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71.
There is a large literature in economics and elsewhere on the emergence and evolution of cooperation in the repeated Prisoner’s Dilemma. Recently this literature has expanded to include games in a setting where agents play only with local neighbors in a specified geography. In this paper we explore how the ability of agents to move and choose new locations and new neighbors influences the emergence of cooperation. First, we explore the dynamics of cooperation by investigating agent strategies that yield Markov transition probabilities. We show how different agent strategies yield different Markov chains which generate different asymptotic behaviors in regard to the attainment of cooperation. Second, we investigate how agent movement affects the attainment of cooperation in various networks using agent-based simulations. We show how network structure and density can affect cooperation with and without agent movement.  相似文献   
72.
73.
In immersive virtual environments (IVEs), users can control their virtual viewpoint by moving their tracked head and walking through the real world. Usually, movements in the real world are mapped one-to-one to virtual camera motions. With redirection techniques, the virtual camera is manipulated by applying gains to user motion so that the virtual world moves differently than the real world. Thus, users can walk through large-scale IVEs while physically remaining in a reasonably small workspace. In psychophysical experiments with a two-alternative forced-choice task, we have quantified how much humans can unknowingly be redirected on physical paths that are different from the visually perceived paths. We tested 12 subjects in three different experiments: (E1) discrimination between virtual and physical rotations, (E2) discrimination between virtual and physical straightforward movements, and (E3) discrimination of path curvature. In experiment E1, subjects performed rotations with different gains, and then had to choose whether the visually perceived rotation was smaller or greater than the physical rotation. In experiment E2, subjects chose whether the physical walk was shorter or longer than the visually perceived scaled travel distance. In experiment E3, subjects estimate the path curvature when walking a curved path in the real world while the visual display shows a straight path in the virtual world. Our results show that users can be turned physically about 49 percent more or 20 percent less than the perceived virtual rotation, distances can be downscaled by 14 percent and upscaled by 26 percent, and users can be redirected on a circular arc with a radius greater than 22 m while they believe that they are walking straight.  相似文献   
74.
With the arrival of GPS, satellite remote sensing, and personal computers, the last two decades have witnessed rapid advances in the field of spatially-explicit marine ecological modeling. But with this innovation has come complexity. To keep up, ecologists must master multiple specialized software packages, such as ArcGIS for display and manipulation of geospatial data, R for statistical analysis, and MATLAB for matrix processing. This requires a costly investment of time and energy learning computer programming, a high hurdle for many ecologists. To provide easier access to advanced analytic methods, we developed Marine Geospatial Ecology Tools (MGET), an extensible collection of powerful, easy-to-use, open-source geoprocessing tools that ecologists can invoke from ArcGIS without resorting to computer programming. Internally, MGET integrates Python, R, MATLAB, and C++, bringing the power of these specialized platforms to tool developers without requiring developers to orchestrate the interoperability between them.In this paper, we describe MGET’s software architecture and the tools in the collection. Next, we present an example application: a habitat model for Atlantic spotted dolphin (Stenella frontalis) that predicts dolphin presence using a statistical model fitted with oceanographic predictor variables. We conclude by discussing the lessons we learned engineering a highly integrated tool framework.  相似文献   
75.
This paper addresses a methodology to properly represent a road network in the geographic information system (GIS) for network analysis. Over the years, the real world has become too complex to model properly within a given information system, such as GIS. Ideally, when the real world is represented as accurately as possible, a GIS can answer a question in its virtual world that coincides with the exact answer in the real world. However, existing methods related to impedance modeling for each segment of a road network in a route planning analysis that includes only a distance or time variable do not give proper results. Hence, this study investigates how a road network can represent the real world in a GIS and offer route planning tools. To address this, first, additional realistic variables are taken into account. These include weather, sight-seeing information, road type, and so on. Second, to combine these variables, an impedance model (IM) using the analytical hierarchical process (AHP) method is proposed. Finally, all of the models are implemented and verified with a sensitivity analysis. The models were successfully implemented in this work. All of the paths of the route planning analysis were successfully matched with the drivers’ paths that would normally be chosen in reality. It is anticipated that the use of other techniques such as analytical network process (ANP) in addition to AHP would be useful to overcome the aforementioned problem.  相似文献   
76.
The defect of process equipments is a major factor that impairs the yields in the mass production of semiconductor wafer fabrication and it is a main supervision means to use high-resolution defect inspection tools to detect and monitor the defect damage. Due to the high investment costs of these inspection tools and the resulting decrease in the throughput, how to improve the sampling rate is an important issue for the associated inspection strategy. This paper proposes a new concept and implementation of virtual inspection (VI) to enhance the detection and monitoring of defect in semiconductor production process. The underlying theory of the VI concept is that the state variables identifications (SVIDs) of process equipments can reflect the process quality effectively and loyally. The approach of VI is to combine the application of the fault detection and classification (FDC), and the defect library and the re-engineering of inspection procedure to reach the full-scope of strategic objective. VI enables the defect monitoring to enter a new era by promoting the monitoring level of defect inspection from the previous lot-sampling basis to the wafer-sampling level, and hence upgrades the sampling strategy from random-sampling to full and right-sampling. In this study, various typical defect cases are utilized to illustrate how to create VI models and verify the reliability of the proposed approach. Furthermore, a feasible architecture of the VI implementation for mass production in semiconductor factory is presented in the paper.  相似文献   
77.
Supporting context-based collaboration among online users is an important issue to computer-mediated collaboration to fulfill specified tasks. However, several problems make it difficult to be aware of the context. The context of the user task can be (i) dynamic (i.e., changing over time), and (ii) mixed with multiple sub-contexts together. We propose a novel ontology-based platform to overcome these problems. It finds the most relevant users from a given social network, taking into account two types of context (i.e., personal and group contexts) and matching them. By measuring similarities between the personal contexts, we can dynamically organize a number of communities, so that users can be contextually synchronized. Individual users can be involved in complex collaborations related to multiple semantics. This paper demonstrates and discusses how the proposed context synchronization process is able to boost social collaborations. We show the experimental results collected from a collaborative information searching system. The main empirical issues in this work are (i) setting thresholds, (ii) searching performance, and (iii) scalability testing.  相似文献   
78.
Grid computing offers the powerful alternative of sharing resources on a worldwide scale, across different institutions to run computationally intensive, scientific applications without the need for a centralized supercomputer. Much effort has been put into development of software that deploys legacy applications on a grid-based infrastructure and efficiently uses available resources. One field that can benefit greatly from the use of grid resources is that of drug discovery since molecular docking simulations are an integral part of the discovery process. In this paper, we present a scalable, reusable platform to choreograph large virtual screening experiments over a computational grid using the molecular docking simulation software DOCK. Software components are applied on multiple levels to create automated workflows consisting of input data delivery, job scheduling, status query, and collection of output to be displayed in a manageable fashion for further analysis. This was achieved using Opal OP to wrap the DOCK application as a grid service and PERL for data manipulation purposes, alleviating the requirement for extensive knowledge of grid infrastructure. With the platform in place, a screening of the ZINC 2,066,906 compound "drug-like" subset database against an enzyme's catalytic site was successfully performed using the MPI version of DOCK 5.4 on the PRAGMA grid testbed. The screening required 11.56 days laboratory time and utilized 200 processors over 7 clusters.  相似文献   
79.
A range of responsible gambling systems have been developed, but they are not necessarily used by consumers. This requires an understanding of factors (e.g. risk and loss) influencing response to advice. Therefore, an experiment examined the use of decisional support in response to induced success or failure. A total of 21 university students played computer Blackjack at two levels of risk, and were informed as to whether the odds were in their favour (‘card count’), and were given online advice as to card selection (Basic). Winning streaks led to overconfidence, as indicated by larger mean bets, more Basic errors, and a failure to adjust wagering upon cessation of the winning streak. Participants were more cautious in response to losses, betting less, and were more likely to comply with advice. Participants attended and complied with advice earlier at low risk, but at high risk noticed advice later and did not comply. Induced emotional states (e.g. winning or losing) are important as they influence the likelihood that people will listen to online advice. Designers of Behaviour Change Support Systems should consider methods of contingently implementing advice.  相似文献   
80.
The current study examined the relationships between learners’ (\(N = 123\)) personality traits, the emotions they typically experience while studying (trait studying emotions), and the emotions they reported experiencing as a result of interacting with four pedagogical agents (agent-directed emotions) in MetaTutor, an advanced multi-agent learning environment. Overall, significant relationships between a subset of trait emotions (trait anger, trait anxiety) and personality traits (agreeableness, conscientiousness, and neuroticism) were found for four agent-directed emotions (enjoyment, pride, boredom, and neutral) though the relationships differed between pedagogical agents. These results demonstrate that some trait emotions and personality traits can be used to predict learners’ emotions directed toward specific pedagogical agents (with different roles). Results provide suggestions for adapting pedagogical agents to support learners’ (with certain characteristics; e.g., high in neuroticism or agreeableness) experience of adaptive emotions (e.g., enjoyment) and minimize their experience on non-adaptive emotions (e.g., boredom). Such an approach presents a scalable and easily implementable method for creating emotionally-adaptive, agent-based learning environments, and improving learner-pedagogical agent interactions in order to support learning.  相似文献   
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