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21.
The high shear wet granulation (HSWG) operation consists of several rate processes influenced by the raw material properties, process operational parameters, and equipment design. Their combined effect determines the granule attributes. In literature, these rate processes have been modeled using different dimensionless numbers and their correlations. Each of these dimensionless numbers represent only certain rate processes. Since many of these rate processes occur at the same time, it is necessary to simultaneously model them to account for all the important degrees of freedom. Most of the HSWG scale up approaches in literature calculate scale up conditions based on a single rate process or operating parameter of interest that can lead to sub-optimal process design. We present the development of a hybrid HSWG scale up model accounting simultaneously for all the rate processes. The approach was successfully implemented to scale up the HSWG operation across laboratory, pilot, and commercial scales.  相似文献   
22.
Organic solvent nanofiltration (OSN) is gradually expanding from academic research to industrial implementation. The need for membranes with low and sharp molecular weight cutoffs that are able to operate under aggressive OSN conditions is increasing. However, the lack of comparable and uniform performance data frustrates the screening and membrane selection for processes. Here, a collaboration is presented between several academic and industrial partners analyzing the separation performance of 10 different membranes using three model process mixtures. Membrane materials range from classic polymeric and thin film composites (TFCs) to hybrid ceramic types. The model solutions were chosen to mimic cases relevant to today's industrial use: relatively low molar mass solutes (330–550 Da) in n-heptane, toluene, and anisole.  相似文献   
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24.
There has been a growing interest in applying human computation – particularly crowdsourcing techniques – to assist in the solution of multimedia, image processing, and computer vision problems which are still too difficult to solve using fully automatic algorithms, and yet relatively easy for humans. In this paper we focus on a specific problem – object segmentation within color images – and compare different solutions which combine color image segmentation algorithms with human efforts, either in the form of an explicit interactive segmentation task or through an implicit collection of valuable human traces with a game. We use Click’n’Cut, a friendly, web-based, interactive segmentation tool that allows segmentation tasks to be assigned to many users, and Ask’nSeek, a game with a purpose designed for object detection and segmentation. The two main contributions of this paper are: (i) We use the results of Click’n’Cut campaigns with different groups of users to examine and quantify the crowdsourcing loss incurred when an interactive segmentation task is assigned to paid crowd-workers, comparing their results to the ones obtained when computer vision experts are asked to perform the same tasks. (ii) Since interactive segmentation tasks are inherently tedious and prone to fatigue, we compare the quality of the results obtained with Click’n’Cut with the ones obtained using a (fun, interactive, and potentially less tedious) game designed for the same purpose. We call this contribution the assessment of the gamification loss, since it refers to how much quality of segmentation results may be lost when we switch to a game-based approach to the same task. We demonstrate that the crowdsourcing loss is significant when using all the data points from workers, but decreases substantially (and becomes comparable to the quality of expert users performing similar tasks) after performing a modest amount of data analysis and filtering out of users whose data are clearly not useful. We also show that – on the other hand – the gamification loss is significantly more severe: the quality of the results drops roughly by half when switching from a focused (yet tedious) task to a more fun and relaxed game environment.  相似文献   
25.
Audio fingerprinting allows us to label an unidentified music fragment within a previously generated database. The use of spectral landmarks aims to obtain a robustness that lets a certain level of noise be present in the audio query. This group of audio identification algorithms holds several configuration parameters whose values are usually chosen based upon the researcher’s knowledge, previous published experimentation or just trial and error methods. In this paper we describe the whole optimisation process of a Landmark-based Music Recognition System using genetic algorithms. We define the actual structure of the algorithm as a chromosome by transforming its high relevant parameters into various genes and building up an appropriate fitness evaluation method. The optimised output parameters are used to set up a complete system that is compared with a non-optimised one by designing an unbiased evaluation model.  相似文献   
26.
Clustering algorithms, a fundamental base for data mining procedures and learning techniques, suffer from the lack of efficient methods for determining the optimal number of clusters to be found in an arbitrary dataset. The few methods existing in the literature always use some sort of evolutionary algorithm having a cluster validation index as its objective function. In this article, a new evolutionary algorithm, based on a hybrid model of global and local heuristic search, is proposed for the same task, and some experimentation is done with different datasets and indexes. Due to its design, independent of any clustering procedure, it is applicable to virtually any clustering method like the widely used \(k\)-means algorithm. Moreover, the use of non-parametric statistical tests over the experimental results, clearly show the proposed algorithm to be more efficient than other evolutionary algorithms currently used for the same task.  相似文献   
27.
In the classification framework there are problems in which the number of examples per class is not equitably distributed, formerly known as imbalanced data sets. This situation is a handicap when trying to identify the minority classes, as the learning algorithms are not usually adapted to such characteristics. An usual approach to deal with the problem of imbalanced data sets is the use of a preprocessing step. In this paper we analyze the usefulness of the data complexity measures in order to evaluate the behavior of undersampling and oversampling methods. Two classical learning methods, C4.5 and PART, are considered over a wide range of imbalanced data sets built from real data. Specifically, oversampling techniques and an evolutionary undersampling one have been selected for the study. We extract behavior patterns from the results in the data complexity space defined by the measures, coding them as intervals. Then, we derive rules from the intervals that describe both good or bad behaviors of C4.5 and PART for the different preprocessing approaches, thus obtaining a complete characterization of the data sets and the differences between the oversampling and undersampling results.  相似文献   
28.
Mobile learning is considered an evolution of e-learning that embraces the ubiquitous nature of current computational systems in order to improve teaching and learning. Within this context it is possible to develop mobile applications oriented to learning, but it is also important to assess to what extent such applications actually work. In this paper we present a new tool designed to reinforce students’ knowledge by means of self-assessment. Improvement in student achievement was evaluated and an attitudinal survey was also carried out to measure student attitudes towards this new tool. Three different experimental groups were selected for this research, with students aged from 14 to 21 years old, including high-school and university students. Results show that this kind of tool improves student achievement, especially amongst younger learners, with a relatively low impact on current teaching activities and methodology.  相似文献   
29.
Termination is one of the most interesting problems when dealing with context-sensitive rewrite systems. Although a good number of techniques for proving termination of context-sensitive rewriting (CSR) have been proposed so far, the adaptation to CSR of the dependency pair approach, one of the most powerful techniques for proving termination of rewriting, took some time and was possible only after introducing some new notions like collapsing dependency pairs, which are specific for CSR. In this paper, we develop the notion of context-sensitive dependency pair (CSDP) and show how to use CSDPs in proofs of termination of CSR. The implementation and practical use of the developed techniques yield a novel and powerful framework which improves the current state-of-the-art of methods for automatically proving termination of CSR.  相似文献   
30.
In this paper, we focus on the experimental analysis on the performance in artificial neural networks with the use of statistical tests on the classification task. Particularly, we have studied whether the sample of results from multiple trials obtained by conventional artificial neural networks and support vector machines checks the necessary conditions for being analyzed through parametrical tests. The study is conducted by considering three possibilities on classification experiments: random variation in the selection of test data, the selection of training data and internal randomness in the learning algorithm.The results obtained state that the fulfillment of these conditions are problem-dependent and indefinite, which justifies the need of using non-parametric statistics in the experimental analysis.  相似文献   
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