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61.
The aqueous-core enclosed in lipid nanoballoons integrating multiple emulsions of the type water-in-oil-in-water mimic, at least in theory, the environment within viable cells, thus being suitable for housing hydrophilic protein entities such as bioactive proteins, peptides and bacteriophage particles. This study reports a complete physicochemical characterization of optimized biomimetic aqueous-core lipid nanoballoons housing hydrophilic (BSA) protein entities, evolved from a statistical 23×31 factorial design study (three variables at two levels and one variable at three levels) that was the subject of the first paper of a series of three, aiming at complete stabilization of the three-dimensional structure of protein entities attempted via housing the said molecular entities within biomimetic aqueous-core lipid nanoballoons integrating a multiple (W/O/W) emulsion. The statistical factorial design followed led to the production of an optimum W/O/W multiple emulsion possessing quite homogeneous particles with an average hydrodynamic size of (186.2?±?2.6) nm and average Zeta potential of (?36.5?±?0.9) mV, and exhibiting a polydispersity index of 0.206?±?0.014. Additionally, the results obtained for the diffusion coefficient of the lipid nanoballoons integrating the optimized W/O/W multiple emulsion were comparable and of the same order of magnitude (10?12 m2 s?1) as those published by other authors since, typically, diffusion coefficients for molecules range from 10?10 to 10?7 m2 s?1, but diffusion coefficients for nanoparticles are typically of the order of magnitude of 10?12 m2 s?1.  相似文献   
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Recent algorithm and hardware developments have significantly improved our capability to interactively visualise time-varying flow fields. However, when visualising very large dynamically varying datasets interactively there are still limitations in the scalability and efficiency of these methods. Here we present a rendering pipeline which employs an efficient in situ ray tracing technique to visualise flow fields as they are simulated. The ray casting approach is particularly well suited for the visualisation of large and sparse time-varying datasets, where it is capable of rendering fluid flow fields at high image resolutions and at interactive frame rates on a single multi-core processor using OpenMP. The parallel implementation of our in situ visualisation method relies on MPI, requires no specialised hardware support, and employs the same underlying spatial decomposition as the fluid simulator. The visualisation pipeline allows the user to operate on a commodity computer and explore the simulation output interactively. Our simulation environment incorporates numerous features that can be utilised in a wide variety of research contexts.  相似文献   
65.
Fusion of laser and vision in object detection has been accomplished by two main approaches: (1) independent integration of sensor-driven features or sensor-driven classifiers, or (2) a region of interest (ROI) is found by laser segmentation and an image classifier is used to name the projected ROI. Here, we propose a novel fusion approach based on semantic information, and embodied on many levels. Sensor fusion is based on spatial relationship of parts-based classifiers, being performed via a Markov logic network. The proposed system deals with partial segments, it is able to recover depth information even if the laser fails, and the integration is modeled through contextual information—characteristics not found on previous approaches. Experiments in pedestrian detection demonstrate the effectiveness of our method over data sets gathered in urban scenarios.  相似文献   
66.
In this paper the system ACOPlan for planning with non uniform action cost is introduced and analyzed. ACOPlan is a planner based on the ant colony optimization framework, in which a colony of planning ants searches for near optimal solution plans with respect to an overall plan cost metric. This approach is motivated by the strong similarity between the process used by artificial ants to build solutions and the methods used by state?Cbased planners to search solution plans. Planning ants perform a stochastic and heuristic based search by interacting through a pheromone model. The proposed heuristic and pheromone models are presented and compared through systematic experiments on benchmark planning domains. Experiments are also provided to compare the quality of ACOPlan solution plans with respect to state of the art satisficing planners. The analysis of the results confirm the good performance of the Action?CAction pheromone model and points out the promising performance of the novel Fuzzy?CLevel?CAction pheromone model. The analysis also suggests general principles for designing performant pheromone models for planning and further extensions of ACOPlan to other optimization models.  相似文献   
67.
The forward search provides data-driven flexible trimming of a Cp statistic for the choice of regression models that reveals the effect of outliers on model selection. An informed robust model choice follows. Even in small samples, the statistic has a null distribution indistinguishable from an F distribution. Limits on acceptable values of the Cp statistic follow. Two examples of widely differing size are discussed. A powerful graphical tool is the generalized candlestick plot, which summarizes the information on all forward searches and on the choice of models. A comparison is made with the use of M-estimation in robust model choice.  相似文献   
68.
This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the individual players to control the game. An experiment was set up in which eight groups of three players were asked to play the video game while the distribution of the game controls was increased in three steps. After each playing session, the players’ experiences of sociality and engagement were assessed using questionnaires. The results showed that distributing game control among the players increased the level of experienced sociality and reduced the level of experienced control. The game in which the controls were partly distributed led to the highest levels of experienced engagement, because the game allowed social play while still giving the players a sense of autonomy. The implications for interaction design are discussed.  相似文献   
69.
Sensitivity analysis studies how the variation in model outputs can be due to different sources of variation. This issue is addressed, in this study, as an application of sensitivity analysis techniques to a crop model in the Mediterranean region. In particular, an application of Morris and Sobol' sensitivity analysis methods to the rice model WARM is presented. The output considered is aboveground biomass at maturity, simulated at five rice districts of different countries (France, Greece, Italy, Portugal, and Spain) for years characterized by low, intermediate, and high continentality. The total effect index of Sobol' (that accounts for the total contribution to the output variation due a given parameter) and two Morris indices (mean μ and standard deviation σ of the ratios output changes/parameter variations) were used as sensitivity metrics. Radiation use efficiency (RUE), optimum temperature (Topt), and leaf area index at emergence (LAIini) ranked in most of the combinations site × year as first, second and third most relevant parameters. Exceptions were observed, depending on the sensitivity method (e.g. LAIini resulted not relevant by the Morris method), or site-continentality pattern (e.g. with intermediate continentality in Spain, LAIini and Topt were second and third ranked; with low continentality in Portugal, RUE was outranked by Topt). Low σ values associated with the most relevant parameters indicated limited parameter interactions. The importance of sensitivity analyses by exploring site × climate combinations is discussed as pre-requisite to evaluate either novel crop-modelling approaches or the application of known modelling solutions to conditions not explored previously. The need of developing tools for sensitivity analysis within the modelling environment is also emphasized.  相似文献   
70.
This paper presents a virtual character animation system for real- time multimodal interaction in an immersive virtual reality setting. Human to human interaction is highly multimodal, involving features such as verbal language, tone of voice, facial expression, gestures and gaze. This multimodality means that, in order to simulate social interaction, our characters must be able to handle many different types of interaction and many different types of animation, simultaneously. Our system is based on a model of animation that represents different types of animations as instantiations of an abstract function representation. This makes it easy to combine different types of animation. It also encourages the creation of behavior out of basic building blocks, making it easy to create and configure new behaviors for novel situations. The model has been implemented in Piavca, an open source character animation system.  相似文献   
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