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61.
Knowledge management (KM) research has yielded extensive explanations regarding the individual's motivation to share knowledge, each with different sets of factors. Yet the study of continued knowledge sharing is rare. There has been little research investigating this issue from contributing and seeking perspectives—the two distinct, but closely interrelated, facets of continued knowledge sharing. We propose that knowledge management system (KMS) users' beliefs are contextually differentiated, and thus a distinction between knowledge-contribution and knowledge-seeking behaviors and an adequate emphasis on their variance in terms of user belief is needed. By incorporating the knowledge-contribution and knowledge-seeking perspectives in a single study, we model and examine the differences among driving factors in two behavioral contexts, provide the conceptual comparisons and preliminary discussions, and thus advance our understanding of continued knowledge sharing via the KMS.  相似文献   
62.
ABSTRACT

The time displacement hypothesis has been widely used to explain the effects of media use on academic performance. This approach has been criticised for its monocausality and weak explanatory power. Utilising a combination of different theoretical perspectives is better suited than utilising only one. Considering displacement, excitement, attraction and third variable hypothesis, this paper argues that the relation between video game use and school performance is not the same for all types of gamers by considering the influence of socioeconomic, psychological and contextual factors. It investigates how gaming patterns (frequency, time of day) and psychological characteristics (sensation seeking, aggression) are related to academic performance for primary and secondary school students. Five hundred and seven students from five primary and four secondary schools in Singapore participated in a paper-pencil survey. Results showed support for a combination of displacement and third variable hypothesis, as overall time spent on video games was negatively associated with primary school children’s and active gamers’ school performances. There was no significant relationship for secondary school children. For primary school children who play games in the morning and afternoon, video game use was negatively associated with school performance. There was no support for the attraction and excitement hypotheses.  相似文献   
63.
The simplest strategy for extremum seeking-based source localization, for sources with unknown spatial distributions and nonholonomic unicycle vehicles without position measurement, employs a constant positive forward speed. Steering of the vehicle in the plane is performed using only the variation of the angular velocity. While keeping the forward speed constant is a reasonable strategy motivated by implementation with aerial vehicles, it leads to complexities in the asymptotic behavior of the vehicle, since the vehicle cannot settle—at best it can converge to a small-size attractor around the source. In this paper we regulate the forward velocity, with the intent of bringing the vehicle to a stop, or as close to a stop as possible. The vehicle speed is controlled using simple derivative-like feedback of the sensor measurement (the derivative is approximated with a washout filter) to which a speed bias parameter Vc is added. The angular velocity is tuned using standard extremum seeking. We prove two results. For Vc in a certain range around zero, we show that the vehicle converges to a ring around the source and on average the limit of the vehicle’s heading is either directly away or towards the source. For other values of Vc>0, the vehicle converges to a ring around the source and it revolves around the source. Interestingly, the average heading of this revolution around the source is more outward than inward—this is possible because the vehicle’s speed is not constant, it is lower during the outward steering intervals and higher during the inward steering intervals. The theoretical results are illustrated with simulations.  相似文献   
64.
A fundamental objective of human–computer interaction research is to make systems more usable, more useful, and to provide users with experiences fitting their specific background knowledge and objectives. The challenge in an information-rich world is not only to make information available to people at any time, at any place, and in any form, but specifically to say the right thing at the right time in the right way. Designers of collaborative human–computer systems face the formidable task of writing software for millions of users (at design time) while making it work as if it were designed for each individual user (only known at use time). User modeling research has attempted to address these issues. In this article, I will first review the objectives, progress, and unfulfilled hopes that have occurred over the last ten years, and illustrate them with some interesting computational environments and their underlying conceptual frameworks. A special emphasis is given to high-functionality applications and the impact of user modeling to make them more usable, useful, and learnable. Finally, an assessment of the current state of the art followed by some future challenges is given.  相似文献   
65.
College students (n = 140) were examined to test whether sensation seeking and perceived stress would predict abuse of the Internet. Previous studies have found that disinhibition, boredom susceptibility, and total sensation seeking scores were related to Internet abuse ( 9 and 30). Because stress has been documented to have a negative effect on students ( Pierceall & Keim, 2007), and may be linked to Internet use ( Lavoie & Pychyl, 2001), it was tested as a possible predictor of Internet abuse. This study also analyzed abuse of the Internet for sexual purposes, because sexuality is prevalent online, and college students are in an age of sexual exploration. Results of stepwise regression analyses revealed that disinhibition and total perceived stress were predictive of Internet abuse for sexual purposes, and perceived hopelessness and boredom susceptibility were predictive of Internet abuse for non-sexual purposes. Implications for students and Internet abuse are discussed.  相似文献   
66.
源定位已成为国内外研究的热点问题,为了在实验室环境下研究移动机器人的趋光性,对源定位理论方法进行了研究,设计了地面移动机器人光源定位平台,通过该平台来验证趋光理论的可行性。首先,利用对角线控制策略和梯度自适应极值搜索算法分别进行趋光实验,完成移动机器人对光源的定位。其次,使用MeanShift目标跟踪算法跟踪移动机器人的运动轨迹。最后,绘制出光源强度分布等值线并分析了移动机器人的运动轨迹。相比于对角线控制策略,梯度自适应极值搜索算法根据当前区域梯度值自适应调整反馈增益参数,提高了源定位效率,并在光源定位平台验证了该算法的有效性和稳定性。  相似文献   
67.
Multi-vehicle consensus with a time-varying reference state   总被引:8,自引:0,他引:8  
Wei Ren   《Systems & Control Letters》2007,56(7-8):474-483
In this paper, we study the consensus problem in multi-vehicle systems, where the information states of all vehicles approach a time-varying reference state under the condition that only a portion of the vehicles (e.g., the unique team leader) have access to the reference state and the portion of the vehicles might not have a directed path to all of the other vehicles in the team. We first analyze a consensus algorithm with a constant reference state using graph theoretical tools. We then propose consensus algorithms with a time-varying reference state and show necessary and sufficient conditions under which consensus is reached on the time-varying reference state. The time-varying reference state can be an exogenous signal or evolve according to a nonlinear model. These consensus algorithms are also extended to achieve relative state deviations among the vehicles. An application example to multi-vehicle formation control is given as a proof of concept.  相似文献   
68.
Stochastic source seeking for nonholonomic unicycle   总被引:1,自引:0,他引:1  
We apply the recently introduced method of stochastic extremum seeking to navigate a nonholonomic unicycle towards the maximum of an unknown, spatially distributed signal field, using only the measurement of the signal at the vehicle’s location but without the measurement of the vehicle’s position. Keeping the forward velocity constant and controlling only the angular velocity, we design a stochastic source seeking control law which employs excitation based on filtered white noise, rather than sinusoidal perturbations used in the existing work. We study stability with the help of stochastic averaging theorems that we recently developed for general nonlinear continuous-time systems with stochastic perturbations. We prove local exponential convergence, both almost surely and in probability, to a small neighborhood near the source. We characterize the convergence speed explicitly and provide design guidelines for maximizing it, as well as for minimizing the residual set near the source. We present a detailed simulation study, including a study of the effect of saturation on the steering input.  相似文献   
69.
目前,老人医疗装置是当前应用热点之一,引起广泛的关注。本文就该问题提出了一种老人的医疗求救装置的实现方案,详细阐述了该方案设计过程的各个主要模块设计和软件设计。  相似文献   
70.
在软件开发环境中为软件设计人员提供界面友好、方便快捷的工具是一个优秀软件所须具备的特性之一。本文分析了Ada软件开发环境中的求助功能的特点,详细说明了其设计方法和实现中的一些关键技术,并总结了设计求助功能的一些基本原则。  相似文献   
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