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91.
人类学会构筑房屋并为自己的进出留下一个进出方便的口,门就产生了。门是一个极为抽象的形态,一个变化万千的符号,这个古老的符号——门的形态变化一直在随着科技的发展而演变,无论是古人还是后人都在其中精心地演绎着中国的传统民族文化。  相似文献   
92.
随着人民生活水平不断提高,家装行业"钱"景无限,呈现出消费文化的特征。文章从居室设计中符号的炫耀、符号的拼贴、符号的流行几个角度分析了当前在消费文化背景下居室设计的种种现状,强调了设计师的社会责任感,并提出了居室设计的设计原则,以供广大设计师参考。  相似文献   
93.
现代建筑空间设计已经开始回归情感化、人性化,与此同时建筑空间的导视设计也顺应此趋势,不再只追求视觉表现,也非仅仅关注人们的物质需求,而更趋向于关注人们的心理需求和心理感受。在导视系统设计过程中加入对建筑空间的多元化关怀,使导视系统在建筑空间中不仅起到导向作用,还使建筑环境空间更具有人性情感,大大改善和提高了建筑与人的情感沟通,在满足人们物质需要的同时,带给人们精神愉悦和亲切的感受。  相似文献   
94.
本文首先通过Householder矩阵扩充构造了3带紧支撑的正交小波.当尺度函数具有紧支撑对称正交性时,本文通过仿酉矩阵对称扩充构造了3带紧支撑对称的正交小波,并且研究了所构造对称小波的结构.所构造小波函数的支撑不超过尺度函数的支撑,构造方法容易推广到一般d带的情形.另外,本文还给出了容易实施的显式构造算法.最后,给出了构造算例.  相似文献   
95.
自主发育智能机器人体系结构研究   总被引:1,自引:0,他引:1  
传统的机器人系统范式分类已经无法将新出现的方法和理论纳入其中。为此,首先从认知的角度重新对机器人的范式进行分类。新的范式分类涵盖了传统的系统范式,明确了自主发育在机器人系统范式中的地位。在此基础上,提出了自主发育智能机器人体系结构。该结构只需利用基本的感知能力和行动能力,分别利用感知发育模块、认知发育模块和行为发育模块实现自主感知分类、时空经验知识以及反应式行为的逐层发育。各发育模块之间互相依赖并可以同时学习,具有实时的自主发育能力。  相似文献   
96.
Accurate detection of mediated haptic information in minimally invasive surgery (MIS) is critical for applying appropriate force magnitudes onto soft tissue with the aim of minimising tissue trauma. Force perception in MIS is a dynamic process, with surgeons’ administration of force into tissue revealing information about the remote surgical site which further informs the surgeons’ haptic interactions. The relationship between applied force and material deformation rate provides biomechanical information specifying the deformation distance remaining until a tissue will fail: which is termed distance-to-break (DTB). The current study demonstrates that observers can detect DTB while deforming simulated tissues and stop before reaching the tissues’ failure points. The design of training simulators, control devices and automated robotic systems for applications outside of MIS is discussed.

Practitioner Summary: In MIS, haptic information is critical for applying appropriate forces onto soft tissue to minimise tissue trauma. Observers used force information to detect how far they could deform a virtual tissue before it would break. The design of training simulators, control devices and automated robotic systems is discussed.  相似文献   

97.
Compared with driving or flight simulation, little is known about self-motion perception in riding simulation. The goal of this study was to examine whether or not continuous roll motion supports the sensation of leaning into bends in dynamic motorcycle simulation. To this end, riders were able to freely tune the visual scene and/or motorcycle simulator roll angle to find a pattern that matched their prior knowledge. Our results revealed idiosyncrasy in the combination of visual and proprioceptive information. Some subjects relied more on the visual dimension, but reported increased sickness symptoms with the visual roll angle. Others relied more on proprioceptive information, tuning the direction of the visual scenery to match three possible patterns. Our findings also showed that these two subgroups tuned the motorcycle simulator roll angle in a similar way. This suggests that sustained inertially specified roll motion have contributed to the sensation of leaning in spite of the occurrence of unexpected gravito-inertial stimulation during the tilt. Several hypotheses are discussed.

Practitioner Summary: Self-motion perception in motorcycle simulation is a relatively new research area. We examined how participants combined visual and proprioceptive information. Findings revealed individual differences in the visual dimension. However, participants tuned the simulator roll angle similarly, supporting the hypothesis that sustained inertially specified roll motion contributes to a leaning sensation.  相似文献   

98.
As the population of elderly people in society rises, the importance of technology to assist health management is growing with the demographic shift. Wearable personal computing has been the common solution proposed by related projects to fulfil the needs of elderly people. These add-on devices are attached to the users, and result in uneasiness or discomfort while wearing them in public areas. In this study, three common wearing positions – wrist, upper arm, and neck – were investigated in terms of psychological perception and perceived readability. Twenty-four Taiwanese participants in Miaoli area were asked to wear the designed prototypes for a certain time. The participants completed questionnaires and participated in an open-ended interview. Data of psychological perceptions, visibility, and readability about wearable devices were collected. The results evidenced that the personal attributes of gender, smart device user, and requirement for medical care affect the psychological perception and user attitudes. The statistical results indicated significant differences in elderly people's attitudes towards wearable devices attached to different parts of the body. The wrist was the most favourable location to attach a wearable device.  相似文献   
99.
This research assessed how emotive animated agents in a simulation‐based training affect the performance outcomes and perceptions of the individuals interacting in real time with the training application. A total of 56 participants consented to complete the study. The material for this investigation included a nursing simulation in which participants interacted with three animated agents. The results of this investigation indicated that both experienced and novice participants focused more visual attention time on the body of the animated agent than the other defined areas of interest in the simulated environment. The results also indicated that novice participants conveyed more neutral facial expressions during the interaction with the animated agents than experience participants. The results of the simulation performance scores indicated that novice participants achieved higher simulation performance scores on the simulation task than experienced participants. Lastly, the results of the agent persona instrument showed that experienced and novice participants perceived the animated agents as facilitators of learning, credible, human‐like and engaging.  相似文献   
100.
The universal force field (UFF) is a broadly applicable classical force field that contains parameters for almost every atom type of the periodic table. This force field is non-reactive, i.e. the topology of the system under study is considered as fixed and no creation or breaking of covalent bonds is possible. This paper introduces interactive modeling-UFF (IM-UFF), an extension of UFF that combines the possibility to significantly modify molecular structures (as with reactive force fields) with a broad diversity of supported systems thanks to the universality of UFF. Such an extension lets the user easily build and edit molecular systems interactively while being guided by physics based inter-atomic forces. This approach introduces weighted atom types and weighted bonds, used to update topologies and atom parameterizations at every time step of a simulation. IM-UFF has been evaluated on a large set of benchmarks and is proposed as a self-contained implementation integrated in a new module for the SAMSON software platform for computational nanoscience available at http://www.samson-connect.net.  相似文献   
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