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91.
Skin colour detection is a technique very used in most of face detectors to find faces in images or videos. However, there is not a common opinion about which colour space is the best choice to do this task. Therefore, the motivation for our study is to discover which colour model is the best option to build an efficient face detector which can be embedded in a functional face recognition system. We have studied 10 of the most common and used colour spaces doing different comparisons among them, in order to know which one is the best option for human skin colour detection. In concrete, we have studied the models: RGB, CMY, YUV, YIQ, YPbPr, YCbCr, YCgCr, YDbDr, HSV—or HSI—and CIE-XYZ. To make the comparison among them, we have used 15 truth images where the skin colour of a face is clearly separated from the rest of the image (background, eyes, lips, hair, etc.). Thus we can compare at level pixel each colour model, doing a detailed study of each format. We present the final conclusions comparing different results, such as: right detections, false positives and false negatives for each colour space. According to the obtained results, the most appropriate colour spaces for skin colour detection are HSV model (the winner in our study), and the models YCgCr and YDbDr.  相似文献   
92.
Brain-machine interfaces (BMIs) transform the activity of neurons recorded in motor areas of the brain into movements of external actuators. Representation of movements by neuronal populations varies over time, during both voluntary limb movements and movements controlled through BMIs, due to motor learning, neuronal plasticity, and instability in recordings. To ensure accurate BMI performance over long time spans, BMI decoders must adapt to these changes. We propose the Bayesian regression self-training method for updating the parameters of an unscented Kalman filter decoder. This novel paradigm uses the decoder's output to periodically update its neuronal tuning model in a Bayesian linear regression. We use two previously known statistical formulations of Bayesian linear regression: a joint formulation, which allows fast and exact inference, and a factorized formulation, which allows the addition and temporary omission of neurons from updates but requires approximate variational inference. To evaluate these methods, we performed offline reconstructions and closed-loop experiments with rhesus monkeys implanted cortically with microwire electrodes. Offline reconstructions used data recorded in areas M1, S1, PMd, SMA, and PP of three monkeys while they controlled a cursor using a handheld joystick. The Bayesian regression self-training updates significantly improved the accuracy of offline reconstructions compared to the same decoder without updates. We performed 11 sessions of real-time, closed-loop experiments with a monkey implanted in areas M1 and S1. These sessions spanned 29 days. The monkey controlled the cursor using the decoder with and without updates. The updates maintained control accuracy and did not require information about monkey hand movements, assumptions about desired movements, or knowledge of the intended movement goals as training signals. These results indicate that Bayesian regression self-training can maintain BMI control accuracy over long periods, making clinical neuroprosthetics more viable.  相似文献   
93.
In this paper we investigate the problem of Simultaneous Localization and Mapping (SLAM) for a multi robot system. Relaxing some assumptions that characterize related work we propose an application of Rao-Blackwellized Particle Filters (RBPF) for the purpose of cooperatively estimating SLAM posterior. We consider a realistic setup in which the robots start from unknown initial poses (relative locations are unknown too), and travel in the environment in order to build a shared representation of the latter. The robots are required to exchange a small amount of information only when a rendezvous event occurs and to measure relative poses during the meeting. As a consequence the approach also applies when using an unreliable wireless channel or short range communication technologies (bluetooth, RFId, etc.). Moreover it allows to take into account the uncertainty in relative pose measurements. The proposed technique, which constitutes a distributed solution to the multi robot SLAM problem, is further validated through simulations and experimental tests.  相似文献   
94.
The simulation of the wind action over the CAARC (Commonwealth Advisory Aeronautical Council) standard tall building model is performed in the present work. Aerodynamic and aeroelastic analyses are reproduced numerically in order to demonstrate the applicability of CFD techniques in the field of wind engineering. A major topic in this paper is referred to one of the first attempts to simulate the aeroelastic behavior of a tall building employing complex CFD techniques. Numerical results obtained in this work are compared with numerical and wind tunnel measurements and some important concluding remarks about the present simulation are also reported.  相似文献   
95.
This paper presents a system that is able to process the information provided by a Tagged World to identify user’s behavior and to produce alarms in dangerous situations. The system inputs are signals from sensors, which are used to recognize correct behavior (action sequences) by Inductive Learning, using Data Mining techniques. The inference engine is a reasoning device that is implemented by means of Regular Grammars. It permits us to control user’s behavior. As output, the system produces and sends alarms when a user action sequence is wrong, indicating the erroneous actions, forgotten future, and so on. To test our system, the Tagged World is supposed to be at a house, where we have used RFID technology to control the objects inside it.  相似文献   
96.
This paper deals with the design and application of a nonlinear multivariable controller in an anaerobic digestion system (AD) carried out in two interconnected fixed bed bioreactors. The proposed control scheme is derived from a mathematical model of the AD system described by a set of partial differential equations and consists of an estimator and two nonlinear control laws. The first law is developed to regulate the volatile fatty acids in the first bioreactor while the second aims at maintaining the chemical oxygen demand at predetermined set-points in the second bioreactor. The performance of the control algorithm is evaluated via numerical simulations in the face of load disturbances, parameter kinetic uncertainties and set-point changes. Stability and convergence properties of the proposed control scheme are also addressed in this paper.  相似文献   
97.
Recent legal changes have increased the need for developing accessible user interfaces in computer-based systems. In this sense, previously existing user interfaces are intended to be modified and new user interfaces are intended to be designed taking accessibility guidelines into account. Typically, model-based approaches have been used when developing accessible user interfaces or redefining existing ones. But the use of static models leads to the development of not dynamically adaptable user interfaces. Dynamic adaptation in accessible user interfaces is important due to the fact that interaction difficulties on people with disabilities may change through use. In this paper, we present some contributions that can be obtained from the application of the Dichotomic View of plasticity in the personalization of user interfaces. With the double perspective defined in this approach, it is intended to go further from a mere adaptation to certain user stereotypes, offering also a dynamic support to real limitations or difficulties users can encounter during the use of the UI. This goal is achieved analyzing user logs by an inference engine that dynamically infers modifications in the user interface to adjust it to varying user needs. A case study is presented in order to show how the guidelines and software support defined in the Dichotomic View of plasticity can be applied to develop a component for a particular system aimed at performing dynamic user interface adaptations with accessibility purposes. This approach includes some innovations that make it different from conventional adaptable mechanisms applied to accessibility in some important aspects.  相似文献   
98.
ABSTRACT

Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.  相似文献   
99.
Schaeffer's sign language consists of a reduced set of gestures designed to help children with autism or cognitive learning disabilities to develop adequate communication skills. Our automatic recognition system for Schaeffer's gesture language uses the information provided by an RGB‐D camera to capture body motion and recognize gestures using dynamic time warping combined with k‐nearest neighbors methods. The learning process is reinforced by the interaction with the proposed system that accelerates learning itself thus helping both children and educators. To demonstrate the validity of the system, a set of qualitative experiments with children were carried out. As a result, a system which is able to recognize a subset of 11 gestures of Schaeffer's sign language online was achieved.  相似文献   
100.
Wireless ad-hoc networks are being increasingly used in diverse contexts, ranging from casual meetings to disaster recovery operations. A promising approach is to model these networks as distributed systems prone to dynamic communication failures. This captures transitory disconnections in communication due to phenomena like interference and collisions, and permits an efficient use of the wireless broadcasting medium. This model, however, is bound by the impossibility result of Santoro and Widmayer, which states that, even with strong synchrony assumptions, there is no deterministic solution to any non-trivial form of agreement if n ? 1 or more messages can be lost per communication round in a system with n processes. In this paper we propose a novel way to circumvent this impossibility result by employing randomization. We present a consensus protocol that ensures safety in the presence of an unrestricted number of omission faults, and guarantees progress in rounds where such faults are bounded by ${f \,{\leq}\,\lceil \frac{n}{2} \rceil (n\,{-}\,k)\,{+}\,k\,{-}\,2}$ , where k is the number of processes required to decide, eventually assuring termination with probability 1.  相似文献   
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