and directional bonds.Unusual features: Allows bonds to be created and broken while angular and dihedral interactions are kept consistent.Additional comments: The distribution file for this program is approximately 36 Mbytes and therefore is not delivered directly when download or E-mail is requested. Instead an html file giving details of how the program can be obtained is sent.Running time: Hours to days. The examples provided in the distribution take just seconds to run.  相似文献   
84.
The challenge of saturating all phases of pervasive service provision with context-aware functionality lies in coping with the complexity of maintaining, retrieving and distributing context information. To efficiently represent and query context information a sophisticated modelling scheme should exist. To distribute and synchronise context knowledge in various context repositories across a multitude of administrative domains, streamlined mechanisms are needed. This paper elaborates on an innovative context management framework that has been designed to cope with free-text and location based context retrieval and efficient context consistency control. The proposed framework has been incorporated in a multi-functional pervasive services platform, while most of the mechanisms it employs have been empirically evaluated.  相似文献   
85.
A large number of network services rely on IP and reliable transport protocols. For applications that provide abundant data for transmission, loss is usually handled satisfactorily, even if the application is latency-sensitive (Wang et al. 2004). For data streams where small packets are sent intermittently, however, applications can occasionally experience extreme latencies (Griwodz and Halvorsen 2006). As it is not uncommon that such thin-stream applications are time-dependent, any unnecessarily induced delay can have severe consequences for the service provided. Massively Multiplayer Online Games (MMOGs) are a defining example of thin streams. Many MMOGs (like World of Warcraft and Age of Conan) use TCP for the benefits of reliability, in-order delivery and NAT/firewall traversal. It has been shown that TCP has several shortcomings with respect to the latency requirements of thin streams because of the way it handles retransmissions (Griwodz and Halvorsen 2006). As such, an alternative to TCP may be SCTP (Stewart et al. 2000), which was originally developed to meet the requirements of signaling transport. In this paper, we evaluate the Linux-kernel SCTP implementation in the context of thin streams. To address the identified latency challenges, we propose sender-side only enhancements that reduce the application-layer latency in a manner that is compatible with unmodified receivers. These enhancements can be switched on by applications and are used only when the system identifies the stream as thin. To evaluate the latency performance, we have performed several tests over various real networks and over an emulated network, varying parameters like RTT, packet loss and amount of competing cross traffic. When comparing our modifications with SCTP on Linux and FreeBSD and TCP New Reno, our results show great latency improvements and indicate the need for a separate handling of thin and thick streams.  相似文献   
86.
Ant Colony Optimization (ACO) is a kind of metaheuristic that has become very popular for solving problems from combinatorial optimization. Solutions for a given problem are constructed by a random walk on a so-called construction graph. This random walk can be influenced by heuristic information about the problem. In contrast to many successful applications, the theoretical foundation of this kind of metaheuristic is rather weak. Theoretical investigations with respect to the runtime behavior of ACO algorithms have been started only recently for the optimization of pseudo-Boolean functions.We present the first comprehensive rigorous analysis of a simple ACO algorithm for a combinatorial optimization problem. In our investigations, we consider the minimum spanning tree (MST) problem and examine the effect of two construction graphs with respect to the runtime behavior. The choice of the construction graph in an ACO algorithm seems to be crucial for the success of such an algorithm. First, we take the input graph itself as the construction graph and analyze the use of a construction procedure that is similar to Broder’s algorithm for choosing a spanning tree uniformly at random. After that, a more incremental construction procedure is analyzed. It turns out that this procedure is superior to the Broder-based algorithm and produces additionally in a constant number of iterations an MST, if the influence of the heuristic information is large enough.  相似文献   
87.
Atom chips are a promising candidate for a scalable architecture for quantum information processing provided a universal set of gates can be implemented with high fidelity. The difficult part in achieving universality is the entangling two-qubit gate. We consider a Rydberg phase gate for two atoms trapped on a chip and employ optimal control theory to find the shortest gate that still yields a reasonable gate error. Our parameters correspond to a situation where the Rydberg blockade regime is not yet reached. We discuss the role of spontaneous emission and the effect of noise from the chip surface on the atoms in the Rydberg state.  相似文献   
88.
Collaborative filtering as a classical method of information retrieval has been widely used in helping people to deal with information overload. In this paper, we introduce the concept of local user similarity and global user similarity, based on surprisal-based vector similarity and the application of the concept of maximin distance in graph theory. Surprisal-based vector similarity expresses the relationship between any two users based on the quantities of information (called surprisal) contained in their ratings. Global user similarity defines two users being similar if they can be connected through their locally similar neighbors. Based on both of Local User Similarity and Global User Similarity, we develop a collaborative filtering framework called LS&GS. An empirical study using the MovieLens dataset shows that our proposed framework outperforms other state-of-the-art collaborative filtering algorithms.  相似文献   
89.
Recent years have seen increasing attention and significant progress in many‐light rendering, a class of methods for efficient computation of global illumination. The many‐light formulation offers a unified mathematical framework for the problem reducing the full lighting transport simulation to the calculation of the direct illumination from many virtual light sources. These methods are unrivaled in their scalability: they are able to produce plausible images in a fraction of a second but also converge to the full solution over time. In this state‐of‐the‐art report, we give an easy‐to‐follow, introductory tutorial of the many‐light theory; provide a comprehensive, unified survey of the topic with a comparison of the main algorithms; discuss limitations regarding materials and light transport phenomena and present a vision to motivate and guide future research. We will cover both the fundamental concepts as well as improvements, extensions and applications of many‐light rendering.  相似文献   
90.
This paper explores the question of how foresight and futures research can identify and address ethical issues in the field of Information Systems (IS). Starting from the premise that such IS are part of socio-technical systems, the interaction between technology and human actors raise ethical concerns. Early recognition of these concerns can address ethical issues and improve the use of the technology for a range of social and organisational goals. This paper discusses research conducted in two futures research projects. Both projects investigated emerging information and communication technologies (ICTs) and ethics. The first project established approaches for identifying future technologies and their related ethical concerns. This led to the identification of 11 emerging ICTs and their associated ethical concerns. The second project took these general ethical concerns and focused on their role in IS. Specifically, how IS professionals view future emerging technologies, their associated ethical concerns, and how they think these concerns could be addressed. The key findings are that IS professionals are primarily interested in the job at hand and less so in the ethical concerns that the job might bring; ethics is a concern that is best left for others to deal with. This paper considers the implications of research on ethics in emerging ICTs and draws general conclusions about the relevance of future technologies research in IS.  相似文献   
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