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221.
《Displays》2016
Human 3D perception provides an important clue to the removal of redundancy in stereoscopic 3D (S3D) videos. Because objects outside the binocular fusion limit cannot be fused on retina, the human visual system (HVS) makes them blur according to the depth-of-focus (DOF) effect to increase the binocular fusion limit and suppress diplopia, i.e. double vision. Based on human depth perception, we propose a disparity-based just-noticeable-difference model (DJND) to save bit-rate and improve visual comfort in S3D videos. We combine the DOF blur effect with conventional JND models in the pixel domain into DJND. Firstly, we use disparity information to get the average disparity value of each block. Then, we integrate the DOF blur effect into luminance JND (LJND) by a selective low pass Gaussian filter to minimize the visual stimulus in S3D videos. Finally, we incorporate disparity information into the filtered JND models to obtain DJND. Experimental results demonstrate that the proposed method successfully improves both image quality and visual comfort in viewing S3D videos without increasing the bit-rate. 相似文献
222.
In two studies, we aimed to improve the responsible gambling (RG) utility of monetary limit tools for non-disordered Electronic Gambling Machine (EGM) players – the target population for such prevention-oriented RG tools. To this end, based on feedback from focus groups with non-disordered EGM players, we created a new monetary limit tool that incorporated EGM players’ desired functionality coupled with design fundamentals of Human Computer Interaction (HCI) and Persuasive Systems Design (PSD; Study 1). We then tested the newly created HCI and PSD inspired tool and compared its RG utility (limit adherence) against a standard monetary limit tool (Study 2). Non-disordered EGM players were randomly assigned to experience the HCI and PSD inspired or the standard monetary tool prior to gambling in a virtual realty casino. As predicted, participants adhered to their pre-set monetary limits more (92%), when exposed to the HCI and PSD inspired pop-up tool than the standard monetary limit tool (62.2%). Improving RG tools through the use of HCI and PSD principles is discussed. 相似文献
223.
《Ergonomics》2012,55(10-11):1185-1199
During recent years, the significance of the concept of human error has changed considerably. The reason for this has partly been an increasing interest of psychological research in the analysis of complex real-life phenomena, and partly the changes of modern work conditions caused by advanced information technology. Consequently, the topic of the present contribution is not a definition of the concept or a proper taxonomy. Instead, a review is given of two professional contexts for which the concept of error is important. Three cases of analysis of human-system interaction are reviewed: (1) traditional task analysis and human reliability estimation; (2) causal analysis of accidents after the fact; and, finally, (3) design of reliable work conditions in modern socio-technical systems. It is concluded that ‘;errors’ cannot be studied as a separate category of behaviour fragments; the object of study should be cognitive control of behaviour in complex environments. 相似文献
224.
225.
Lintao Yang Author VitaeHao JiangAuthor Vitae Sai Wang Author VitaeLin Wang Author Vitae Yuan Fang Author Vitae 《Ad hoc Networks》2012,10(3):524-535
We use a counting process representation of the pairwise contact process to analyze pairwise contact patterns. Studying two real-world traces, we find that the pairwise contact patterns have three characteristics. First, human contact patterns are influenced by daily and weekly cycles of activity. Second short time intervals with intensive contact event (bursts) are separated by long periods with few contact events. Third, the pairwise contact process exhibits long range dependence. We introduce a Markov modulated Poisson process (MMPP) as a flexible model for pairwise contact process exhibiting both regular structure and irregular bursts of activity. Using standard statistical techniques, we demonstrate that the proposed model is consistent with the empirical data. Our work has significant implication for mobility modeling and performance analysis in human contact networks. 相似文献
226.
227.
《Ergonomics》2012,55(9):1958-1972
In designing a workstation, computer-aided human modelling programs can be used advantageously to analyse human-fit to the workstation components. The analysis is performed within a three-dimensional computer graphics environment. To illustrate the current state of development, six representative programs were selected: CYBERMAN, COMBIMAN, CREW CHIEF, JACK, SAMMIE, and MANNEQUIN. The programs differ considerably in terms of system requirement, operating characteristics, applicability and the various ergonomic evaluation functions available in the human modelling programs. The comparative analysis of the programs will aid the user to select the appropriate program for a particular workstation design. 相似文献
228.
As human factors and ergonomics professionals we should be considering the total context within which the person must operate when performing a task, providing a service, or using a product. We have traditionally thought of the person as having a cognitive system and a physical system and much of our scientific literature has been myopically focused on one or the other of these systems while, in general, totally ignoring the other. However, contemporary efforts have begun to recognize the rich interactions occurring between these systems that can have a profound influence on performance and dictate overall system output. In addition, modern efforts are beginning to appreciate the many interactions between the various elements of the environment that can influence the components of the human systems. The next level of sophistication in the practice of human factors and ergonomics must begin to consider the totality of the human-system behavior and performance and must consider systems design interactions which result from these collective effects. Only then will we be able to truly optimize systems for human use. 相似文献
229.
Relatively recently it has become apparent that providing human kind with a better healthcare requires personalized, predictive and integrative medicine, for which the building of virtual physiological human (VPH) framework accessible via virtual patient avatar is necessary. Real‐time modelling and visual exploration of such a complex avatar is a challenging task. In this paper, we propose a real‐time method for automatic modelling of an arbitrarily large number of muscle fibres in the volume of a muscle represented by its surface mesh. The method is based on an iterative morphing of predefined fibres template into the muscle volume exploiting harmonic scalar field computed on the surface of muscle. Experiments with muscles of thighs and pelvis show that the method produces realistic shapes of fibres. Our sequential VTK‐based C++ implementation is capable of producing 64 fine fibres within a muscle of 10K triangles in less than 170 ms on commodity hardware making the method suitable for VPH purposes as well as for interactive educational medical software. 相似文献
230.
Social media utilities have made it easier than ever to know about the range of online or offline social activities one could be engaging. On the upside, these social resources provide a multitude of opportunities for interaction; on the downside, they often broadcast more options than can be pursued, given practical restrictions and limited time. This dual nature of social media has driven popular interest in the concept of Fear of Missing Out – popularly referred to as FoMO. Defined as a pervasive apprehension that others might be having rewarding experiences from which one is absent, FoMO is characterized by the desire to stay continually connected with what others are doing. The present research presents three studies conducted to advance an empirically based understanding of the fear of missing out phenomenon. The first study collected a diverse international sample of participants in order to create a robust individual differences measure of FoMO, the Fear of Missing Out scale (FoMOs); this study is the first to operationalize the construct. Study 2 recruited a nationally representative cohort to investigate how demographic, motivational and well-being factors relate to FoMO. Study 3 examined the behavioral and emotional correlates of fear of missing out in a sample of young adults. Implications of the FoMOs measure and for the future study of FoMO are discussed. 相似文献