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101.
本文根据深化标准化工作改革的要求,基于对广播电视标准化工作的回顾,简要分析了培育和发展团体标准对促进广播电视事业产业发展的积极意义,探讨了团体标准制定主体的资格和广播电视团体标准化活动涉及的知识产权问题.最后,本文提出了培育和发展广播电视团体标准的若干建议.  相似文献   
102.
When students use computers as learning tools, the whole process of learning, and, indeed, the learners themselves, are transformed. This article illustrates some techniques that foster transformative learning in computer-assisted first-year literature classes: first, a lesson plan on A Valediction: Forbidding Mourning that uses Microsoft Word functions, including format painter, tables, and annotation to explore meaning in context; second, a plan for learners to use subconference options in the Daedalus Interactive Writing Environment to analyze Oedipus Rex; finally, a demonstration of how students engage in a meta-reflection process as they explore Barn Burning with Freelance Graphics.Marguerite Jamieson is an English instructor at Anne Arundel Community College in Arnold, Maryland, and a doctoral student at George Mason University. Her research interests include forming bridges between adult learning theory and contemporary literary theory — especially drawing on transformational learning theory and the work of Mikhail Bakhtin and Lev Vygotsky.Rebecca Kajs holds a doctorate in English from Texas Woman's University with a concentration in rhetoric. For ten years, she taught the use of heuristic tools for reading analysis at the University of Texas at Arlington. She is currently an associate professor of English and Philosophy at Anne Arundel Community College.Anne Agee holds a doctorate in rhetoric from The Catholic University of America. A professor of English and formerly director of the Humanities Computer Center at Anne Arundel Community College, she is currently the college's Coordinator of Instructional Technology. Dr. Agee and Professor Jamieson have collaborated in a study of the learning environment in a computer classroom, the results of which were published in the Fall 1995 issue of Teaching/Learning Conversations. Dr. Agee has also published Using [Daedalus] InterChange as a Teachers' Journal in the Fall 1995 issue of Wings.  相似文献   
103.
基于工业以太网的嵌入式视频监控系统设计   总被引:1,自引:0,他引:1  
根据煤矿工业电视视频监控系统的特殊需求,开发了一种基于工业以太网的嵌入式视频监控系统。该系统以基于Linux操作系统的嵌入式视频服务器为核心部件,前端摄像机采集的现场图像经嵌入式视频服务器进行AD转换和MPEG4编码压缩等处理后,通过嵌入式TCP/IP模块发送到工业以太网,最终以Web形式发布在监控终端浏览器上。该系统还可以通过监控界面远程控制云台、摄像机光圈和焦距等。实际应用验证了该系统的便捷性和可靠性。  相似文献   
104.
根据某煤矿的现状,提出了利用自动化控制系统对煤楼运输系统进行改造的方案;介绍了煤楼运输自动化控制系统的选型原则,给出了系统的组成、主要配置及其在某矿煤楼运输系统中的应用。实际应用表明,该煤楼运输自动化控制系统实时性好、可靠性高、故障率低,提高了生产效率,保障了安全生产。  相似文献   
105.
In this paper we present a comparative evaluation of four popular interactive segmentation algorithms. The evaluation was carried out as a series of user-experiments, in which participants were tasked with extracting 100 objects from a common dataset: 25 with each algorithm, constrained within a time limit of 2 min for each object. To facilitate the experiments, a “scribble-driven” segmentation tool was developed to enable interactive image segmentation by simply marking areas of foreground and background with the mouse. As the participants refined and improved their respective segmentations, the corresponding updated segmentation mask was stored along with the elapsed time. We then collected and evaluated each recorded mask against a manually segmented ground truth, thus allowing us to gauge segmentation accuracy over time. Two benchmarks were used for the evaluation: the well-known Jaccard index for measuring object accuracy, and a new fuzzy metric, proposed in this paper, designed for measuring boundary accuracy. Analysis of the experimental results demonstrates the effectiveness of the suggested measures and provides valuable insights into the performance and characteristics of the evaluated algorithms.  相似文献   
106.
Abstract— To understand actual viewing conditions at home is important for TV design. And the preferred luminance level of LCD TVs under actual viewing conditions is also important in order to obtain both good picture quality and low power consumption. The actual viewing conditions of households and the preferred luminance levels was investigated. In a field test of 83 households, the display luminance, screen illuminance, and viewing locations were measured on site. In laboratory experiments, young and elderly subjects adjusted the luminance of an LCD‐TV screen to their preferred levels under different screen illuminance levels, angular screen sizes, and average luminance levels (ALL) of the images. As a result, two equations, which represent the preferred luminance level of LCD‐TV screens corresponding to different viewing conditions for young and elderly subjects were obtained. When the ALL of the images was 25% and the screen illuminance and angular screen size were set at 100 lx and 20°, respectively, the preferred luminance was 1 60 cd/m2 for the young subjects and 248 cd/m2 for the elderly subjects. By using the setting of the preferred luminance of an LCD TV under actual viewing conditions, it is possible to conserve energy consumption.  相似文献   
107.
Second Life has become increasingly popular with educators and educational institutions, because of the educational possibilities it seems to offer. While there has been a lot of hype and academic publications about educational design or the theoretical framing of teaching in virtual environments, there have been few publications focussing on actual teaching and learning experiences of lecturers and students in Higher Education institutions. This article uses practical examples from an introductory course on Media studies taught at the Hong Kong Polytechnic University to demonstrate that even simple tasks in Second Life can be used to great effect if properly contextualised into the course being taught. High levels of technical skills, or extraordinary educational designs are less important to employing Second Life successfully in a Higher Education environment, than a proper evaluation of student learning outcomes, and teaching goals.  相似文献   
108.
Mobile devices could facilitate human interaction and access to knowledge resources anytime and anywhere. With respect to wide application possibilities of mobile learning, investigating learners’ acceptance towards it is an essential issue. Based on activity theory approach, this research explores positive factors for the acceptance of m-learning systems. In the research, we developed an m-learning system for learners’ knowledge management and invited 152 participants who knew how to use the m-learning system then report on their experience. The results show that enhancing learners’ satisfaction, encouraging learners’ autonomy, empowering system functions, and enriching interaction and communication activities have a significant positive influence on the acceptance of m-learning systems.  相似文献   
109.
This paper presents a quantitative approach to multimodal discourse analysis for analyzing online collaborative learning. The coding framework draws together the fields of systemic functional linguistics and Activity Theory to analyze interactions between collaborative-, content- and technology-related discourse. The approach is used to examine how the task subject matter, the activity design, and the choice of interface affected interaction and collaboration for a computing course conducted in a web-conferencing environment. The analysis revealed the critical impact of activity design on the amount and type of discourse that transpired. Student-centred designs resulted in over six times more student discourse as compared to teacher-centred designs and created a learning environment where students took greater ownership over the tasks and contributed more to the content-based discussion. The paper also incorporates a rationale for the approach to coding and a reflection on its efficacy for discourse analysis in technology-based learning environments.  相似文献   
110.
Recent developments in computing and mobile technologies have enabled the mobile and ubiquitous learning approach, which situates students in an environment that combines real-world and digital-world learning resources. Although such an approach seems to be innovative and interesting, several problems have been revealed when applying it to practical learning activities. One major problem is owing to the lack of proper learning strategies or tools that can guide or assist the students to learn in such a complex learning scenario. Students might feel excited or interested when using the mobile devices to learn in the real world; however, their learning achievements could be disappointing. To cope with this problem, in this study, a knowledge engineering approach is proposed to develop Mindtools for such innovative learning scenarios. Experimental results from a natural science course of an elementary school show that this innovative approach not only enhances learning motivation, but also improves the learning achievements of the students.  相似文献   
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