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51.
工学结合在高职计算机专业教学改革中的研究 总被引:1,自引:0,他引:1
"工学结合,校企合作"是中国这几年来职业教育发展进程中最具特色、最突出的办学经验,笔者结合自己实际教学,从教学面临的问题、解决方案、取得的成效等方面提出了一些具体的改进措施和建议,以促进和加强计算机专业学生的职业能力和职业素质的培养。 相似文献
52.
教务管理系统作为数字化校园重要组成部分之一,是涉及教务管理各环节、面向学校各部门以及各层次用户的多模块综合管理信息系统。在使用中会产生大量的有用的和无用的数据,可以通过数据挖掘技术来对这些数据进行分析,从而达到高效、人性化的管理。 相似文献
53.
A common way of computing all efficient (Pareto optimal) solutions for a biobjective combinatorial optimisation problem is to compute first the extreme efficient solutions and then the remaining, non-extreme solutions. The second phase, the computation of non-extreme solutions, can be based on a “k-best” algorithm for the single-objective version of the problem or on the branch-and-bound method. A k-best algorithm computes the k-best solutions in order of their objective values. We compare the performance of these two approaches applied to the biobjective minimum spanning tree problem. Our extensive computational experiments indicate the overwhelming superiority of the k-best approach. We propose heuristic enhancements to this approach which further improve its performance. 相似文献
54.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games. 相似文献
55.
本文针对计算机专业学生学习计算机算法语言存在的问题,引用互动式教学的理论,设计了互动式教学模式,即"建-仿-读-改-写",提出了互动式教学的环境要求,分析了互动式教学的教学效果,基本形成了一套完整的教学方案。对提高计算机专业教学效果具有一定的指导意义。 相似文献
56.
The school timetabling problem, although less complicated than its counterpart for the university, still provides a ground
for interesting and innovative approaches that promise solutions of high quality. In this work, a Shift Assignment Problem
is solved first and work shifts are assigned to teachers. In the sequel, the actual Timetabling Problem is solved while the
optimal shift assignments that resulted from the previous problem help in defining the values for the cost coefficients in
the objective function. Both problems are modelled using Integer Programming and by this combined approach we succeed in modelling
all operational and practical rules that the Hellenic secondary educational system imposes. The resulting timetables are conflict
free, complete, fully compact and well balanced for the students. They also handle simultaneous, collaborative and parallel
teaching as well as blocks of consecutive lectures for certain courses. In addition, they are highly compact for the teachers,
satisfy the teachers’ preferences at a high degree, and assign core courses towards the beginning of each day.
Dr. Birbas is currently the Director for Primary and Secondary Education in the Region of Western Greece. 相似文献
57.
A.?Konstantinidis Th.?TsiatsosEmail author A.?Pomportsis 《Multimedia Tools and Applications》2009,44(2):279-304
E-learning systems have gone through a radical change from the initial text-based environments to more stimulating multimedia
systems. Such systems are Collaborative Virtual Environments, which could be used in order to support collaborative e-learning
scenarios. The main aim of this paper is to aid educational designers in selecting, designing and evaluating three dimensional
collaborative virtual environments in order to gain the pedagogical benefits of Computer Supported Collaborative Learning.
Therefore, this paper initially discusses the potential of three dimensional networked virtual environments for supporting
collaborative learning. Furthermore, based on a two-step platform selection process this paper (a) presents and compares three
dimensional multi-user virtual environments for supporting collaborative learning and (b) validates the most promising solution
against a set of design principles for educational virtual environments. According to these principles, an educational environment
has been implemented on top of the selected platform in order to support collaborative e-learning scenarios. The design of
this environment is also presented. In addition, this paper presents the results of three small scale studies carried out
in a tertiary education department, to assess the educational environment. This environment has been evaluated based on a
hybrid evaluation methodology for uncovering usability problems, collecting further requirements for additional functionality
to support collaborative virtual learning environments, and determining the appropriateness of different kinds of learning
scenarios.
相似文献
A. PomportsisEmail: |
58.
Christiane Gresse von Wangenheim Marcello Thiry Djone Kochanski 《Empirical Software Engineering》2009,14(4):418-452
Software measurement is considered important in improving the software process. However, teaching software measurement remains
a challenging issue. Although, games and simulations are regarded powerful tools for learning, their learning effectiveness
is not rigorously established. This paper describes the results of an explorative study to investigate the learning effectiveness
of a game prototype on software measurement in order to make an initial judgment about its potential as an educational tool
as well as to analyze its appropriateness, engagement and strengths & weaknesses as guidance for further evolution. Within
the study, a series of experiments was conducted in parallel in three master courses in Brazil. Results of the study reveal
that the participants consider the content and structure of the game appropriate, but no indication for a significant difference
on learning effectiveness could be shown.
相似文献
Djone KochanskiEmail: |
59.
60.
由于评价图像Hash性能时,要求对两幅图像是否在感知上相似做出判断,因此针对这一需求,提出了一种衡量感知相似程度的评价测度。该测度的确定是先对图像进行低通滤波,再进行图像重叠分块;然后运用相关系数检测法计算每一对分块的相似程度,并对相似系数归一化,再分别计算若干个最小和最大的归一化相似系数的乘积;最后用最小相似系数乘积与最大相似系数乘积的比值作为感知相似性的测度。实验结果表明,该测度不仅可有效反映图像视觉质量的变化,而且能较好地区分两幅图像是否存在重要的视觉差异,其对感知相似进行评价的性能优于峰值信噪比。 相似文献