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111.
In this paper, we present results of a discontinuous Galerkin (DG) scheme applied to deterministic computations of the transients for the Boltzmann–Poisson system describing electron transport in semiconductor devices. The collisional term models optical-phonon interactions which become dominant under strong energetic conditions corresponding to nano-scale active regions under applied bias. The proposed numerical technique is a finite element method using discontinuous piecewise polynomials as basis functions on unstructured meshes. It is applied to simulate hot electron transport in bulk silicon, in a silicon n+nn+ diode and in a double gated 12 nm MOSFET. Additionally, the obtained results are compared to those of a high order WENO scheme simulation and DSMC (Discrete Simulation Monte Carlo) solvers.  相似文献   
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114.
To ensure the integrity of images compressed using block truncation coding (BTC), a tamper detection and image recovery scheme is proposed in this paper. In this scheme, the size of the authentication data can be adaptively selected according to the user’s requirement. The authentication data is embedded in the value differences of the quantization levels in each BTC-compressed image block. Multiple copies of the recovery data are embedded into the bit maps of the smooth blocks. Experimental results show that the proposed scheme performs well in terms of detection precision and the embedded image quality. Meanwhile, the tampered areas can be roughly recovered by using the proposed scheme.  相似文献   
115.
We introduce a new variational formulation for the problem of reconstructing a watertight surface defined by an implicit equation, from a finite set of oriented points; a problem which has attracted a lot of attention for more than two decades. As in the Poisson Surface Reconstruction approach, discretizations of the continuous formulation reduce to the solution of sparse linear systems of equations. But rather than forcing the implicit function to approximate the indicator function of the volume bounded by the implicit surface, in our formulation the implicit function is forced to be a smooth approximation of the signed distance function to the surface. Since an indicator function is discontinuous, its gradient does not exist exactly where it needs to be compared with the normal vector data. The smooth signed distance has approximate unit slope in the neighborhood of the data points. As a result, the normal vector data can be incorporated directly into the energy function without implicit function smoothing. In addition, rather than first extending the oriented points to a vector field within the bounding volume, and then approximating the vector field by a gradient field in the least squares sense, here the vector field is constrained to be the gradient of the implicit function, and a single variational problem is solved directly in one step. The formulation allows for a number of different efficient discretizations, reduces to a finite least squares problem for all linearly parameterized families of functions, and does not require boundary conditions. The resulting algorithms are significantly simpler and easier to implement, and produce results of quality comparable with state‐of‐the‐art algorithms. An efficient implementation based on a primal‐graph octree‐based hybrid finite element‐finite difference discretization, and the Dual Marching Cubes isosurface extraction algorithm, is shown to produce high quality crack‐free adaptive manifold polygon meshes.  相似文献   
116.
We define a formal model of dynamic programming algorithms which we call Prioritized Branching Programs (pBP). Our model is a generalization of the BT model of Alekhnovich et al. (IEEE Conference on Computational Complexity, pp. 308–322, 2005), which is in turn a generalization of the priority algorithms model of Borodin, Nielson and Rackoff. One of the distinguishing features of these models is that they not only capture large classes of algorithms generally considered to be greedy, backtracking or dynamic programming algorithms, but they also allow characterizations of their limitations. Hence they give meaning to the statement that a given problem can or cannot be solved by dynamic programming. After defining the model, we prove three main results: (i) that certain types of natural restrictions of our seemingly more powerful model can be simulated by the BT model; (ii) that in general our model is stronger than the BT model—a fact which is witnessed by the classical shortest paths problem; (iii) that our model has very real limitations, namely that bipartite matching cannot be efficiently computed in it, hence suggesting that there are problems that can be solved efficiently by network flow algorithms and by simple linear programming that cannot be solved by natural dynamic programming approaches.  相似文献   
117.
Today, VR research and development efforts often focus on the continual innovation of interaction styles and metaphors for virtual environments (VEs). New tools and interaction devices aim to increase the immersive experience rather than support seamless integration with real work scenarios. Even though users may soon perceive odours within VEs, real, task-oriented interaction within these environments will continue to lag behind. Combining these efforts can result in new user interfaces that reduce the cumbersome barriers prevalent in VEs today, finally unleashing the latent impact of this technology in everyday life. Implementing this vision requires an interdisciplinary and applied approach to integrate VR into the workplace. Mixed-reality display capabilities, useful multimodal interaction and perceptual, intuitive interfaces are major components of such an application-oriented and human-centered approach, for which we coined the term walk-up VR. The paper discusses augmented and virtual reality as contributing technologies  相似文献   
118.
We present four studies investigating tools and methodologies for artist-scientist-technologist collaboration in designing multivariate, virtual reality (VR) visualizations. Design study 1 identifies the promise of 3D drawing-style interfaces for VR design and also establishes limitations of these tools with respect to precision and support for animation. Design study 2 explores animating artist-created visualization designs with scientific 3D fluid flow data. While results captured an accurate sense of flow that was advantageous as compared to the results of study 1, the potential for visual exploration using the design tools tested was limited. Design study 3 reveals the importance of a new 3D interface that overcomes the precision limitation found in study 1 while remaining accessible to artist collaborators. Drawing upon previous results, design study 4 engages collaborative teams in a design process that begins with traditional paper sketching and moves to animated, interactive, VR prototypes "sketched" by designers in VR using interactive 3D tools. Conclusions from these four studies identify important characteristics of effective artist-accessible VR visualization design tools and lead to a proposed formalized methodology for successful collaborative design that we expect to be useful in guiding future collaborations. We call this proposed methodology Scientific Sketching.  相似文献   
119.
High order WENO (weighted essentially non-oscillatory) schemes and discontinuous Galerkin methods are two classes of high order, high resolution methods suitable for convection dominated simulations with possible discontinuous or sharp gradient solutions. In this paper we first review these two classes of methods, pointing out their similarities and differences in algorithm formulation, theoretical properties, implementation issues, applicability, and relative advantages. We then present some quantitative comparisons of the third order finite volume WENO methods and discontinuous Galerkin methods for a series of test problems to assess their relative merits in accuracy and CPU timing.  相似文献   
120.
The computing power provided by high performance and low-cost PC-based clusters with Grid platforms are attractive and they are equal or superior to supercomputers and mainframes. In this paper, we present implementation and design rationale of Visuel toolkit for MPI parallel program performance measurement and analysis in cluster and grid environments. Most of performance visualization tools available today for high-performance platforms show solely system performance data (e.g., CPU load, memory usage, network bandwidth, server average load), and thus, being suitable for computing system activity visualization. The Visuel (Visuel (in French language) = to visualize) toolkit is web-based interface designed to show performance activities of all computing nodes of a distributed environment involved in the execution of MPI parallel program, such as CPU load level and memory usage of each computing node. In addition, this toolkit is able to display comparative performance data charts of MPI parallel applications and multiple executions under investigation. The usage of this toolkit shows that it outperforms in easing the process of investigation of parallel applications.
Hsun-Chang ChangEmail:
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