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51.
In Part 1 of this two-part series, we introduced Katamic memory—a neural network architecture capable of robust sequence learning and recognition. In Part 2, we introduce the Blobs World taskjdomain for language learning and describe the DETE language learning system, which is composed of over 50 Katamic memory modules. DETE currently learns small subsets of English and Spanish via association with perceptual! motor inputs. In addition to Kaiamic memory, DETE employs several other novel features: (1) use of feature planes, to encode visual shapes, spatial relationships and the motions of objects, (2) phase-locking of neural firing, in order to represent focus of atention and to bind objects across multiple feature planes, and (3) a method for encoding temporal relationships, so that DETE can learn utterances involving the immediate past and future. We compare DETE to related models and discuss the implications of this approach for language-learning research. 相似文献
52.
Visually perceiving an action may activate corresponding motor programs. This automatic motor activation can occur both for higher level (i.e., the goal of an action) and for lower level (i.e., the specific effector with which it is executed) aspects of an action. The authors used a tool-use action paradigm to experimentally dissociate priming effects for observing the target, the movement, or the target-to-movement mapping of a tool-use action. In 3 experiments, participants took turns in acting, observing the tool-use action of another person in trial n-1, and executing an action in trial n. Trial transitions from n-1 to n were manipulated in 4 conditions with (a) mapping repeated and movement and target changed, (b) target repeated and movement and mapping changed, (c) movement repeated and target and mapping changed, or (d) all components repeated. Results indicate priming effects for repeating the target-to-movement mapping (i.e., the action rule) of a tool-use action and suggest that a rather abstract action schema is activated during action observation. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
53.
The interactivity effect in multimedia learning 总被引:4,自引:1,他引:3
54.
张蓓 《浙江工业大学学报》2007,(2)
本文对我国在明末和清代西学东渐过程中的图书翻译进行了梳理和剖析,总结了这一时期西学翻译的历史概况,阐述了东西文化交流中翻译图书的重要作用,以及历史上有识之士对于西学翻译的贡献。 相似文献
55.
An actor-critic type reinforcement learning algorithm is proposed and analyzed for constrained controlled Markov decision processes. The analysis uses multiscale stochastic approximation theory and the envelope theorem' of mathematical economics. 相似文献
56.
THE IMPORTANCE OF NEUTRAL EXAMPLES FOR LEARNING SENTIMENT 总被引:2,自引:0,他引:2
Most research on learning to identify sentiment ignores "neutral" examples, learning only from examples of significant (positive or negative) polarity. We show that it is crucial to use neutral examples in learning polarity for a variety of reasons. Learning from negative and positive examples alone will not permit accurate classification of neutral examples. Moreover, the use of neutral training examples in learning facilitates better distinction between positive and negative examples. 相似文献
57.
T. R. Black 《Journal of Computer Assisted Learning》1987,3(4):204-213
Abstract In the past, authoring systems have been used to generate computer-assisted learning materials that have often followed the rather restrictive programmed learning format. A number of innovative ways of using recently developed systems to develop CAL packages that include a wider range of learning activities (access to data bases, simulations, interactive video, etc.) are described. Analogous to the concept of a media selection model, a computer delivery mode selection model is presented as an aid to decision making for designers. This increase in flexibility should broaden the applicability of computerassisted learning (CAL) to a wider range of educational objectives and raise the level of the cognitive emphasis in learning packages, as well as facilitate the implementation of visually appealing materials. The paper also implies a standard of acceptability for authoring systems. 相似文献
58.
Since Samuel's work on checkers over thirty years ago, much effort has been devoted to learning evaluation functions. However, all such methods are sensitive to the feature set chosen to represent the examples. If the features do not capture aspects of the examples significant for problem solving, the learned evaluation function may be inaccurate or inconsistent. Typically, good feature sets are carefully handcrafted and a great deal of time and effort goes into refining and tuning them. This paper presents an automatic knowledge-based method for generating features for evaluation functions. The feature set is developed iteratively: features are generated, then evaluated, and this information is used to develop new features in turn. Both the contribution of a feature and its computational expense are considered in determining whether and how to develop it further.
This method has been applied to two problem-solving domains: the Othello board game and the domain of telecommunications network management. Empirical results show that the method is able to generate many known features and several novel features and to improve concept accuracy in both domains. 相似文献
This method has been applied to two problem-solving domains: the Othello board game and the domain of telecommunications network management. Empirical results show that the method is able to generate many known features and several novel features and to improve concept accuracy in both domains. 相似文献
59.
In this paper, we investigate the approximation of completely resonant nonlinear wave systems via deterministic learning. The plants are distributed parameter systems (DPS) describing homogeneous and isotropic elastic vibrating strings with fixed endpoints. The purpose of the paper is to approximate the infinite-dimensional dynamics, rather than the parameters of the wave systems. To solve the problem, the wave systems are first transformed into finite-dimensional dynamical systems described by ordinary differential equation (ODE). The properties of the finite-dimensional systems, including the convergence of the solution, as well as the dominance of partial system dynamics according to point-wise measurements, are analyzed. Based on the properties, second, by using the deterministic learning algorithm, an approximately accurate neural network (NN) approximation of the the finite-dimensional system dynamics is achieved in a local region along the recurrent trajectories. Simulation studies are included to demonstrate the effectiveness of the proposed approach. 相似文献
60.