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41.
The increasing popularity of video gaming competitions, the so called eSports, has contributed to the rise of a new type of end-user: the passive game video streaming (GVS) user. This user acts as a passive spectator of the gameplay rather than actively interacting with the content. This content, which is streamed over the Internet, can suffer from disturbing network and encoding impairments. Therefore, assessing the user’s perceived quality, i.e the Quality of Experience (QoE), in real-time becomes fundamental. For the case of natural video content, several approaches already exist that tackle the client-side real-time QoE evaluation. The intrinsically different expectations of the passive GVS user, however, call for new real-time quality models for these streaming services. Therefore, this paper presents a real-time Reduced-Reference (RR) quality assessment framework based on a low-complexity psychometric curve-fitting approach. The proposed solution selects the most relevant, low-complexity objective feature. Afterwards, the relationship between this feature and the ground-truth quality is modelled based on the psychometric perception of the human visual system (HVS). This approach is validated on a publicly available dataset of streamed game videos and is benchmarked against both subjective scores and objective models. As a side contribution, a thorough accuracy analysis of existing Objective Video Quality Metrics (OVQMs) applied to passive GVS is provided. Furthermore, this analysis has led to interesting insights on the accuracy of low-complexity client-based metrics as well as to the creation of a new Full-Reference (FR) objective metric for GVS, i.e. the Game Video Streaming Quality Metric (GVSQM). 相似文献
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With the ever‐increasing popularity of resource‐intensive mobile applications, today, Fog‐to‐Cloud (F2C) computing system becomes a prominent technology for the next generation wireless networks. Despite the benefits of fog computing regarding localized storage and processing, it suffers from restricted power allowance and computational capability of the edge nodes. User nodes also may suffer from extensive delay, especially in offloading periods. Therefore, it is essential to develop a distributed mechanism for users' computation in offloading periods. According to this mechanism, not only the computational servers are exploited at their best capacity but also the users' latency constraints fulfilled. Consequently, this paper develops automated distributed fog computing for computational offloading using the theory of minority game. The proposed scheme achieves user satisfaction latency deadline as well as Quality‐of‐Experience. Moreover, it guarantees an adaptive equilibrium level of F2C computing system, which is suitable for heterogeneous wireless networks. 相似文献
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文章通过对贵阳花溪摆陇苗寨民俗综合体实践中的经验碎片的清理,试图从中把握经验的脉络,理顺各种经验之间的相互关系,并将之投射于建造,唤醒泯灭在物化建造中的活生生的身体知觉。 相似文献
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在大芬村——一个似乎最不可能出现美术馆的地方,大芬美术馆试图在另一层面上促成当代艺术的介入,并且通过这一公众设施将周边的城市功能进行调整,使日常生活、艺术活动与商业设施混合,形成新型的文化产业基地。 相似文献
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Kevin Mitchell 《Architectural Design》2015,85(1):38-45
Despite a distinguished heritage of learning in the Middle East, the expansion of provision for higher education is currently at an unprecedented scale. The Gulf States, in particular, are seeking to keep up with accelerated population growth and a demographic ‘youth bulge’. Guest-Editor Kevin Mitchell describes the architectural approaches employed in the design of institutions in the region from the first universities in Saudi Arabia to Foster + Partners's ground-breaking sustainable design for the Masdar Institute in Abu Dhabi and future projects. 相似文献
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空间线索的编排及其体验的艺术性——以上海松江方塔园为例 总被引:1,自引:0,他引:1
“今日环境已经变得支离破碎:彼此分离的住宅、树木、街区,像用一个手指在钢琴上弹奏一串相互无关的音符”,空间线索的目的是在于把景观环境中的“音符”用一种旋律与序列连续巧妙地联系在一起,成为一首有组织有意味的交响乐,让每一位使有者沉浸在一姐组动人的乐曲中。该丈以上海松江方塔因为倒探讨景观空间的线索编排及其体验的艺术性。 相似文献
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环境艺术的审美是作为主体的人透过外在的形式表征,通过知觉、想象、情感和思考等一系列心理活动对环境艺术特定的场所和空间的体验,是对作品的性质和意义的感性把握。环境艺术的审美趣味,作为评价感知各种审美属性的能力,是判断环境艺术能否在公共空间和生活经验中给人以美的愉悦与享受,得到生命和意义的升华,实现审美价值的最重要标准之一。 相似文献