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61.
A novel pose normalization method based on 3D object reflective symmetry is presented. It is a general purpose global pose normalization method; in this paper it is used to enhance the performance of a 3D object retrieval pipeline. Initially, the axis-aligned minimum bounding box of a rigid 3D object is modified by requiring that the 3D object is also in minimum angular difference with respect to the normals to the faces of its bounding box. To estimate the modified axis-aligned bounding box, a set of predefined planes of symmetry are used and a combined spatial and angular distance, between the 3D object and its symmetric object, is calculated. By minimizing the combined distance, the 3D object fits inside its modified axis-aligned bounding box and alignment with the coordinate system is achieved. The proposed method is incorporated in a hybrid scheme, that serves as the alignment method in a 3D object retrieval system. The effectiveness of the 3D object retrieval system, using the hybrid pose normalization scheme, is evaluated in terms of retrieval accuracy and demonstrated using both quantitative and qualitative measures via an extensive consistent evaluation on standard benchmarks. The results clearly show performance boost against current approaches.  相似文献   
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63.
A parallel master–slave model of the recently proposed cooperative micro-particle swarm optimization approach is introduced. The algorithm is based on the decomposition of the original search space in subspaces of smaller dimension. Each subspace is probed by a subswarm of small size that identifies suboptimal partial solution components. A context vector that serves as repository for the best attained partial solutions of all subswarms is used for the evaluation of the particles. The required modifications to fit the original algorithm within a parallel computation framework are discussed along with their impact on performance. Also, both linear and random allocation of direction components to subswarms are considered to render the algorithm capable of capturing possible correlations among decision variables. The proposed approach is evaluated on two types of computer systems, namely an academic cluster and a desktop multicore system, using a popular test suite. Statistical analysis of the obtained results reveals that, besides the expected run-time superiority of the parallel model, significant improvements in solution quality can also be achieved. Different factors that may affect performance are pointed out, offering intuition on the expected behavior of the parallel model.  相似文献   
64.
Moving between devices is omnipresent, but not for people with disabilities or those who require specific accessibility options. Setting up assistive technologies or finding settings to overcome a certain barrier can be a demanding task for people without technical skills. Context-sensitive adaptive user interfaces are advancing, although migrating access features from one device to another is very rarely addressed. In this paper, we describe the knowledge-based component of the Global Public Inclusive Infrastructure that infers how a device shall be best configured at the operating system layer, the application layer and the web layer to meet the requirements of a user including possible special needs or disabilities. In this regard, a mechanism to detect and resolve conflicting accessibility policies as well as recommending preference substitutes is a main requirement, as elaborated in this paper. As the proposed system emulates decision-making of accessibility experts, we validated the automatic deduced configurations against manual configurations of ten accessibility experts. The assessment result shows that the average matching score of the developed system is high. Thus, the proposed system can be considered capable of making precise decisions towards personalizing user interfaces based on user needs and preferences.  相似文献   
65.
This paper presents a mixed reality tool developed for the training of the visually impaired based on haptic and auditory feedback. The proposed approach focuses on the development of a highly interactive and extensible Haptic Mixed Reality training system that allows visually impaired to navigate into real size Virtual Reality environments. The system is based on the use of the CyberGrasp™ haptic device. An efficient collision detection algorithm based on superquadrics is also integrated into the system so as to allow real time collision detection in complex environments. A set of evaluation tests is designed in order to identify the importance of haptic, auditory and multimodal feedback and to compare the MR cane against the existing Virtual Reality cane simulation system.  相似文献   
66.
Universal Access in the Information Society - Pervasive technologies such as Artificial Intelligence, Virtual Reality and the Internet of Things, despite their great potential for improved...  相似文献   
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68.
The purpose of this study was to compare students' dimensions to the dimension of school furniture, in primary school, and determine whether this type of furniture is well-designed and promotes good sitting posture at school by taking into account the dimensions of the children. A total of 180 (90 male and 90 female) students, from three primary schools in Thessaloniki, Greece, participated in the study. Their ages ranged from 7 to 12 years. The following human body dimensions were measured: stature, elbow height, shoulder height, upper arm length, knee height, popliteal height and buttock-popliteal length. In addition, the dimensions were measured for four different types of chairs and five types of desks prevalent in classrooms. Finally, the anthropometric measures of the students and the furniture dimensions were compared in order to identify any incompatibility between them. The data indicate a mismatch between the students' bodily dimensions and the classroom furniture available to them. The chairs are too high and too deep and desks are also too high for the pupils. This situation has negative effects on the sitting posture of the children especially when reading and writing.  相似文献   
69.
When visualizing graphs, it is essential to communicate the meaning of each graph object via text or graphical labels. Automatic placement of labels in a graph is an NP-Hard problem, for which efficient heuristic solutions have been recently developed. In this paper, we describe a general framework for modeling, drawing, editing, and automatic placement of labels respecting user constraints. In addition, we present the interface and the basic engine of the Graph Editor Toolkit - a family of portable graph visualization libraries designed for integration into graphical user interface application programs. This toolkit produces a high quality automated placement of labels in a graph using our framework. A brief survey of automatic label placement algorithms is also presented. Finally we describe extensions to certain existing automatic label placement algorithms, allowing their integration into this visualization tool.  相似文献   
70.
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