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11.
In this paper, a new inverse identification method of constitutive parameters is developed from full kinematic and thermal field measurements. It consists in reconstructing the heat source field from two different approaches by using the heat diffusion equation. The first one requires the temperature field measurement and the value of the thermophysical parameters. The second one is based on the kinematic field measurement and the choice of a thermo-hyperelastic model that contains the parameters to be identified. The identification is carried out at the local scale, ie, at any point of the heat source field, without using the boundary conditions. In the present work, the method is applied to the challenging case of hyperelasticity from a heterogeneous test. Due to large deformations undergone by the rubber specimen tested, a motion compensation technique is developed to plot the kinematic and the thermal fields at the same points before reconstructing the heterogeneous heat source field. In the present case, the constitutive parameter of the Neo-Hookean model has been identified, and its distribution has been characterized with respect to the strain state at the surface of a cross-shaped specimen. 相似文献
12.
现今国内的数字集群网络发展存在局限性、差异性,还远没有达到“网”状分布的程度,因此,共网数字集群发展空间巨大、前景广阔。通过列举共网数字集群系统在龙嘉国际机场和长春雷锋车队的成功应用案例,探讨了我国共网数字集群系统应用的可行性和必要性。 相似文献
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Stefanie Vanbecelaere Katrien Van den Berghe Frederik Cornillie Delphine Sasanguie Bert Reynvoet Fien Depaepe 《Journal of Computer Assisted Learning》2020,36(4):502-513
For the training of academic skills, digital educational games with integrated adaptivity are promising. Adaptive games are considered superior to non-adaptive games, because they constantly assess children's performance, and accordingly adapt the difficulty of the tasks corresponding to the children's individual level. However, empirical evidence with regard to the effectivity of adaptive compared to non-adaptive games is limited. A study was conducted with 191 children from the third year of Kinder garten who were enrolled in one of three conditions, that is, playing an adaptive version of the reading game (RG), a non-adaptive version of the RG or training with pen-and-paper exercises. In all three conditions, children trained emergent reading (phonological awareness and letter knowledge) once a week for 30 min over a period of 5 weeks. Children's performance on cognitive (phonological awareness, letter knowledge, reading fluency) and non-cognitive (motivation, self-concept) factors was assessed. Results revealed a significant improvement in phonological awareness and letter knowledge in all conditions. However, no differences between the conditions were observed with respect to children's improvement on phonological awareness and letter knowledge or on their post-test scores for reading fluency. With regard to motivation and self-concept, again, no differences in these non-cognitive factors were observed across conditions. 相似文献
17.
ABSTRACT The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style. 相似文献
18.
提供了一种简便易行的靶面激光光斑尺寸原位测量的方法。从高斯光束的横向光强分布特性出发,建立了激光烧蚀斑半径与辐照激光能量、光斑尺寸、烧蚀阈值间的关系式,模拟分析发现辐照激光光斑尺寸对烧蚀斑半径随辐照能量变化曲线有较大影响。对于脉宽为2 ms,波长为1064 nm的激光,实验测量了不同能量激光辐照下相纸烧蚀斑半径,并用推导出的关系式拟合测量数据,获得了靶面处光斑尺寸和样品烧蚀阈值。同时,也测量了不同位置处的光斑尺寸和样品烧蚀阈值,对高斯光束束腰位置和样品烧蚀阈值的光斑尺寸效应进行了验证。研究结果表明该技术结果可靠,简单高效。该技术可以为高能激光与固体物质相互作用的基础研究和激光加工等应用领域中实现简单方便地测量靶面光斑尺寸提供帮助。 相似文献
19.
本文基于横向积分离散纵标方程,解析得到横向积分通量中出射通量与入射通量的关系,并根据类似于扩散方程节块展开法的输运节块中子平衡方程形式,得到了一种高效的节块离散纵标法数值迭代策略。数值结果表明,本文提出的方法可行且数值结果正确。此外,粗网有限差分(CMFD)加速技术在节块离散纵标法中也取得了非常好的应用效果。 相似文献
20.
Fatemeh Abdi 《Optimization methods & software》2019,34(1):25-36
In this paper, we propose a globally convergent BFGS method to solve Variational Inequality Problems (VIPs). In fact, a globalization technique on the basis of the hyperplane projection method is applied to the BFGS method. The technique, which is independent of any merit function, is applicable for pseudo-monotone problems. The proposed method applies the BFGS direction and tries to reduce the distance of iterates to the solution set. This property, called Fejer monotonicity of iterates with respect to the solution set, is the basis of the convergence analysis. The method applied to pseudo-monotone VIP is globally convergent in the sense that subproblems always have unique solutions, and the sequence of iterates converges to a solution to the problem without any regularity assumption. Finally, some numerical simulations are included to evaluate the efficiency of the proposed algorithm. 相似文献