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   2437篇
  免费   209篇
电工技术   23篇
综合类   30篇
化学工业   981篇
金属工艺   29篇
机械仪表   45篇
建筑科学   101篇
矿业工程   6篇
能源动力   55篇
轻工业   380篇
水利工程   41篇
石油天然气   4篇
无线电   91篇
一般工业技术   405篇
冶金工业   144篇
原子能技术   7篇
自动化技术   304篇
  2024年   15篇
  2023年   30篇
  2022年   174篇
  2021年   179篇
  2020年   97篇
  2019年   86篇
  2018年   89篇
  2017年   93篇
  2016年   110篇
  2015年   94篇
  2014年   124篇
  2013年   172篇
  2012年   143篇
  2011年   209篇
  2010年   122篇
  2009年   122篇
  2008年   130篇
  2007年   99篇
  2006年   71篇
  2005年   53篇
  2004年   47篇
  2003年   50篇
  2002年   46篇
  2001年   27篇
  2000年   33篇
  1999年   33篇
  1998年   32篇
  1997年   16篇
  1996年   19篇
  1995年   16篇
  1994年   18篇
  1993年   13篇
  1992年   11篇
  1991年   10篇
  1990年   3篇
  1989年   7篇
  1988年   2篇
  1987年   4篇
  1986年   4篇
  1985年   4篇
  1984年   3篇
  1982年   5篇
  1981年   4篇
  1980年   2篇
  1979年   6篇
  1978年   2篇
  1977年   3篇
  1976年   3篇
  1975年   3篇
  1974年   3篇
排序方式: 共有2646条查询结果,搜索用时 23 毫秒
51.
In this work we used the sol-gel technique to develop luminescent Eu(III) transparent films deposited on glass slides to build for sensor devices capable of monitoring transition metal ions in aqueous solutions. The films were obtained from a bis(trialkoxysilyl) organic precursor synthesized from the amide of the 2,6-pyridinedicarboxylic acid (DPA) with aminopropyltriethoxysilane (APTES) in the presence or absence of cetyl trimethyl ammonium bromide (CTAB) surfactant as templating agent and triethylethoxysilane (TEOS) as crosslinker. These sensor devices were used to perform in situ quenching experiments by Cu(II), Fe(III), Co(II) and Ni(II) ions. The results indicate that the templated films allow the detection and quantification of these metals down to ppb levels by means of the values of the Stern-Volmer constants. In particular, it was shown that Cu(II) acts as an extremely efficient quencher (KSV = 3.5 × 105 M−1) when compared with the results obtained for the other metals, opening the possibility to use these devices as potential Cu(II) sensors for actual applications in aqueous media.  相似文献   
52.
The analysis of unsteady phenomena is an important topic for scientific visualization. Several time-dependent visualization techniques exist, as well as solutions for dealing with the enormous size of time-varying data in interactive visualization. Many current visualization toolkits support displaying time-varying data sets. However, for the interactive exploration of time-varying data in scientific visualization, no common time model that describes the temporal properties which occur in the visualization process has been established. In this work, we propose a general time model which classifies the time frames of simulation phenomena and the connections between different time scales in the analysis process. This model is designed for intuitive interaction with time in visualization applications for the domain expert as well as for the developer of visualization tools. We demonstrate the benefits of our model by applying it to two use cases with different temporal properties.  相似文献   
53.
Textual requirements are very common in software projects. However, this format of requirements often keeps relevant concerns (e.g., performance, synchronization, data access, etc.) from the analyst’s view because their semantics are implicit in the text. Thus, analysts must carefully review requirements documents in order to identify key concerns and their effects. Concern mining tools based on NLP techniques can help in this activity. Nonetheless, existing tools cannot always detect all the crosscutting effects of a given concern on different requirements sections, as this detection requires a semantic analysis of the text. In this work, we describe an automated tool called REAssistant that supports the extraction of semantic information from textual use cases in order to reveal latent crosscutting concerns. To enable the analysis of use cases, we apply a tandem of advanced NLP techniques (e.g, dependency parsing, semantic role labeling, and domain actions) built on the UIMA framework, which generates different annotations for the use cases. Then, REAssistant allows analysts to query these annotations via concern-specific rules in order to identify all the effects of a given concern. The REAssistant tool has been evaluated with several case-studies, showing good results when compared to a manual identification of concerns and a third-party tool. In particular, the tool achieved a remarkable recall regarding the detection of crosscutting concern effects.  相似文献   
54.
Existing routing algorithms for 3D deal with regular mesh/torus 3D topologies. Today 3D NoCs are quite irregular, especially those with heterogeneous layers. In this paper, we present a routing algorithm targeting 3D networks-on-chip (NoCs) with incomplete sets of vertical links between adjacent layers. The routing algorithm tolerates multiple link and node failures, in the case of absence of NoC partitioning. In addition, it deals with congestion. The routing algorithm for 3D NoCs preserves the deadlock-free propriety of the chosen 2D routing algorithms. It is also scalable and supports a local reconfiguration that complements the reconfiguration of the 2D routing algorithms in case of failures of nodes or links. The algorithm incurs a small overhead in terms of exchanged messages for reconfiguration and does not introduce significant additional complexity in the routers. Theoretical analysis of the 3D routing algorithm is provided and validated by simulations for different traffic loads and failure rates.  相似文献   
55.
The success of software development using third party components highly depends on the ability to select a suitable component for the intended application. The evidence shows that there is limited knowledge about current industrial OTS selection practices. As a result, there is often a gap between theory and practice, and the proposed methods for supporting selection are rarely adopted in the industrial practice. This paper's goal is to investigate the actual industrial practice of component selection in order to provide an initial empirical basis that allows the reconciliation of research and industrial endeavors. The study consisted of semi-structured interviews with 23 employees from 20 different software-intensive companies that mostly develop web information system applications. It provides qualitative information that help to further understand these practices, and emphasize some aspects that have been overlooked by researchers. For instance, although the literature claims that component repositories are important for locating reusable components; these are hardly used in industrial practice. Instead, other resources that have not received considerable attention are used with this aim. Practices and potential market niches for software-intensive companies have been also identified. The results are valuable from both the research and the industrial perspectives as they provide a basis for formulating well-substantiated hypotheses and more effective improvement strategies.  相似文献   
56.
MTranslatability     
Machine Translation of arbitrary input is difficult,but the output quality can be improved significantlyif writers create documents with MT in mind. Thisarticle deals with ``MTranslatability' – translatabilityof texts by MT systems. It identifies characteristics oftext that decrease MTranslatability and suggests waysto improve them. It also illustrates the effect of writingfor MTranslatability by showing before-and-after picturesof output from various commercially available MT systems,and gives an overview of tools that help identify and correctthe problems.  相似文献   
57.
58.
Design and control of an IPMC wormlike robot.   总被引:2,自引:0,他引:2  
This paper presents an innovative wormlike robot controlled by cellular neural networks (CNNs) and made of an ionic polymer-metal composite (IPMC) self-actuated skeleton. The IPMC actuators, from which it is made of, are new materials that behave similarly to biological muscles. The idea that inspired the work is the possibility of using IPMCs to design autonomous moving structures. CNNs have already demonstrated their powerfulness as new structures for bio-inspired locomotion generation and control. The control scheme for the proposed IPMC moving structure is based on CNNs. The wormlike robot is totally made of IPMCs, and each actuator has to carry its own weight. All the actuators are connected together without using any other additional part, thereby constituting the robot structure itself. Worm locomotion is performed by bending the actuators sequentially from "tail" to "head," imitating the traveling wave observed in real-world undulatory locomotion. The activation signals are generated by a CNN. In the authors' opinion, the proposed strategy represents a promising solution in the field of autonomous and light structures that are capable of reconfiguring and moving in line with spatial-temporal dynamics generated by CNNs.  相似文献   
59.
Looking for more active and motivating methodological alternatives from the students’ perspective, which promote analysis and investigation abilities that make the student a more participative agent and some learning processes are facilitated, a practical study was conducted in the University of La Sabana (Chía, Colombia), in Computing Engineering (INF) and Agroindustrial Production Engineering (IPA) academic programs under the guiding question: Is Second Life an attractive tool for students, does it increment motivation, promote participation and facilitate learning processes in electronic related subjects in Engineering degrees?Second Life (SL) platform was then used as a traditional on-site class complement in electronic related subjects. A follow up was conducted with several groups during a year and a half, some students followed the subject with the traditional on-site methodology and others did it following a mixed methodology that combined traditional on-site lessons with virtual sessions trough SL, making a comparison and applying a quantitative as well as a qualitative methodology for the information analysis and recollection.After the specified study period it was found that using SL as part of the methodology, increments motivation toward electronic related subjects, and promotes participation and investigation, due to the fact that this tool makes learning possible in a funnier, more interactive and deeper way than if it had been taught in a master class. Having real-time access from a virtual classroom to all types of audiovisual information, helps more senses get involved in the learning process, making it more effective; nevertheless a weakness was detected related to the attention and concentration: students tend to get distracted, because their classroom is the computer and from there they have access not only to the many worlds of SL but to all the social networks and the Internet in general.  相似文献   
60.
Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load.  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