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131.
This paper introduces the concept of the temporal think tank™ (T3™), a temporary in-house research center, based on case studies with a highly automated global manufacturer and in various small-sized manufacture (SME's). The T3™ brings individuals from across the organization together in a team setting in which they are charged to look at the future, develop their decision-making skills, and use entrepreneurial thinking to incubate new processes and/or products. After an appropriate time in the temporal think tank™, the individuals are asked to return to their regular positions to implement the best practices and best ideas and doing so spur the organization forward. At intervals, the temporal think tanks™ can be reconvened, or reconstituted with new participants. This approach prepares technology champions for the SME, who can return to the organization with a fresh outlook and renewed energy to keep the enterprise at the peak of efficiency and effectiveness. 相似文献
132.
David Longinotti 《Minds and Machines》2009,19(4):495-506
Computationalism, a specie of functionalism, posits that a mental state like pain is realized by a ‘core’ computational state
within a particular causal network of such states. This entails that what is realized by the core state is contingent on events
remote in space and time, which puts computationalism at odds with the locality principle of physics. If computationalism
is amended to respect locality, then it posits that a type of phenomenal experience is determined by a single type of computational
state. But a computational state, considered by itself, is of no determinate type—it has no particular symbolic content, since
it could be embedded in any of an infinite number of algorithms. Hence, if locality is respected, then the type of experience
that is realized by a computational state, or whether any experience at all is realized, is under-determined by the computational
nature of the state. Accordingly, Block’s absent and inverted qualia arguments against functionalism find support in the locality
principle of physics. If computationalism denies locality to avoid this problem, then it cannot be considered a physicalist
theory since it would entail a commitment to phenomena, like teleological causation and action-at-a-distance, that have long
been rejected by modern science. The remaining theoretical alternative is to accept the locality principle for macro events
and deny that formal, computational operations are sufficient to realize a phenomenal mental state. 相似文献
133.
134.
Players of epistemic games – computer games that simulate professional practica – have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we explored how players develop epistemic frames through playing the game. Our results show that players imitate and internalize the professional way of thinking that the mentors model, suggesting that mentors can effectively model epistemic frames, and that epistemic network analysis is a useful way to chart the development of learning through mentoring relationships. 相似文献
135.
Jesus Nuevo Luis M. Bergasa David F. Llorca Manuel Ocaña 《Image and vision computing》2011,29(4):209-218
This paper describes an active model with a robust texture model built on-line. The model uses one camera and it is able to operate without active illumination. The texture model is defined by a series of clusters, which are built in a video sequence using previously encountered samples. This model is used to search for the corresponding element in the following frames. An on-line clustering method, named leaderP is described and evaluated on an application of face tracking. A 20-point shape model is used. This model is built offline, and a robust fitting function is used to restrict the position of the points. Our proposal is to serve as one of the stages in a driver monitoring system. To test it, a new set of sequences of drivers recorded outdoors and in a realistic simulator has been compiled. Experimental results for typical outdoor driving scenarios, with frequent head movement, turns and occlusions are presented. Our approach is tested and compared with the Simultaneous Modeling and Tracking (SMAT) [1], and the recently presented Stacked Trimmed Active Shape Model (STASM) [2], and shows better results than SMAT and similar fitting error levels to STASM, with much faster execution times and improved robustness. 相似文献
136.
David Herson 《Computer Fraud & Security》2001,2001(1):8-9
In my September and November contributions, I deviated slightly from my usual theme and examined several of the technical and procedural matters associated with Digital Signature technology. Of course, Digital Signature represents one of the less politically sensitive applications of cryptographic technology, although it is undoubtedly destined to become one of the most pervasive. 相似文献
137.
The refinement calculus is a well-established theory for formal development of imperative program code and is supported by a number of automated tools. Via a detailed case study, this article shows how refinement theory and tool support can be extended for a program with real-time constraints. The approach adapts a timed variant of the refinement calculus and makes corresponding enhancements to a theorem-prover based refinement tool. 相似文献
138.
Large datasets typically contain coarse features comprised of finer sub-features. Even if the shapes of the small structures are evident in a 3D display, the aggregate shapes they suggest may not be easily inferred. From previous studies in shape perception, the evidence has not been clear whether physically-based illumination confers any advantage over local illumination for understanding scenes that arise in visualization of large data sets that contain features at two distinct scales. In this paper we show that physically-based illumination can improve the perception for some static scenes of complex 3D geometry from flow fields. We perform human-subjects experiments to quantify the effect of physically-based illumination on participant performance for two tasks: selecting the closer of two streamtubes from a field of tubes, and identifying the shape of the domain of a flow field over different densities of tubes. We find that physically-based illumination influences participant performance as strongly as perspective projection, suggesting that physically-based illumination is indeed a strong cue to the layout of complex scenes. We also find that increasing the density of tubes for the shape identification task improved participant performance under physically-based illumination but not under the traditional hardware-accelerated illumination model. 相似文献
139.
Keefe DF Acevedo D Miles J Drury F Swartz SM Laidlaw DH 《IEEE transactions on visualization and computer graphics》2008,14(4):835-847
We present four studies investigating tools and methodologies for artist-scientist-technologist collaboration in designing multivariate, virtual reality (VR) visualizations. Design study 1 identifies the promise of 3D drawing-style interfaces for VR design and also establishes limitations of these tools with respect to precision and support for animation. Design study 2 explores animating artist-created visualization designs with scientific 3D fluid flow data. While results captured an accurate sense of flow that was advantageous as compared to the results of study 1, the potential for visual exploration using the design tools tested was limited. Design study 3 reveals the importance of a new 3D interface that overcomes the precision limitation found in study 1 while remaining accessible to artist collaborators. Drawing upon previous results, design study 4 engages collaborative teams in a design process that begins with traditional paper sketching and moves to animated, interactive, VR prototypes "sketched" by designers in VR using interactive 3D tools. Conclusions from these four studies identify important characteristics of effective artist-accessible VR visualization design tools and lead to a proposed formalized methodology for successful collaborative design that we expect to be useful in guiding future collaborations. We call this proposed methodology Scientific Sketching. 相似文献
140.
Edwards D 《The Review of scientific instruments》2007,78(2):023303
A method is developed for a potential calculation within cylindrically symmetric electrostatic lenses using mesh relaxation techniques, and it is capable of considerably higher accuracies than currently available. The method involves (i) creating very high order algorithms (orders of 6, 8, and 10) for determining the potentials at points in the net using surrounding point values, (ii) eliminating the effect of the large errors caused by singular points, and (iii) reducing gradients in the high gradient regions of the geometry, thereby allowing the algorithms used in these regions to achieve greater precisions-(ii) and (iii) achieved by the use of telescopic multiregions. In addition, an algorithm for points one unit from a metal surface is developed, allowing general mesh point algorithms to be used in these situations, thereby taking advantage of the enhanced precision of the latter. A maximum error function dependent on a sixth order gradient of the potential is defined. With this the single point algorithmic errors are able to be viewed over the entire net. Finally, it is demonstrated that by utilizing the above concepts and procedures, the potential of a point in a reasonably high gradient region of a test geometry can realize a precision of less than 10(-10). 相似文献