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71.
Message-passing is a key ingredient of concurrent programming. The purpose of this paper is to describe the equivalence between the proof theory, the categorical semantics, and term calculus of message-passing. In order to achieve this we introduce the categorical notion of a linear actegory and the related polycategorical notion of a poly-actegory. Not surprisingly the notation used for the term calculus borrows heavily from the (synchronous) π-calculus. The cut-elimination procedure for the system provides an operational semantics.  相似文献   
72.
We compared hyperspectral imagery and single-wavelength airborne bathymetric light detection and ranging (lidar) for shallow water (<2 m) bathymetry and seagrass mapping. Both the bathymetric results from hyperspectral imagery and airborne bathymetric lidar reveal that the presence of a strongly reflecting benthic layer under seagrass affects the elevation estimates towards the bottom depth instead of the top of seagrass canopy. Full waveform lidar was also investigated for bathymetry and similar performance to discrete lidar was observed. A provisional classification was performed with limited ground reference samples and four supervised classifiers were applied in the study to investigate the capability of airborne bathymetric lidar and hyperspectral imagery to identify seagrass genera. The overall classification accuracy is highly variable and strongly dependent on the classification strategy used. Features from bathymetric lidar alone are not sufficient for substrate classification, while hyperspectral imagery alone showed significant capability for substrate classification with over 95% overall accuracy. The fusion of hyperspectral imagery and bathymetric lidar only marginally improved the overall accuracy of seagrass classification.  相似文献   
73.
A recently-launched high-resolution commercial satellite, DigitalGlobe’s WorldView-3, has 8 bands in the shortwave infrared (SWIR) wavelength region, which may be capable of estimating canopy water content at 3.7-m spatial resolution. WorldView-3 also has 8 multispectral bands at 1.24-m resolution with two bands in the near-infrared (NIR). The relative spectral response functions for WorldView-3 were provided by DigitalGlobe, Inc., and band reflectances were determined for reflectance spectra of PROSPECT model simulations and leaf data from maize, trees, grasses, and broadleaf herbaceous eudicots. For laboratory measurements, the range of leaf water contents was extended by including drying leaves and leaf stacks of corn, soybean, oaks, and maples. Correlations between leaf water content and spectral indices from model simulations suggested that indices using SWIR band 1 (center wavelength 1210 nm) had low variability with respect to leaf water content, but also low sensitivity. Other indices using SWIR band 5 (2165 nm) had the highest sensitivity, but also had high variability caused by different values of the leaf structure parameter in PROSPECT. Indices using SWIR bands 2, 3 and 4 (1570, 1660, and 1730 nm, respectively) had high correlations and intermediate variability from the leaf structure parameter. Spectral indices calculated from the leaf data had the same overall patterns as the simulations for variation and sensitivity; however, indices using SWIR band 1 had low correlations, and the best correlations were from indices that used SWIR bands 2, 3 and 4. Spectral indices for maize, grasses, and herbaceous crops and weeds had similar responses to leaf water content; tree leaves had higher index values and saturated at lower leaf water contents. The specified width of NIR band 2 (860–1040 nm) overlaps the water absorption feature at 970 nm wavelength; however, the normalized difference of NIR band 1 and 2 was insensitive to water content because NIR band 2’s spectral response was most heavily weighted to wavelengths less than 930 nm. The high spatial resolution of the WorldView-3 SWIR data will help analyze how variation among plant species and functional groups affects spectral responses to differences in canopy water content.  相似文献   
74.
We propose a visual object tracking framework for the extraction of multiple interacting plant root systems from three-dimensional X-ray micro computed tomography images of plants grown in soil. Our method is based on a level set framework guided by a greyscale intensity distribution model to identify object boundaries in image cross-sections. Root objects are followed through the data volume, while updating the tracker’s appearance models to adapt to changing intensity values. In the presence of multiple root systems, multiple trackers can be used, but need to distinguish target objects from one another in order to correctly associate roots with their originating plants. Since root objects are expected to exhibit similar greyscale intensity distributions, shape information is used to constrain the evolving level set interfaces in order to lock trackers to their correct targets. The proposed method is tested on root systems of wheat plants grown in soil.  相似文献   
75.
This article discusses the research findings from a year-long investigation funded by a Digital R&D for the Arts grant. The overarching aims of this research project were to understand how arts and cultural organisations can access mixed-reality environments and digital technology for creative play and learning, and how they can enable children and young people to access meaningful digital realm engagement. The article starts by introducing the underlying philosophical and cognitive framework built from embodiment philosophy, gaming theory and digital pedagogy that helped the research team determine what was meant by meaningful engagement in mixed reality. This is woven into an analysis of the four action-research case studies, followed by a discussion on the potential future areas for investigation. The conclusion evaluates how the resultant Pop Up Play product (free software download, supporting materials and bespoke digital creative play framework http://thesparkarts.co.uk/popupplay/) can be considered an environment for communications skill development, innovative thinking and immersive exploration through experiential play.  相似文献   
76.
Frequently, user interface (UI) designers must choose between modifying an established, but suboptimal and familiar, UI or to avoid such changes. Changing the UI’s, organization may frustrate users who have become familiar with the original design, whereas failing to make changes may force users to perform at an unsatisfactory level. This paper presents two studies that investigate whether users familiar with a poorly designed UI would find items faster, and prefer a reorganized UI that conformed to domain expert knowledge, or would their familiarity with the original UI yield faster performance and higher satisfaction.This paper describes activities to redesign a menu structure in a simulator instructor–operator station (IOS) using hierarchical card sorting and cluster analysis (Romesburg, 2004). This analysis was used to reorganize the menu structure to reflect the knowledge representations of domain experts in accordance with the principle of proximity compatibility (Wickens and Carswell, 1995, Rothrock et al., 2006). The new design was validated with a separate set of users by a reaction time experiment and preference selection.  相似文献   
77.
This paper describes our recent attempts to incorporate human-like conversational behaviors into the dialog moves delivered by an animated pedagogical agent that simulates human tutors. We first present a brief overview of the modules comprising AutoTutor, an intelligent tutoring system. The second section describes a set of conversational behaviors that are being incorporated into AutoTutor. The behaviors of interest involve variations in intonation, head movements, arm and hand movements, facial expressions, eye blinking, gaze direction, and back-channel feedback. The final section presents a recent empirical study concerned with back-channel feedback events during human-to-human tutoring sessions. The back-channel feedback events emitted by tutors are mostly positive (63%), mostly verbal (77%), and immediately follow speech-act boundaries or noun-phrase boundaries (83%). Tutors also deliver back-channelevents at a very high rate when students are emitting dialog, about 13 events per minute. Conversely, 88% of students' back-channel feedback events are head nods, and they occur at unbounded locations (63%).  相似文献   
78.
Metrics for shot boundary detection in digital video sequences   总被引:5,自引:0,他引:5  
The detection of shot boundaries in video sequences is an important task for generating indexed video databases. This paper provides a comprehensive quantitative comparison of the metrics that have been applied to shot boundary detection. In addition, several standardized statistical tests that have not been applied to this problem, as well as three new metrics, are considered. A mathematical framework for quantitatively comparing metrics is supplied. Experimental results based on a video database containing 39,000 frames are included.  相似文献   
79.
The optimization of shell buckling is performed considering peak normal force and absorbed internal energy in the presence of geometrical imperfections implemented through Karhunen-Loève expansions. Initially, the mass of a shell is minimized in the presence of random initial imperfections by allowing cutouts in the material, subject to constraints on the average peak force and average internal energy. Then, robustness is considered by minimizing the coefficient of variation of the normal peak force while constraining the average peak force and average internal energy. LS-OPT® is used both to generate an experimental design and to perform a Monte Carlo simulation (96 runs) using LS-DYNA® at each of the experimental design points. The effect of imperfections when minimizing the mass is not large, but when considering robustness, however, the optimal design has a substantially increased hole size and increased shell thickness, resulting in a heavier design with maximal robustness within the constraints.  相似文献   
80.
OBJECTIVE: The present study developed and tested a model of car following by human drivers. BACKGROUND: Previous models of car following are based on 3-D parameters such as lead vehicle speed and distance information, which are not directly available to a driver. In the present paper we present the driving by visual angle (DVA) model, which is based on the visual information (visual angle and rate of change of visual angle) available to the driver. METHOD: Two experiments in a driving simulator examined car-following performance in response to speed variations of a lead vehicle defined by a sum of sine wave oscillations and ramp acceleration functions. In addition, the model was applied to six driving events using real world-driving data. RESULTS: The model provided a good fit to car-following performance in the driving simulation studies as well as in real-world driving performance. A comparison with the advanced interactive microscopic simulator for urban and nonurban networks (AIMSUN) model, which is based on 3-D parameters, suggests that the DVA was more predictive of driver behavior in matching lead vehicle speed and distance headway. CONCLUSION: Car-following behavior can be modeled using only visual information to the driver and can produce performance more predictive of driver performance than models based on 3-D (speed or distance) information. APPLICATION: The DVA model has applications to several traffic safety issues, including automated driving systems and traffic flow models.  相似文献   
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