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21.
This paper presents the latest developments of the MadeIn 'Coop method for modelling the human-machine and human-human co-operation process, and an application of this method for the design of a more co-operative version of the C3I System CHEOPS. We first consider that the design of software systems for organizations is tied more and more to the perspective of compound Knowledge Production Systems that link humans and machines engaged in a co-operative problem solving process. After exposing the four principles upon which MadeIn 'Coop rests for modelling co-operation, we present an artificial problem solving dialogue between CHEOPS and its users. Consistent with the Group Cognitive Processes Theory framework, we propose a dialogue analysis according to two complimentary points of view: the Collective Problem Solving model, and the Coordination model. This analysis should help system designers to identify new system functionalities to assist problem solving.(C3I) Command Control Communication Intelligence Systems  相似文献   
22.
This paper introduces the use of a visual attention model to improve the accuracy of gaze tracking systems. Visual attention models simulate the selective attention part of the human visual system. For instance, in a bottom‐up approach, a saliency map is defined for the image and gives an attention weight to every pixel of the image as a function of its colour, edge or intensity. Our algorithm uses an uncertainty window, defined by the gaze tracker accuracy, and located around the gaze point given by the tracker. Then, using a visual attention model, it searches for the most salient points, or objects, located inside this uncertainty window, and determines a novel, and hopefully, better gaze point. This combination of a gaze tracker together with a visual attention model is considered as the main contribution of the paper. We demonstrate the promising results of our method by presenting two experiments conducted in two different contexts: (1) a free exploration of a visually rich 3D virtual environment without a specific task, and (2) a video game based on gaze tracking involving a selection task. Our approach can be used to improve real‐time gaze tracking systems in many interactive 3D applications such as video games or virtual reality applications. The use of a visual attention model can be adapted to any gaze tracker and the visual attention model can also be adapted to the application in which it is used.  相似文献   
23.
Reconstructing boundaries along material interfaces from volume fractions is a difficult problem, especially because the under‐resolved nature of the input data allows for many correct interpretations. Worse, algorithms widely accepted as appropriate for simulation are inappropriate for visualization. In this paper, we describe a new algorithm that is specifically intended for reconstructing material interfaces for visualization and analysis requirements. The algorithm performs well with respect to memory footprint and execution time, has desirable properties in various accuracy metrics, and also produces smooth surfaces with few artifacts, even when faced with more than two materials per cell.  相似文献   
24.
Research using Internet surveys is an emerging field, yet research on the legitimacy of using Internet studies, particularly those targeting sensitive topics, remains under-investigated. The current study builds on the existing literature by exploring the demographic differences between Internet panel and RDD telephone survey samples, as well as differences in responses with regard to experiences of intimate partner violence perpetration and victimization, alcohol and substance use/abuse, PTSD symptomatology, and social support. Analyses indicated that after controlling for demographic differences, there were few differences between the samples in their disclosure of sensitive information, and that the online sample was more socially isolated than the phone sample. Results are discussed in terms of their implications for using Internet samples in research on sensitive topics.  相似文献   
25.
Several instruments have been designed to measure problems associated with excessive, compulsive, or addictive use of the Internet. One such instrument, the 18-item Problematic Internet Use Questionnaire, was recently published with data supporting a three subscale model (Demetrovics et al., 2008). These researches utilized an online format with a sample taken from the general population of Hungary. We utilized an American college student sample and a paper and pencil format to perform a confirmatory factor analysis of the PIUQ. In addition, we examined the reliability and construct validity of the PIUQ by examining the scales’ relationship with several indices of psychological and physical health. CFA results indicate a barely adequate and not completely problem free three factor model for the PIUQ (χ2 = 477.40; root mean square error = .097; comparative fit index = .831; Tucker Lewis coefficient = .804). Cronbach’s α for the total scale was .91 while the Cronbach’s α for each subscale were .81, .77, and .79. Construct validity for the model is demonstrated with significant correlations between the subscales and several indices of psychological and physical health. Suggestions for further research are provided.  相似文献   
26.
We propose a system that allows the user to design a continuous flow animation starting from a still fluid image. The basic idea is to apply the fluid motion extracted from a video example to the target image. The system first decomposes the video example into three components, an average image, a flow field and residuals. The user then specifies equivalent information over the target image. The user manually paints the rough flow field, and the system automatically refines it using the estimated gradients of the target image. The user semi-automatically transfers the residuals onto the target image. The system then approximates the average image and synthesizes an animation on the target image by adding the transferred residuals and warping them according to the user-specified flow field. Finally, the system adjusts the appearance of the resulting animation by applying histogram matching. We designed animations of various pictures, such as rivers, waterfalls, fires, and smoke.  相似文献   
27.
We developed an interactive system to design a customized cover for a given three‐dimensional (3D) object such as a camera, teapot, or car. The system first computes the convex hull of the input geometry. The user segments it into several cloth patches by drawing on the 3D surface. This paper provides two technical contributions. First, it introduces a specialized flattening algorithm for cover patches. It makes each two‐dimensional edge in the flattened pattern equal to or longer than the original 3D edge; a smaller patch would fail to cover the object, and a larger patch would result in extra wrinkles. Second, it introduces a mechanism to verify that the user‐specified opening would be large enough for the object to be removed. Starting with the initial configuration, the system virtually “pulls” the object out of the cover while avoiding excessive stretching of cloth patches. We used the system to design real covers and confirmed that it functions as intended.  相似文献   
28.
Origin‐destination (OD) pattern is a highly useful means for transportation research since it summarizes urban dynamics and human mobility. However, existing visual analytics are insufficient for certain OD analytical tasks needed in transport research. For example, transport researchers are interested in path‐related movements across congested roads, besides global patterns over the entire domain. Driven by this need, we propose waypoints‐constrained OD visual analytics, a new approach for exploring path‐related OD patterns in an urban transportation network. First, we use hashing‐based query to support interactive filtering of trajectories through user‐specified waypoints. Second, we elaborate a set of design principles and rules, and derive a novel unified visual representation called the waypoints‐constrained OD view by carefully considering the OD flow presentation, the temporal variation, spatial layout and user interaction. Finally, we demonstrate the effectiveness of our interface with two case studies and expert interviews with five transportation experts.  相似文献   
29.
30.
We present an interactive design system for designing free‐formed bamboo‐copters, where novices can easily design free‐formed, even asymmetric bamboo‐copters that successfully fly. The designed bamboo‐copters can be fabricated using digital fabrication equipment, such as a laser cutter. Our system provides two useful functions for facilitating this design activity. First, it visualizes a simulated flight trajectory of the current bamboo‐copter design, which is updated in real time during the user's editing. Second, it provides an optimization function that automatically tweaks the current bamboo‐copter design such that the spin quality—how stably it spins—and the flight quality—how high and long it flies—are enhanced. To enable these functions, we present non‐trivial extensions over existing techniques for designing free‐formed model airplanes [ UKSI14 ], including a wing discretization method tailored to free‐formed bamboo‐copters and an optimization scheme for achieving stable bamboo‐copters considering both spin and flight qualities.  相似文献   
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