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41.
Robots that use vision for localization need to handle environments that are subject to seasonal and structural change, and operate under changing lighting and weather conditions. We present a framework for lifelong localization and mapping designed to provide robust and metrically accurate online localization in these kinds of changing environments. Our system iterates between offline map building, map summary, and online localization. The offline mapping fuses data from multiple visually varied datasets, thus dealing with changing environments by incorporating new information. Before passing these data to the online localization system, the map is summarized, selecting only the landmarks that are deemed useful for localization. This Summary Map enables online localization that is accurate and robust to the variation of visual information in natural environments while still being computationally efficient. We present a number of summary policies for selecting useful features for localization from the multisession map, and we explore the tradeoff between localization performance and computational complexity. The system is evaluated on 77 recordings, with a total length of 30 kilometers, collected outdoors over 16 months. These datasets cover all seasons, various times of day, and changing weather such as sunshine, rain, fog, and snow. We show that it is possible to build consistent maps that span data collected over an entire year, and cover day‐to‐night transitions. Simple statistics computed on landmark observations are enough to produce a Summary Map that enables robust and accurate localization over a wide range of seasonal, lighting, and weather conditions.  相似文献   
42.
In this article, two field experiments, conducted in an automotive assembly plant, evaluate how computer‐based training of operational sequences and related quality information can support the assembly performance of the operators. The experiments were performed during the launch of a new vehicle. A comparison was made of learning progress and quality performance between a reference group of operators that only had regular training and a test group for which some of the regular training was replaced with individual computer‐based training. Both quantitative measures of the quality output and questionnaires and observations were used to evaluate the effects of computer‐based training. The results show a clear positive difference in learning progress and improvements in quality output for the test group compared with the reference group. This combined with positive attitudes expressed by the operators and their team leaders shows that this type of training is an effective way to train operators during launches of new vehicles in automotive production.  相似文献   
43.
We present Social Groups and Navigation (SGN), a method to simulate the walking behavior of small pedestrian groups in virtual environments. SGN is the first method to simulate group behavior on both global and local levels of an underlying planning hierarchy. We define quantitative metrics to measure the coherence and the sociality of a group based on existing empirical data of real crowds. SGN does not explicitly model coherent and social formations, but it lets such formations emerge from simple geometric rules. In addition to a previous version, SGN also handles group-splitting to smaller groups throughout navigation as well as social sub-group behavior whenever a group has to temporarily split up to re-establish its coherence. For groups of four, SGN generates between 13% and 53% more socially-friendly behavior than previous methods, measured over the lifetime of a group in the simulation. For groups of three, the gain is between 15% and 31%, and for groups of two, the gain is between 1% and 4%. SGN is designed in a flexible way, and it can be integrated into any crowd-simulation framework that handles global path planning and any path following as separate steps. Experiments show that SGN enables the simulation of thousands of agents in real time.  相似文献   
44.
45.
The design of a high pressure (HP) cell for neutron reflectivity experiments is described. The cell can be used to study solid-liquid interfaces under pressures up to 2500 bar (250 MPa). The sample interface is based on a thick silicon block with an area of about 14 cm(2). This area is in contact with the sample solution which has a volume of only 6 cm(3). The sample solution is separated from the pressure transmitting medium, water, by a thin flexible polymer membrane. In addition, the HP cell can be temperature-controlled by a water bath in the range 5-75°C. By using an aluminum alloy as window material, the assembled HP cell provides a neutron transmission as high as 41%. The maximum angle of incidence that can be used in reflectivity experiments is 7.5°. The large accessible pressure range and the low required volume of the sample solution make this HP cell highly suitable for studying pressure-induced structural changes of interfacial proteins, supported lipid membranes, and, in general, biomolecular systems that are available in small quantities, only. To illustrate the performance of the HP cell, we present neutron reflectivity data of a protein adsorbate under high pressure and a lipid film which undergoes several phase transitions upon pressurization.  相似文献   
46.
We show that quantum query complexity satisfies a strong direct product theorem. This means that computing k copies of a function with fewer than k times the quantum queries needed to compute one copy of the function implies that the overall success probability will be exponentially small in k. For a boolean function f, we also show an XOR lemma—computing the parity of k copies of f with fewer than k times the queries needed for one copy implies that the advantage over random guessing will be exponentially small. We do this by showing that the multiplicative adversary method, which inherently satisfies a strong direct product theorem, characterizes bounded-error quantum query complexity. In particular, we show that the multiplicative adversary bound is always at least as large as the additive adversary bound, which is known to characterize bounded-error quantum query complexity.  相似文献   
47.
Distributed simulation has emerged as an important instrument for studying large-scale complex systems. Such systems inherently consist of a large number of components, which operate in a large shared state space interacting with it in highly dynamic and unpredictable ways. Optimising access to the shared state space is crucial for achieving efficient simulation executions. Data accesses may take two forms: locating data according to a set of attribute value ranges (range query) or locating a particular state variable from the given identifier (ID query and update). This paper proposes two alternative routing approaches, namely the address-based approach, which locates data according to their address information, and the range-based approach, whose operation is based on looking up attribute value range information along the paths to the destinations. The two algorithms are discussed and analysed in the context of PDES-MAS, a framework for the distributed simulation of multi-agent systems, which uses a hierarchical infrastructure to manage the shared state space. The paper introduces a generic meta-simulation framework which is used to perform a quantitative comparative analysis of the proposed algorithms under various circumstances.  相似文献   
48.
To assist wayfinding and navigation, the display of maps and driving directions on mobile devices is nowadays commonplace. While existing system can naturally exploit GPS information to facilitate orientation, the inherently limited screen space is often perceived as a drawback compared to traditional street maps as it constrains the perception of contextual information. Moreover, occlusion issues add to this problem if the environment is shown from the popular egocentric perspective. In this paper we describe an interactive visualization system that addresses these problems by reallocating the available screen space. At the heart of our system are three novel visualization techniques: First, we propose a non‐standard perspective that allows to blend between the familiar pedestrian perspective and a standard map depiction with reduced occlusion. Second, we derive an efficient deformation technique that allows an interactive allocation of screen space to areas of interest like e.g. nearby touristic attractions. Finally, a path adaptive isometric perspective is proposed that reveals otherwise hidden facades in top‐down views. We describe efficient implementations of all techniques and exemplify our interactive system on real world urban models.  相似文献   
49.
This paper presents a sensory-motor coordination scheme for a robot hand-arm-head system that provides the robot with the capability to reach an object while pre-shaping the fingers to the required grasp configuration and while predicting the tactile image that will be perceived after grasping. A model for sensory-motor coordination derived from studies in humans inspired the development of this scheme. A peculiar feature of this model is the prediction of the tactile image. The implementation of the proposed scheme is based on a neuro-fuzzy module that, after a learning phase, starting from visual data, calculates the position and orientation of the hand for reaching, selects the best-suited hand configuration, and predicts the tactile feedback. The implementation of the scheme on a humanoid robot allowed experimental validation of its effectiveness in robotics and provided perspectives on applications of sensory predictions in robot motor control.  相似文献   
50.
Statistical analysis of air mass back trajectories combined with long-term ambient air pollution measurements are useful tools for source identification. Using these methods, the geographic information system (GIS) based software, TrajStat, was developed to view, query, and cluster the trajectories and compute the potential source contribution function (PSCF) and concentration weighted trajectory (CWT) analyses when measurement data are included.  相似文献   
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