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51.
问答系统是信息检索的高级形式,也是该领域的研究重点和热点。该文首先给出问答系统的定义,然后对现有各类问答系统进行了介绍,并对其核心技术、测评标准进行了分析,最后对问答系统的发展方向进行了展望。  相似文献   
52.
本文分析了应用型本科院校学生的特点,讨论了学生学业跟踪与评价的意义,指出了学业跟踪与评价模型,并对学业跟踪与评价系统进行了设计。  相似文献   
53.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games.  相似文献   
54.
Euline   《Computers & Education》2008,51(4):1553-1568
This paper analyses the process of multimedia integration in English language classrooms equipped with interactive whiteboard (IWB) technology, and offers insights into the theoretical underpinnings of multimedia use in language learning from the perspective of cognitive learning theory. The data discussed here are drawn from a study carried out as part of a PhD research programme at Lancaster University (UK). The study was conducted within an interpretative research paradigm, and data were collected and analysed according to a qualitative approach. In the first part, the paper discusses some perceived pedagogical benefits of adopting a multimedia-oriented approach in the IWB-based classroom. Secondly, it discusses a variety of potential problems related to the use of multimedia resources in the language classroom in question. Finally, the paper draws upon the literature on multimedia learning to address the potential pedagogical implications of these research findings.  相似文献   
55.
Requirements engineering (RE) is a critical phase in the software engineering process and plays a vital role in ensuring the overall quality of a software product. Recent research has shown that industry increasingly recognizes the importance of good RE practices and the use of appropriate RE techniques. However, due to the large number of RE techniques, requirements engineers find it challenging to select suitable techniques for a particular project. Unfortunately, technique selection based on personal experience has limitations with regards to the scope, effectiveness and suitability of the RE techniques for the project at hand. In this paper, a Knowledge-based Approach for the Selection of Requirements Engineering Techniques (KASRET) is proposed that helps during RE techniques selection. This approach has three major features. First, a library of requirements techniques was developed which includes detailed knowledge about RE techniques. Second, KASRET integrates advantages of different knowledge representation schemata and reasoning mechanisms. Thus, KASRET provides mechanisms for the management of knowledge about requirements techniques and support for RE process development. Third, as a major decision support mechanism, an objective function evaluates the overall ability and cost of RE techniques, which is helpful for the selection of RE techniques. This paper makes not only a contribution to RE but also to research and application of knowledge management and decision support in process development. A case study using an industrial project shows the support of KASRET for RE techniques selection.
Behrouz H. FarEmail:
  相似文献   
56.
该文给出了UML的概念与要点,应用UML对教学考评系统进行了建模。给出了系统的用例模型、整体结构模型、静态模型、动态模型,并分析了模型对教学考评变化的可适应性。  相似文献   
57.
结合"双向评价系统"开发实践,从系统概述、评价系统主要功能及角色划分、系统数据库结构三个方面讨论了该软件的基本架构,认为只有做到软件架构的科学合理,才能保证软件开发质量的先进实用。  相似文献   
58.
基于图像处理的自动聚焦技术及应用   总被引:1,自引:1,他引:0  
杨涛  左勇  陈晓梅 《计算机仿真》2009,26(7):256-259
自动聚焦技术是提高压痕直径测量系统测量精度、智能化和自动化的重要手段.介绍了采用图像处理法实现压痕直径测量系统的自动聚焦技术,核心就是选择一个合适的图像清晰度评价函数.在研究了众多图像清晰度评价函数的基础上,提出了基于向量模型和改进DCT变换的图像清晰度评价函数,实验表明,提出的算法具有良好的单峰性、准确性、稳定性、可靠性和快速性.最后通过基于COM组件技术的Matlab与VB混合编程来保证算法实现和软件设计.  相似文献   
59.
Abstract— In this work, the effect of display temporal characteristics on detectability of signals was studied by comparing detection performance with a slow liquid‐crystal‐display (LCD) monitor and a fast, cathode‐ray‐tube (CRT) monitor when browsing multi‐slice image datasets in stack‐mode presentation. Thirteen readers evaluated 200 image sequence pairs in a two‐alternative forced choice experiment. The image sets consisted of three‐dimensional cluster lumpy backgrounds and were presented to the readers in two display devices: a three‐million‐pixel medical color LCD and a color desktop CRT. For the LCD, many inter‐gray‐level transitions are on the order of 50–60 msec, which was almost twice the frame time. The CRT had 2–5‐msec inter‐gray‐level transitions. The reader study was performed with a graphical‐user interface programmed using direct calls to OpenGL libraries to precisely control the browsing speed. The results were analyzed in terms of the difference in reader performance for each reader and each display, between a browsing speed of 20 and 50 frames per sec (fps). Average reader performance difference between 20 and 50 fps was measured to be 0.049 and 0.156 for the CRT and LCD monitors, respectively. The corresponding drop in reader performance associated with slow display was 0.11.  相似文献   
60.
For people with upper limb disabilities visual art is an important activity that allows for expression of individuality and independence. They show remarkable endurance, patience and determination to adapt their remaining capabilities to create visual art. There are significant advantages of digital technologies in assisting artists with upper limb disabilities. Paralinguistic voice recognition technologies have proven to be a particularly promising mode of interaction. Despite these benefits, technological support for people with upper limb disabilities to create visual art is scarce. This paper reports on a number of case studies of several artists with upper limb disabilities. These case studies illustrate the struggles they face to be creative and also show the significant advantages of digital technologies in assisting such artists. An investigation into people’s ability to use the volume of their voice to control cursor movement to create drawings on the screen is also reported. With motivation, training and practise, use of volume to control drawing tasks shows great promise. It is believed that paralinguistic voice has wider implications beyond assisting artists with upper limb disabilities, such as: an alternative mode of interaction for disabled people to perform tasks other than creating visual art, alternative mode of interaction for hands busy environments and as a voice training system for people with speech impairments.  相似文献   
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