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81.
Martin Bresler Daniel Průša Václav Hlaváč 《International Journal on Document Analysis and Recognition》2016,19(3):253-267
We introduce a new, online, stroke-based recognition system for hand-drawn diagrams which belong to a group of documents with an explicit structure obvious to humans but only loosely defined from the machine point of view. We propose a model for recognition by selection of symbol candidates, based on evaluation of relations between candidates using a set of predicates. It is suitable for simpler structures where the relations are explicitly given by symbols, arrows in the case of diagrams. Knowledge of a specific diagram domain is used—the two domains are flowcharts and finite automata. Although the individual pipeline steps are tailored for these, the system can readily be adapted for other domains. Our entire diagram recognition pipeline is outlined. Its core parts are text/non-text separation, symbol segmentation, their classification and structural analysis. Individual parts have been published by the authors previously and so are described briefly and referenced. Thorough evaluation on benchmark databases shows the accuracy of the system reaches the state of the art and is ready for practical use. The paper brings several contributions: (a) the entire system and its state-of-the-art performance; (b) the methodology exploring document structure when it is loosely defined; (c) the thorough experimental evaluation; (d) the new annotated database for online sketched flowcharts and finite automata diagrams. 相似文献
82.
The specifics of business intelligence systems compared to operational IS motivate the necessity to research the business intelligence systems acceptance determinants separately. The authors followed an exploratory approach in order to conceptualize a business intelligence acceptance model. Their findings show that in the Business Intelligence Systems context, there is a significant emphasis on organizational factors, such as result demonstrability, social influence, and facilitating conditions with sufficient resources that help build an adequate information culture all substantially influencing the effective acceptance of business intelligence systems. 相似文献
83.
In this article, the neural network approach is exploited for development of bias‐dependent small‐signal and noise models of a class of microwave field effect transistor (FETs) made in the same technology but differing in the gate width. The prior knowledge neural approach is applied. Introducing gate width at the input of proposed neural networks, as well as the S/noise parameters of a device that belongs to the same class as the modeled device representing the prior knowledge, leads to very accurate scattering and noise parameters' modeling, as exemplified by modeling of class of pseudomorphic high electron mobility transistor (pHEMT) devices. © 2012 Wiley Periodicals, Inc. Int J RF and Microwave CAE, 2013. 相似文献
84.
Knowing the estimation of a statistical process’s parameters for measured network traffic is very important as it can then be further used for the statistical analyses and modeling of network traffic in simulation tools. It is for this reason that different estimation methods are proposed that allow estimations of the statistical processes of network traffic. One of them is our own histograms comparison (EMHC) based method that can be used to estimate statistical data-length process parameters from measured packet traffic. The main part of EMHC method is Mapping Algorithm with Fragmentation Mimics (MAFM). 相似文献
85.
In this paper, we present a novel method for fast lossy or lossless compression and decompression of regular height fields. The method is suitable for SIMD parallel implementation and thus inherently suitable for modern GPU architectures. Lossy compression is achieved by approximating the height field with a set of quadratic Bezier surfaces. In addition, lossless compression is achieved by superimposing the residuals over the lossy approximation. We validated the method’s efficiency through a CUDA implementation of compression and decompression algorithms. The method allows independent decompression of individual data points, as well as progressive decompression. Even in the case of lossy decompression, the decompressed surface is inherently seamless. In comparison with the GPU-oriented state-of-the-art method, the proposed method, combined with a widely available lossless compression method (such as DEFLATE), achieves comparable compression ratios. The method’s efficiency slightly outperforms the state-of-the-art method for very high workloads and considerably for lower workloads. 相似文献
86.
We study the price of anarchy and the structure of equilibria in network creation games. A network creation game is played by n players {1,2,…,n}, each identified with a vertex of a graph (network), where the strategy of player i, i=1,…,n, is to build some edges adjacent to i. The cost of building an edge is α>0, a fixed parameter of the game. The goal of every player is to minimize its creation cost plus its usage cost. The creation cost of player i is α times the number of built edges. In the SumGame variant, the usage cost of player i is the sum of distances from i to every node of the resulting graph. In the MaxGame variant, the usage cost is the eccentricity of i in the resulting graph of the game. In this paper we improve previously known bounds on the price of anarchy of the game (of both variants) for various ranges of α, and give new insights into the structure of equilibria for various values of α. The two main results of the paper show that for α>273?n all equilibria in SumGame are trees and thus the price of anarchy is constant, and that for α>129 all equilibria in MaxGame are trees and the price of anarchy is constant. For SumGame this answers (almost completely) one of the fundamental open problems in the field—is price of anarchy of the network creation game constant for all values of α?—in an affirmative way, up to a tiny range of α. 相似文献
87.
We study the properties of Braess’s paradox in the context of the model of congestion games with flow over time introduced by Koch and Skutella. We compare them to the well known properties of Braess’s paradox for Wardrop’s model of games with static flows. We show that there are networks which do not admit Braess’s paradox in Wardrop’s model, but which admit it in the model with flow over time. Moreover, there is a topology that admits a much more severe Braess’s ratio for this model. Further, despite its symmetry for games with static flow, we show that Braess’s paradox is not symmetric for flows over time. We illustrate that there are network topologies which exhibit Braess’s paradox, but for which the transpose does not. Finally, we conjecture a necessary and sufficient condition of existence of Braess’s paradox in a network, and prove the condition of existence of the paradox either in the network or in its transpose. 相似文献
88.
Andrew Morrison Geska Helena Andersson Robert Brečević Synne Skjulstad 《Digital Creativity》2013,24(1-2):3-20
The metaphor of plasma is taken up to present and discuss movement and engagement by participants in mixed reality installation arts. Two works involving full body video portraits exhibited through large plasma screens in a variety of public settings are covered. Machinic mediations of video realism are considered in terms of embodied interaction in which viewer-participants contribute to the ‘disquiet’ of gendered figuring. Processural, proximal and personal aspects of responsive engagement are discussed. This is extended to performativity that may lead us to critical reflection of our own actions and responses in mixed reality arts. 相似文献
89.
90.
Miloš Hašan Edgar Velázquez‐Armendáriz Fabio Pellacini Kavita Bala 《Computer Graphics Forum》2008,27(4):1105-1114
Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long‐standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many‐light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation. 相似文献