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61.
Guido Böttcher Dennis Allerkamp Daniel Glöckner Franz-Erich Wolter 《The Visual computer》2008,24(10):911-922
Real-time cloth simulation involves many computational challenges to be solved, particularly in the context of haptic applications,
where high frame rates are necessary for obtaining a satisfying experience. In this paper, we present an interactive cloth
simulation system that offers a compromise between a realistic physics-based simulation of fabrics and a haptic application
meeting high requirements in terms of computation speed. Our system allows the user to interact with the fabric using two
fingers. The required performance of the system is achieved by introducing an intermediate layer responsible for the simulation
of the small part of the surface being in contact with the fingers. Additionally we separate the possible contact situations
into different cases, each being individually handled by a specialised contact algorithm.
相似文献
Franz-Erich WolterEmail: |
62.
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
63.
近年来,球形全景的虚拟现实方法开始发展起来.在已有的球形全景图像拼接方法中,基本上都是"半自动"的拼接方法,需要很多人工操作,效率低下、成本高昂.提出一种球面自寻匹配的拼接算法.该算法通过把多幅图像映射到一个合适的球面上,自动调整每幅图像的插入点,使得重合位置的差值图像灰度累积平均值最小,然后球面的图像反映射成平面形式,最终得到拼合图像.该算法可使程序实现完全自动化,使人工操作降至最低,从而降低全景图像的制作成本. 相似文献
64.
朱莉 《数字社区&智能家居》2009,(9)
从越来越多的教师运用多媒体课件进行教学的现状出发,讨论在教学中引入虚拟现实技术的意义和应用方面。利用虚拟现实技术的交互性、沉浸性和想象性特点,将会对多媒体课件的开发起重要作用。 相似文献
65.
对虚拟现实技术、计算机三维图形技术、OpenGL、立体图像生成与显示技术进行了研究,利用计算机三维图形技术和立体显示技术实现沙盘的三维仿真立体沉浸式展示。 相似文献
66.
开发了一种虚拟场景与实时视频之间的合成技术,提出了一种新的基于非定标技术的虚实配准方法,有效地解决了基于标识的三雏注册系统要求摄像机内参在系统运行过程中不能发生改变的限制.详细介绍了系统所采用的基于计算机视觉的标识识别和实时自动摄像机位置、姿态跟踪算法,并给出了系统运行结果,成功地将该技术应用于虚拟规划系统中. 相似文献
67.
光学透射头盔显示器标定综述 总被引:1,自引:1,他引:0
光学透射头盔显示器(OSTHMD)标定是增强现实技术研究中一个具有挑战性的关键技术问题.文中详细阐述了OSTHMD的标定技术,包括标定要求、标定计算模型、标定方法、标定评估、发展趋势和应用前景等,重点介绍了比较实用的基于单点主动对准法和基于图像的标定方法. 相似文献
68.
陈斌茹 《电脑编程技巧与维护》2009,(Z1)
讨论了虚拟现实技术在工程管理中应用现状;提出了面向工程管理的虚拟现实系统构成;总结了虚拟现实技术在工程管理中的体现形式,为深入研究基于虚拟现实的工程管理应用提供了系统的理论基础。 相似文献
69.
User experimentation: an evaluation of velocity control techniques in immersive virtual environments
While many of the existing velocity control techniques are well designed, the techniques are often application-specific, making
it difficult to compare their effectiveness. In this paper, we evaluate five known velocity control techniques using the same
experimental settings. We compare the techniques based on the assumption that a good travel technique should be easy to learn
and easy to use, should cause the user to have few collisions with the VE, should allow the user to complete tasks faster,
and should promote better recollection of the environment afterwards. In our experiments, we ask twenty users to use each
velocity control technique to navigate through virtual corridors while performing information-gathering tasks. In all cases,
the users use pointing to indicate the direction of travel. We then measure the users’ ability to recollect the information they see in the VE,
as well as how much time they spend in the VE and how often they collide with the virtual walls. After each test, we use questionnaires
to evaluate the ease of learning and ease of use of the velocity control technique, and the users’ sense of presence in the
environment. Each of the travel techniques is then evaluated based on the users’ performances in the VE and the results of
their questionnaires. 相似文献
70.
GLSV: Graphics library stereo vision for OpenGL 总被引:1,自引:0,他引:1
This work proposes the development of an auxiliary library for use with OpenGL, to facilitate the creation of graphic applications
incorporating stereoscopic representation. This library, christened graphics library stereo vision (GLSV), is designed to
remove all calculations involving knowledge of stereo vision theory from the task performed by the programmer without the
latter having to change the way he/she has been working with the OpenGL library. The GLSV is distributed under the terms of
the GNU Library General Public License agreement. 相似文献