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杨辉 《有色金属材料与工程》2010,31(1):45-48
清洁生产是对生产过程和产品实施综合预防的战略,通过改变传统的工业发展模式、贸易模式和消费模式,以达到工业在环境可以承受的限度内发展。文章就完善企业的自律机制提出了几点建议。 相似文献
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本文选择了可能影响就医心理的20个指标,通过因子分析,把这20个指标综合成4个因子.根据因子分析结果,进一步对被调查者进行了聚类分析,将被调查者分为5个类别.最后,分别就各个类型的情况进行了分析.本文为医疗系统体制改革中,医疗发展策略的研究提供了一种统计学研究方法. 相似文献
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通过重庆地区异形柱体系的产生和发展过程,阐述了异形柱在住宅工程中具有较好的使用价值及经济效益,分析了异形柱存在的扭翘缺陷并提出了使用异形柱的建议。 相似文献
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This work is concerned with online learning from expert advice. Extensive work on this problem generated numerous expert advice algorithms whose total loss is provably bounded above in terms of the loss incurred by the best expert in hindsight. Such algorithms were devised for various problem variants corresponding to various loss functions. For some loss functions, such as the square, Hellinger and entropy losses, optimal algorithms are known. However, for two of the most widely used loss functions, namely the 0/1 and absolute loss, there are still gaps between the known lower and upper bounds.In this paper we present two new expert advice algorithms and prove for them the best known 0/1 and absolute loss bounds. Given an expert advice algorithm ALG, the goal is to form an upper bound on the regret
L
ALG – L* of ALG, where L
ALG is the loss of ALG and L* is the loss of the best expert in hindsight. Typically, regret bounds of a canonical form C ·
are sought where N is the number of experts and C is a constant. So far, the best known constant for the absolute loss function is C = 2.83, which is achieved by the recent IAWM algorithm of Auer et al. (2002). For the 0/1 loss function no bounds of this canonical form are known and the best known regret bound is
, where C
1 = e – 2 and C
2 = 2
. This bound is achieved by a P-norm algorithm of Gentile and Littlestone (1999). Our first algorithm is a randomized extension of the guess and double algorithm of Cesa-Bianchi et al. (1997). While the guess and double algorithm achieves a canonical regret bound with C = 3.32, the expected regret of our randomized algorithm is canonically bounded with C = 2.49 for the absolute loss function. The algorithm utilizes one random choice at the start of the game. Like the deterministic guess and double algorithm, a deficiency of our algorithm is that it occasionally restarts itself and therefore forgets what it learned. Our second algorithm does not forget and enjoys the best known asymptotic performance guarantees for both the absolute and 0/1 loss functions. Specifically, in the case of the absolute loss, our algorithm is canonically bounded with C approaching
and in the case of the 0/1 loss, with C approaching 3/
. In the 0/1 loss case the algorithm is randomized and the bound is on the expected regret. 相似文献
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Seongmin?Baek Seungyong?Lee Email author Gerard Jounghyun?Kim 《The Visual computer》2003,19(4):222-242
Virtual reality (VR) has emerged as one of the important and effective tools for education and training. Most VR-based training systems are situation based, where the trainees are trained for discrete decision making in special situations presented by the VR environments. In contrast, this paper discusses the application of VR to a different class of training, for learning free motion, often required in sports and the arts. We propose a VR-based motion-training framework that contains an intuitive motion-guiding interface, posture-oriented motion retargeting, and an evaluation and advice scheme for corrective feedback. Applications of the proposed framework to simple fencing training and a dance imitation game are demonstrated. 相似文献
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目的本研究根据内隐态度是否改变,将建议采纳(Advice Taking)区分为表面采纳和真实采纳,从权力差距入手探讨其对表面采纳的影响,并考查信息完整性如何降低表面采纳提高真实采纳。方法实验以在校大学生为被试(N=170),将权力差距设为被试内变量,信息完整性为组间变量,随机将被试分为高信息完整性组和低信息完整性组,通过五个决策情境来探讨两个变量对表面采纳的影响。结果分析发现,决策者权力小于建议者时,决策者的建议采纳程度较高,但存在表面采纳现象;决策者与建议者权力接近时,建议采纳程度较低,表面采纳也较低;当信息完整性提高时,表面采纳程度显著降低,真实采纳提高。结论权力差距增大会导致表面采纳;提高信息完整性可降低表面采纳。 相似文献
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