首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   4175篇
  免费   202篇
  国内免费   4篇
电工技术   36篇
综合类   3篇
化学工业   1115篇
金属工艺   52篇
机械仪表   78篇
建筑科学   167篇
矿业工程   7篇
能源动力   152篇
轻工业   623篇
水利工程   53篇
石油天然气   21篇
无线电   339篇
一般工业技术   548篇
冶金工业   281篇
原子能技术   16篇
自动化技术   890篇
  2024年   5篇
  2023年   50篇
  2022年   151篇
  2021年   185篇
  2020年   133篇
  2019年   126篇
  2018年   150篇
  2017年   117篇
  2016年   165篇
  2015年   120篇
  2014年   164篇
  2013年   344篇
  2012年   265篇
  2011年   381篇
  2010年   219篇
  2009年   217篇
  2008年   227篇
  2007年   199篇
  2006年   160篇
  2005年   112篇
  2004年   125篇
  2003年   93篇
  2002年   91篇
  2001年   53篇
  2000年   50篇
  1999年   53篇
  1998年   95篇
  1997年   54篇
  1996年   54篇
  1995年   38篇
  1994年   32篇
  1993年   23篇
  1992年   12篇
  1991年   14篇
  1990年   15篇
  1989年   8篇
  1988年   7篇
  1987年   10篇
  1986年   6篇
  1985年   11篇
  1984年   3篇
  1983年   4篇
  1982年   7篇
  1981年   3篇
  1980年   5篇
  1978年   2篇
  1977年   5篇
  1976年   8篇
  1967年   4篇
  1955年   1篇
排序方式: 共有4381条查询结果,搜索用时 15 毫秒
61.
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   
62.
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   
63.
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   
64.
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   
65.
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   
66.
Extensive research has been carried out in multiresolution models for many decades. The tendency in recent years has been to harness the potential of GPUs to perform the level-of-detail extraction on graphics hardware. The aim of this work is to present a new level-of-detail scheme based on triangles which is both simple and efficient. In this approach, the extraction process updates vertices instead of indices, thus providing a perfect framework for adapting the algorithms to work completely on GPU shaders. One of the key aspects of our proposal is the need for just a single rendering pass in order to obtain the desired geometry. Moreover, coherence among the different approximations is maximized by means of a symmetric extraction algorithm, which performs the same process when refining and coarsening the mesh. Lastly, we also introduce different uses of the scheme to offer continuous and view-dependent resolution.  相似文献   
67.
The increasing volume of eGovernment‐related services is demanding new approaches for service integration and interoperability in this domain. Semantic web (SW) technologies and applications can leverage the potential of eGovernment service integration and discovery, thus tackling the problems of semantic heterogeneity characterizing eGovernment information sources and the different levels of interoperability. eGovernment services will therefore be semantically described in the foreseeable future. In an environment with semantically annotated services, software agents are essential as the entities responsible for exploiting the semantic content in order to automate some tasks, and so enhance the user's experience. In this paper, we present a framework that provides a seamless integration of semantic web services and intelligent agents technologies by making use of ontologies to facilitate their interoperation. The proposed framework can assist in the development of powerful and flexible distributed systems in complex, dynamic, heterogeneous, unpredictable and open environments. Our approach is backed up by a proof‐of‐concept implementation, where the breakthrough of integrating disparate eGovernment services has been tested.  相似文献   
68.
Studies the feedback control of a class of complementary-slackness hybrid mechanical systems. Roughly, the systems we study are composed of an uncontrollable part (the “object”) and a controlled one (the “robot”), linked by a unilateral constraint and an impact rule. A systematic and general control design method for this class of systems is proposed. The approach is a nontrivial extension of the one degree-of-freedom (DOF) juggler control design. In addition to the robot control, it is also useful to study some intermediate controllability properties of the object's impact Poincare mapping, which generally takes the form of a nonlinear discrete-time system. The force input mainly consists of a family of dead-beat feedback control laws, introduced via a recursive procedure, and exploiting the underlying discrete-time structure of the system. The main goal of the paper is to highlight the role of various physical and control properties characteristic of the system on its stabilizability properties and to propose solutions in certain cases  相似文献   
69.
70.
Service Oriented Architectures, which allow for the integration of different subsystems and of applications running on different devices and platforms, may be very suitable to solve the problem of service personalization in large smart environments like cities, where the number of potential users and potentially available services is rapidly growing. Taking this into account, we have designed an agent-based service oriented architecture for smart spaces. Two of the greatest challenges in the design of such a solution are providing effective device, service and context federation and composition mechanisms and handling user mobility. For the first challenge, we have designed a hierarchical architecture and developed a set of inheritance, aggregation and access mechanisms for devices, services and context. To handle user mobility, we have followed three different strategies, using stationary, mobile or nomadic agents. In this paper, we describe the main aspects of our architecture and perform an experimental evaluation to determine the advantages and drawbacks of the different strategies.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号