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41.
Users expect applications to successfully cope with the expansion of information as necessitated by the continuous inclusion of novel types of content. Given that such content may originate from ‘not‐seen thus far’ data collections and/or data sources, the challenging issue is to achieve the return of investment on existing services, adapting to new information without changing existing business‐logic implementation. To address this need, we introduce DOLAR (Data Object Language And Runtime), a service‐neutral framework which virtualizes the information space to avoid invasive, time‐consuming, and expensive source‐code extensions that frequently break applications. Specifically, DOLAR automates the introduction of new business‐logic objects in terms of the proposed virtual ‘content objects’. Such user‐specified virtual objects align to storage artifacts and help realize uniform ‘store‐to‐user’ data flows atop heterogeneous sources, while offering the reverse ‘user‐to‐store’ flows with identical effectiveness and ease of use. In addition, the suggested virtual object composition schemes help decouple business logic from any content origin, storage and/or structural details, allowing applications to support novel types of items without modifying their service provisions. We expect that content‐rich applications will benefit from our approach and demonstrate how DOLAR has assisted in the cost‐effective development and gradual expansion of a production‐quality digital library. Experimentation shows that our approach imposes minimal overheads and DOLAR‐based applications scale as well as any underlying datastore(s). Copyright © 2011 John Wiley & Sons, Ltd. 相似文献
42.
Rónán Kennedy 《Information & Communications Technology Law》2008,17(2):95-106
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two sets of fictions: the interactive stories of shared computer games and the legal devices of intellectual property. In these virtual worlds, scarcity need not exist, but players tend to prefer the competition it creates. This leads to the development of property rights within the game world and players trading real money for virtual objects, ‘land’ and characters. This new phenomenon brings with it familiar legal problems such as theft, fraud and ownership disputes. Game creators also challenge the right of the players to claim ownership outside the game world. The volume and value of the items traded make real money trading an important area of current interest for intellectual property lawyers. Something is being traded, but does it fit neatly into existing conceptions of property rights and who owns it? Analysing the novel problems that result from various theoretical perspectives (utilitarianism, labour-desert theory and personality theory) leads to the conclusion that with time, we will see the development of property rights for players in online games. This connects with a growing understanding that the traditional conception of copyright law dealing with creative work generated by the solitary author is becoming less appropriate in the new creative spaces that information and communications technology brings, where individuals are both consumer and producer. In virtual worlds, new forms of intellectual property, and perhaps even new rights, are taking shape. 相似文献
43.
曾真 《数码设计:surface》2008,(4):147-149
数字虚拟图像与实拍影像的整合是现阶段动态影像创作的一种趋势,它突破了单一的影像形式,融会了两种不同形态的影像语言,不仅为创作者提供了无限的创作空间,并且开拓了新的审美情趣,使影像在创作观念与形式语言表现上发生了许多变化,值得我们思考与研究。本文通过对数字虚拟图像与实拍影像整合的含义、目的与价值三个方面的论述,希望可以引起对新的影像形式语言理论研究的思考,开拓影像形式语言的多元化。 相似文献
44.
智能仪表的可靠性设计与评估技术 总被引:1,自引:0,他引:1
本文主要探讨智能仪表设计中最常采用的几种可靠性设计技术及其具体应用,详细介绍了其中的可靠性预计与可靠性分配技术具体方法和步骤,比较了现有的几种可靠性评估技术. 相似文献
45.
应用遥编程的大时延遥操作技术 总被引:4,自引:0,他引:4
如何克服通信线路中的大时延和有限带宽,是空间遥机器人面临的最重要的一个问题.本文
阐述了应用遥编程技术提高大时延遥操作的稳定性和操作精度的基本思想.提出了一种将操
作区分段,采取复合控制策略的遥操作方法.同时介绍了基于遥编程概念的遥操作实验系统
的设计及其试验结果. 相似文献
46.
Coordination components for collaborative virtual environments 总被引:1,自引:0,他引:1
Alberto B. Raposo Adailton J. A. da Cruz Christian M. Adriano Lo P. Magalhes 《Computers & Graphics》2001,25(6):1025-1039
This paper deals with the behavior of virtual environments from the collaboration point-of-view, in which actors (human or virtual beings) interact and collaborate by means of interdependent tasks. In this sense, actors may realize tasks that are dependent on tasks performed by other actors, while the interdependencies between tasks (through resource management and temporal relations) delineate the overall behavior of a virtual environment. Our main goal is to propose an approach for the coordination of those behaviors. Initially a generic study of possible interdependencies between collaborative tasks is presented, followed by the formal modeling (using Petri Nets) of coordination mechanisms for those dependencies. In order to implement such mechanisms, an architecture of reusable and pluggable coordination components is also introduced. These components are used in an implementation of a multi-user videogame. The presented approach is a concrete step to create virtual societies of actors that collaborate to reach common goals without the risk of getting involved in conflicting or repetitive tasks. 相似文献
47.
The Haptic Cooperative Virtual Workspace (HCVW), where users can simultaneously manipulate and haptically feel the same object, is beneficial and in some cases indispensable for training a team of surgeons, or in application areas in telerobotics and entertainment. In this paper we propose an architecture for the haptic cooperative workspace where the participants can kinesthetically interact, feel and push each other simultaneously while moving in the simulation. This involves the ability to manipulate the same virtual object at the same time. A set of experiments carried out to investigate the haptic cooperative workspace is reported. A new approach to quantitatively evaluate the cooperative haptic system is proposed, which can be extended to evaluate haptic systems in general. 相似文献
48.
By combining linear graph theory with the principle of virtualwork, a dynamic formulation is obtained that extends graph-theoreticmodelling methods to the analysis of flexible multibody systems. Thesystem is represented by a linear graph, in which nodes representreference frames on rigid and flexible bodies, and edges representcomponents that connect these frames. By selecting a spanning tree forthe graph, the analyst can choose the set of coordinates appearing inthe final system of equations. This set can include absolute, joint, orelastic coordinates, or some combination thereof. If desired, allnon-working constraint forces and torques can be automaticallyeliminated from the dynamic equations by exploiting the properties ofvirtual work. The formulation has been implemented in a computerprogram, DynaFlex, that generates the equations of motion in symbolicform. Three examples are presented to demonstrate the application of theformulation, and to validate the symbolic computer implementation. 相似文献
49.
全站仪和GPS下载的数据,其中大部分都是非DAT数据,而利用全站仪和GPS在野外所采集的数据进行计算机数字制图或测量控制网观测数据的处理时,需要DAT数据文件。在这种情况下,将所下载的非DAT数据文件转换成DAT数据文件,就显得较为重要。针对下载的非DAT格式的数据,利用WORD,EXCEL,CAD等大众化普及软件的某些功能,生成计算机数字制图或测量控制时可以被识别的DAT格式数据文件。该方法操作简单,易于掌握,避免用户开发或编写更复杂的软件和程序。从而达到事半功倍的效果。 相似文献
50.
周明华 《江西电力职工大学学报》2012,(1):37-39
为了寻求适合自身的人才培养模式,分析了当前国内高等职业教育人才培养模式的现状,提出了基于虚拟实训基地(车间)的工学结合人才培养模式;从校内实训基地建设、课程体系与学习领域开发、教学模式和"双师型"教师培养等四个方面阐述了该人才培养模式的具体内容和切实可行性。 相似文献