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951.
952.
It is widely acknowledged that the safe and efficient supervisory control of complex dynamic systems requires that human operators are capable of checking the state of the controlled system against given performance criteria. In addition, it is important to consider how changes in the state of the controlled system and its environment influence the control situation: the possibility of bringing about system state changes by performing control actions on the controlled system (the control possibilities), and the requirements for bringing about appropriate state changes in the controlled system (the control requirements). This paper addresses fundamental problems related to the design of human-machine systems that can track changes in control situations. Based on a theoretical analysis of control actions, a generic structure is proposed for control situations. The issues of how to specify control situations and how to derive changes in the control situation, based on a representation of the work domain, are also addressed, using examples.
Johannes PetersenEmail:
  相似文献   
953.
A significant share of today's Internet traffic is generated by network gaming. This kind of traffic is interesting in regard to it's market potential as well as to it's real time requirements on the network. For the consideration of game traffic in network dimensioning, traffic models are required that allow to generate a characteristic load for analytical or simulative performance evaluation of networks. In this paper the fast action multiplayer game Counter Strike is evaluated based on one month of Internet traffic traces and traffic models for client and server are presented. The paper concludes with remarks on QoS metrics for an adequate assessment of performance evaluation results.  相似文献   
954.
In this article, we propose distributed control algorithms for first‐ and second‐order multiagent systems for addressing finite‐time control problem with a priori given, user‐defined finite‐time convergence guarantees. The proposed control frameworks are predicated on a recently developed time transformation approach. Specifically, our contribution is twofold: First, a generalized time transformation function is proposed that converts the user‐defined finite‐time interval to a stretched infinite‐time interval, where one can design a distributed control algorithm on this stretched interval and then transform it back to the original finite‐time interval for achieving a given multiagent system objective. Second, for a specific time transformation function, we analytically establish the robustness properties of the resulting finite‐time distributed control algorithms against vanishing and nonvanishing system uncertainties. By contrast to existing finite‐time approaches, it is shown that the proposed algorithms can preserve a priori given, user‐defined finite‐time convergence regardless of the initial conditions of the multiagent system, the graph topology, and without requiring a knowledge of the upper bounds of the considered class of system uncertainties. Illustrative numerical examples are included to further demonstrate the efficacy of the presented results.  相似文献   
955.
This work presents the combination and acceleration of PCR and fluorescent labelling within a disposable microfluidic chip. The utilised geometry consists of a spiral meander with 40 turns, representing a cyclic-flow PCR system. The used reaction chemistry includes Cy3-conjugated primers leading to a one-step process accelerated by cyclic-flow PCR. DNA of three different bacterial samples (Staphylococcus aureus, Escherichia coli and Pseudomonas aeruginosa) was processed and successfully amplified and labelled with detection limits down to 102 cells per reaction. The specificity of species identification was comparable to the approach of separate PCR and labelling. The overall processing time was decreased from 6 to 1.5 h. We showed that a disposable polycarbonate chip, fabricated by injection moulding is suitable for the significant acceleration of DNA microarray assays. The reaction output led to high-sensitivity bacterial identification in a short time, which is crucial for an early and targeted therapy against infectious diseases.  相似文献   
956.
The most commonly used semiquantitative analysis of protein expression still employs protein separation by denaturing SDS-PAGE with subsequent Western blotting and quantification of the resulting ODs of bands visualized with specific antibodies. However, many questions regarding this procedure are usually ignored, although still in need of answering: Does isolation or separation procedure harm the integrity or affect modifications (e.g., phosphorylation) of the protein of interest? Does denaturation reduce binding of antibodies used for detection? Should denaturation be performed or should a native gel be run? How can artificial degradations or aggregations be distinguished from biological relevant ones? If the antibody detects multiple bands (which is not uncommon), which one(s) should be taken into account for quantification and why? Which loading control protein should be chosen and is it really “housekeeping” and how can this be verified? Is the image acquisition system linear and does it come with a sufficient dynamic range? How to account and control for background staining? This article is intended to address these questions and raise the readers awareness to possible Western blot alternatives in the attempt of minimizing possible pitfalls that might loom anywhere from protein isolation to acquisition of final quantitative data.  相似文献   
957.
Presence is usually assessed via a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of a collaborative augmented reality game known as TimeWarp which used both subjective and objective behavioral measures. Behavior as coded from video recordings of one scene of the game and self-reports about feelings of presence were compared. Our findings indicate that pointing behavior and verbal responses to the virtual content are correlated negatively to sense of presence. We further investigated the influence of subjectively perceived interactivity on perceived presence. We found that the interaction possibilities perceived by the participants predicted their experience of social presence with the virtual characters in the game. Furthermore, playing together with another person did not result in decreased social presence of the virtual characters. Implications for presence research are discussed.  相似文献   
958.
959.
Displaying panoramic and wide angle views on a flat 2D display surface is necessarily prone to distortions. Perspective projections are limited to fairly narrow view angles. Cylindrical and spherical projections can show full 360° panoramas, but at the cost of curving straight lines, interfering with the perception of salient shapes in the scene.
In this paper, we introduce locally-adapted projections . Such projections are defined by a continuous projection surface consisting of both near-planar and curved parts. A simple and intuitive user interface allows the specification of regions of interest to be mapped to the near-planar parts, thereby reducing bending artifacts. We demonstrate the effectiveness of our approach on a variety of panoramic and wide angle images, including both indoor and outdoor scenes.  相似文献   
960.
Image‐ and data‐parallel rendering across multiple nodes on high‐performance computing systems is widely used in visualization to provide higher frame rates, support large data sets, and render data in situ. Specifically for in situ visualization, reducing bottlenecks incurred by the visualization and compositing is of key concern to reduce the overall simulation runtime. Moreover, prior algorithms have been designed to support either image‐ or data‐parallel rendering and impose restrictions on the data distribution, requiring different implementations for each configuration. In this paper, we introduce the Distributed FrameBuffer, an asynchronous image‐processing framework for multi‐node rendering. We demonstrate that our approach achieves performance superior to the state of the art for common use cases, while providing the flexibility to support a wide range of parallel rendering algorithms and data distributions. By building on this framework, we extend the open‐source ray tracing library OSPRay with a data‐distributed API, enabling its use in data‐distributed and in situ visualization applications.  相似文献   
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