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31.
Cristian Bernareggi Piero Mussio Loredana Parasiliti Provenza 《Journal of Visual Languages and Computing》2009,20(5):326-340
Notation is a tool of thought, recording and communicating concepts and activities related to a domain of knowledge. In the history of mathematical notation, written notation is usually considered. However, to be an effective thinking tool, notation must be properly perceived. Blind and partially sighted people run into difficulty in making, exploring and understanding mathematical concepts conceived for being represented in multi-dimensional space. In this paper, we capitalize on the multifaceted nature of digital symbols to define multimodal digital notation for graph structures that allows blind and partially sighted people to represent graph structures, reason about them and communicate their reasoning with sighted people as well as each other. As support tool for notation proposed we have designed a multimodal interactive system, in which haptic signals play a crucial role. An evolutionary prototype of the system has been developed and evaluated according to the star life cycle model. 相似文献
32.
A set of Co promoted 10% Mo/Al2O3 samples have been characterized by means of Raman spectroscopy under ambient as well as in situ dehydrated conditions. Under ambient conditions, the degree of the polymerization of surface molybdenum oxide species decreases with increasing Co loading. Under dehydrated conditions, the polymeric molybdenum oxide species is absent with the addition of only 0.2% Co. At low Co loadings (2%), before the formation of CoMoO4 compound, the spectral features are very similar under ambient conditions. Dehydration causes the upward shift of the Mo=O symmetric stretching mode. A broad band around 920–930 cm–1 was thus observed. This band has been suggested to be associated with the Co-Mo interaction species. In contrast to crystalline CoMoO4, this species shows a reversibility on H2 reduction-O2 reoxidation treatments. From the results obtained, it is proposed that cobalt oxide interacts with the most polymerized molybdenum oxide species to form Co-Mo interaction species and/or crystalline CoMoO4; therefore, the amount of the surface molybdenum oxide species decreases with a change in the molecular structure as a function of the Co concentration. 相似文献
33.
Davide Ceneda Natalia Andrienko Gennady Andrienko Theresia Gschwandtner Silvia Miksch Nikolaus Piccolotto Tobias Schreck Marc Streit Josef Suschnigg Christian Tominski 《Computer Graphics Forum》2020,39(6):269-288
Guidance is an emerging topic in the field of visual analytics. Guidance can support users in pursuing their analytical goals more efficiently and help in making the analysis successful. However, it is not clear how guidance approaches should be designed and what specific factors should be considered for effective support. In this paper, we approach this problem from the perspective of guidance designers. We present a framework comprising requirements and a set of specific phases designers should go through when designing guidance for visual analytics. We relate this process with a set of quality criteria we aim to support with our framework, that are necessary for obtaining a suitable and effective guidance solution. To demonstrate the practical usability of our methodology, we apply our framework to the design of guidance in three analysis scenarios and a design walk-through session. Moreover, we list the emerging challenges and report how the framework can be used to design guidance solutions that mitigate these issues. 相似文献
34.
Globally, the number of visually impaired people is large and increasing. Many assistive technologies are being developed to help visually impaired people, because they still have difficulty accessing assistive technologies that have been developed from a technology-driven perspective. This study applied a user-centered perspective to get different and hopefully deeper understanding of the interaction experiences. More specifically, this study focused on identifying the unique interaction experiences of visually impaired people when they use a camera application on a smartphone. Twenty participants conducted usability testing using the retrospective think aloud technique. The unique interaction experiences of visually impaired people with the camera application, and relevant implications for designing assistive technologies were analyzed.Relevance to industryThe considerations for conducting usability testing and the results of this study are expected to contribute to the design and evaluation of new assistive technologies based on smartphones. 相似文献
35.
Francisco Gomez‐Donoso Miguel Cazorla Alberto Garcia‐Garcia Jose Garcia‐Rodriguez 《Expert Systems》2016,33(5):480-488
Schaeffer's sign language consists of a reduced set of gestures designed to help children with autism or cognitive learning disabilities to develop adequate communication skills. Our automatic recognition system for Schaeffer's gesture language uses the information provided by an RGB‐D camera to capture body motion and recognize gestures using dynamic time warping combined with k‐nearest neighbors methods. The learning process is reinforced by the interaction with the proposed system that accelerates learning itself thus helping both children and educators. To demonstrate the validity of the system, a set of qualitative experiments with children were carried out. As a result, a system which is able to recognize a subset of 11 gestures of Schaeffer's sign language online was achieved. 相似文献
36.
Human Computer Interaction (HCI) is a research field which aims to improve the relationship between users and interactive computer systems. A main objective of this research area is to make the user experience more pleasant and efficient, minimizing the barrier between the users׳ cognition of what they want to accomplish and the computer׳s understanding of the user׳s tasks, by means of user-friendly, useful and usable designs. A bad HCI design is one of the main reasons behind user rejection of computer-based applications, which in turn produces loss of productivity and economy in industrial environments.In the eHealth domain, user rejection of computer-based systems is a major barrier to exploiting the maximum benefit from those applications developed to support the treatment of diseases, and in the worst cases a poor design in these systems may cause deterioration in the clinical condition of the patient. Thus, a high level of personalisation of the system according to users׳ needs is extremely important, making it easy to use and contributing to the system׳s efficacy, which in turn facilitates the empowerment of the target users. Ideally, the content offered through the interactive sessions in these applications should be continuously assessed and adapted to the changing condition of the patient. A good HCI design and development can improve the acceptance of these applications and contribute to promoting better adherence levels to the treatment, preventing the patient from further relapses.In this work, we present a mechanism to provide personalised and adaptive daily interactive sessions focused on the treatment of patients with Major Depression. These sessions are able to automatically adapt the content and length of the sessions to obtain personalised and varied sessions in order to encourage the continuous and long-term use of the system. The tailored adaptation of session content is supported by decision-making processes based on: (i) clinical requirements; (ii) the patient’s historical data; and (iii) current responses from the patient. We have evaluated our system through two different methodologies: the first one performing a set of simulations producing different sessions from changing input conditions, in order to assess different levels of adaptability and variability of the session content offered by the system. The second evaluation process involved a set of patients who used the system for 14–28 days and answered a questionnaire to provide feedback about the perceived level of adaptability and variability produced by the system. The obtained results in both evaluations indicated good levels of adaptability and variability in the content of the sessions according to the input conditions. 相似文献
37.
Interactions in micro-neurosurgical operating rooms form a complex orchestration of labor and information flows. In the center, there is the focus on patient safety and outcome quality in shortest possible time, while a neurosurgeon is fully focused on the task using a surgical microscope. To guarantee a successful outcome, maintaining a high level of situation awareness (SA) is essential. Suspension of action due to instrument exchange, interaction with a device, or communication affects information flows and collaboration. Situation awareness underlies these interactions. To further understand the mechanisms of SA, we used observations and interviews to gain insight into interactions in micro-neurosurgical theaters. We describe behaviors and strategies exhibited to maintain the interaction flow, in particular, between the scrub nurse and the surgeon. Results show how interactions based on action prediction and active observation within the well-organized environment are influenced, both positively and negatively, by the reliance of the work on the microscope. From this understanding, we discuss the opportunities in future technologies and interfaces for supporting situation awareness maintenance in operating rooms. 相似文献
38.
The investigation of how users make sense of the data provided by information systems is very important for human computer interaction. In this context, understanding the interaction processes of users plays an important role. The analysis of interaction sequences, for example, can provide a deeper understanding about how users solve problems. In this paper we present an analysis of sequences of interactions within a visualization system and compare the results to previous research. We used log file analysis and thinking aloud as methods. There is some indication based on log file analysis that there are interaction patterns which can be generalized. Thinking aloud indicates that some cognitive processes occur together with a higher probability than others. 相似文献
39.
Dunwei GONG;Lei YANG;Xiaoyan SUN 《电子学报:英文版》2015,24(3):555-563
Interactive genetic algorithms (IGAs) are effective methods of solving optimization problems with qualitative indices. The problem of user fatigue resulting from the user's evaluations has a negative influence on the performance of these algorithms. Employing various surrogate models to evaluate (a part of) individuals instead of a user is a feasible approach to solve the problem. Previous studies have not fully utilized knowledge provided by users with a similar preference when constructing these models. The problem of constructing surrogate models by using the knowledge of users with a similar preference was focused in this study. Users with a similar preference participating in the evolution were identified by using the collaborative filtering algorithm based on the nearest neighbor, and the individuals evaluated by these users were chosen as a part of samples for training the surrogate model of the current user's cognition. The proposed method was applied to an evolutionary fashion design system, and the experimental results showed that the proposed method can improve the capability in exploration on the premise of greatly alleviating user fatigue. 相似文献
40.
物联网是一个集计算、通信和控制于一体的智能系统,它通过监控和收集物理进程信息并将这些信息进行计算和分析,最终生成正确的控制指令用以执行,从而使物理环境变得更加安全和可靠。在物联网中,各物体通过网络连接或者本地连接的方式进行交互,这些交互具有时间性和地域性。物联网的建模和验证是物联网研究中一个重要的领域。文中提出一种基于实时UML顺序图的物联网交互模型,该模型将物联网中所有参与交互的物体建模为交互对象,并且通过实时UML顺序图对交互对象间的交互进行建模。使用时间自动机对交互对象的内部状态变化进行建模,以形成对交互模型的补充。最后根据转换规则将交互模型转换为时间自动机的形式以便于验证。通过一个实例,显示了如何具体应用物联网交互模型。进一步提出了物联网系统应该满足的一些性质,并使用UPPAAL模型检测工具对物联网交互模型进行分析和验证。 相似文献