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951.
The Infopoint Explorer is an outdoor personal area network for location-based services that allows users to access locality information interactively using mobile computing devices such as PDAs and smartphones. The Infopoint explorer was used to study the limitations imposed by inexpensive and popular wireless technologies such as Bluetooth for outdoor location-based services. The Infopoint Explorer functioned as a multimedia guidebook that allowed access to location-specific information using wireless Infopoints. The Infopoints detect and attempt to transfer multimedia content to nearby mobile computing devices using Bluetooth connectivity. An adaptive Bluetooth Inquiry Access Code algorithm was developed to reduce the time taken for the Infopoint to detect nearby devices. The Infopoint was powered with solar panels and was deployed for a four-month trial. During the trial, over 8,000 Bluetooth connections were attempted, with 300 successful transfers.  相似文献   
952.
Higher-order finite element method requires valid curved meshes in three-dimensional domains to achieve the solution accuracy. When applying adaptive higher-order finite elements in large-scale simulations, complexities that arise include moving the curved mesh adaptation along with the critical domains to achieve computational efficiency. This paper presents a procedure that combines Bézier mesh curving and size-driven mesh adaptation technologies to address those requirements. A moving mesh size field drives a curved mesh modification procedure to generate valid curved meshes that have been successfully analyzed by SLAC National Accelerator Laboratory researchers to simulate the short-range wakefields in particle accelerators. The analysis results for a 8-cavity cryomodule wakefield demonstrate that valid curvilinear meshes not only make the time-domain simulations more reliable, but also improve the computational efficiency up to 30%. The application of moving curved mesh adaptation to an accelerator cavity coupler shows a tenfold reduction in execution time and memory usage without loss in accuracy as compared to uniformly refined meshes.  相似文献   
953.
It is widely acknowledged that adopting a socio-technical approach to system development leads to systems that are more acceptable to end users and deliver better value to stakeholders. Despite this, such approaches are not widely practised. We analyse the reasons for this, highlighting some of the problems with the better known socio-technical design methods. Based on this analysis we propose a new pragmatic framework for socio-technical systems engineering (STSE) which builds on the (largely independent) research of groups investigating work design, information systems, computer-supported cooperative work, and cognitive systems engineering. STSE bridges the traditional gap between organisational change and system development using two main types of activity: sensitisation and awareness; and constructive engagement. From the framework, we identify an initial set of interdisciplinary research problems that address how to apply socio-technical approaches in a cost-effective way, and how to facilitate the integration of STSE with existing systems and software engineering approaches.  相似文献   
954.
The game of poker has been identified as a beneficial domain for current AI research because of the properties it possesses such as the need to deal with hidden information and stochasticity. The identification of poker as a useful research domain has inevitably resulted in increased attention from academic researchers who have pursued many separate avenues of research in the area of computer poker. The poker domain has often featured in previous review papers that focus on games in general, however a comprehensive review paper with a specific focus on computer poker has so far been lacking in the literature. In this paper, we present a review of recent algorithms and approaches in the area of computer poker, along with a survey of the autonomous poker agents that have resulted from this research. We begin with the first serious attempts to create strong computerised poker players by constructing knowledge-based and simulation-based systems. This is followed by the use of computational game theory to construct robust poker agents and the advances that have been made in this area. Approaches to constructing exploitive agents are reviewed and the challenging problems of creating accurate and dynamic opponent models are addressed. Finally, we conclude with a selection of alternative approaches that have received attention in previously published material and the interesting problems that they pose.  相似文献   
955.
This paper presents a realization algorithm for a class of complex transfer function matrices corresponding to physically realizable linear quantum systems. The aim of the realization algorithm is to enable a coherent quantum feedback controller, which has been synthesized using methods such as quantum H control or quantum LQG control, to be constructed using optical components such as cavities and phase-shifters. The class of linear quantum systems under consideration are passive linear quantum systems which can be described purely in terms of annihilation operators. The proposed algorithm enables a complex transfer function matrix to be realized as a pure cascade connection involving only cavities and phase-shifters.  相似文献   
956.
Traditional architectures have fundamental epistemological problems. Perception is inherently resource limited so controlling perception involves all the same AI-complete problems of reasoning about time and resources as the full-scale planning problem. Allowing a planner to transparently assume that the information it needs will automatically be present and up-to-date in the model thus presupposes a solution to a problem at least as difficult as planning itself. Although one can imagine many possible solutions to this problem, such as allowing the planner to recurse on its own epistemological problems, there have been no convincing attempts at this. In this paper, I compare behaviour-based and traditional systems in terms of their representational power and the strengths of their implicit epistemological theories. I argue that both have serious limitations and that those limitations are not addressed simply by joining the two into a hybrid. I discuss my work with using vision to support real-time activity and give an example of an interesting intermediate point between reactive and classical architectures that preserves the simplicity and parallelism of behaviour-based systems while supporting ‘symbolic’ representations. Traditionally, AI theories have assumed, either implicitly or explicitly, an architecture in which modules of the mind (perception, reasoning, motor control, etc.) are linked by way of some centralized database like structure, often referred to as a world model. Recently, a number of alternative architectures have been proposed which, to greater or lesser degrees, claim to do away with world models or with representations entirely. Many of the criticisms of traditional architectures revolve around speed and timescale. Planning, so the story goes, is slow but flexible, while feedback loops are fast but stupid. A common approach, both in this special issue and in the literature in general, is to adopt a hybrid which fuses a slow planner running on a long time-scale and a set of fast feedback loops running on a short time-scale. The problem with this argument is that planning is not slow, it is combinatorially explosive. Running an O(2 n ) algorithm on a time-scale ten times slower is the same as running it on a computer ten times faster : it simply lets one increase n by three. If time-scale were the true problem, faster CPUs would make tiered architectures obsolete in a few years. I believe the true issues are not speed, in the sense of time-scale, but combinatorics and epistemology. The former has been extensively discussed, so I will focus on epistemology. Clearly, if an agent architecture is to be successful it must take into account the capacities and limitations of perception. In this paper I discuss the influence of perceptual architecture on agent architecture, argue that the recent wave of tiered architectures do not adequately address these problems, and discuss my work on using vision to support real-time activity.  相似文献   
957.
System identification of limb mechanics can help diagnose ailments and can aid in the optimization of robotic limb control parameters and designs. An interesting fluid phenomenon--the Coanda? effect--is utilized in a portable actuator to provide a stochastic binary force disturbance to a limb system. The design of the actuator is approached with the goal of creating a portable device which could be deployed on human or robotic limbs for in situ mechanical system identification. The viability of the device is demonstrated by identifying the parameters of an underdamped elastic beam system with fixed inertia and stiffness and variable damping. The nonparametric compliance impulse response yielded from the system identification is modeled as a second-order system and the resultant parameters are found to be in excellent agreement with those found using more traditional system identification techniques. The current design could be further miniaturized and developed as a portable, wireless, unrestrained mechanical system identification instrument for less intrusive and more widespread use.  相似文献   
958.
We investigate the feasibility of beam position diagnostics using higher order mode (HOM) signals excited by an electron beam in the third harmonic 3.9 GHz superconducting accelerating cavities at FLASH. After careful theoretical and experimental assessment of the HOM spectrum, three modal choices have been narrowed down to fulfill different diagnostics requirements. These are localized dipole beam-pipe modes, trapped cavity modes from the fifth dipole band, and propagating modes from the first two dipole bands. These modes are treated with various data analysis techniques: modal identification, direct linear regression (DLR), and singular value decomposition (SVD). Promising options for beam diagnostics are found from all three modal choices. This constitutes the first prediction, subsequently confirmed by experiments, of trapped HOMs in third harmonic cavities, and also the first direct comparison of DLR and SVD in the analysis of HOM-based beam diagnostics.  相似文献   
959.
The ptychographical iterative engine (PIE) algorithm is examined with both simulated and experimental scanning coherent-diffraction microscopy data. The optimum overlap in terms of image quality, dose on the sample and time of measurements is determined using simulated diffraction data. The validity of the results is supported by experimental helium-neon laser light diffraction data.  相似文献   
960.
Electroactive polymers have shown promising applications as transducers that can mimic biological muscle. The modulus or the compliance of many of these devices can change significantly as they are actuated making these materials attractive for applications that require tunable stiffness. We have developed a dynamic mechanical analyzer that is capable of making in situ measurements of the dynamic compliance transfer function of conducting polymers as a function of an electrochemical stimulus. We do this by simultaneously applying a stochastic stress waveform over a potential waveform and calculating the compliance as it changes over the course of electrochemical excitation. Using these signals we can calculate the compliance transfer function between 0.1 and 100 Hz and the impulse response function with up to 3% variation in its parameters. These functions are then computed as charge is injected into the polymer and it is shown that the low frequency gain of the transfer function can change by 30%-40% in the electrochemical system tested.  相似文献   
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