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91.
A novel neural network model is described that implements context-dependent learning of complex sequences. The model utilises
leaky integrate-and-fire neurons to extract timing information from its input and modifies its weights using a learning rule
with synaptic noise. Learning and recall phases are seamlessly integrated so that the network can gradually shift from learning
to predicting its input. Experimental results using data from the real-world problem domain demonstrate that the use of context
has three important benefits: (a) it prevents catastrophic interference during learning of multiple overlapping sequences,
(b) it enables the completion of sequences from missing or noisy patterns, and (c) it provides a mechanism to selectively
explore the space of learned sequences during free recall. 相似文献
92.
Sophie Wuerger Georg Meyer Markus Hofbauer Christoph Zetzsche Kerstin Schill 《Information Fusion》2010,11(1):45
Many tasks involve the precise estimation of speed and position of moving objects, for instance to catch or avoid objects that cohabit in our environment. Many of these objects are characterised by signal representations in more than one modality, such as hearing and vision. The aim of this study was to investigate the extent to which the simultaneous presentation of auditory and visual signals enhances the estimation of motion speed and instantaneous position. Observers are asked to estimate the instant when a moving object arrives at a target spatial position by pressing a response button. This task requires observers to estimate the speed of the moving object and to calibrate the timing of their manual response such that it coincides with the true arrival time of the moving object. When both visual and auditory motion signals are available, the variability in estimating the arrival time of the moving object is significantly reduced compared to the variability in the unimodal conditions. This reduction in variability is consistent with optimal integration of the auditory and visual speed signals. The average bias in the estimated arrival times depends on the motion speed: for medium speeds (17 deg/s) observers’ subjective arrival times are earlier than the true arrival times; for high speeds (47 deg/s) observers exhibit a (much smaller) bias in the other direction. This speed-dependency suggests that the bias is due to an error in estimating the motion speeds rather than an error in calibrating the timing of the motor response. Finally, in this temporal localization task, the bias and variability show similar patterns for motion defined by vision, audition or both. 相似文献
93.
af Wåhlberg AE 《Accident; analysis and prevention》2003,35(4):473-486
The paper discusses some methodological problems in (psychological) research on traffic accident predictors and reviews a convenience sample of the literature. Three methodological aspects are identified as being important: reliability of accident predictors, time period for accidents used as dependent variable, and culpability for accidents. Papers are scrutinized and most are found to be wanting in these aspects. Traffic researchers do not adhere to, or hardly even discuss, these basic methodological problems. It is concluded that the current research into (psychological) accident predictors is fraught with methodological deficiencies. Why most studies seem to be deficient in these aspects is not clear, as several researchers have pointed out these problems. 相似文献
94.
Bayliss Andrew P.; Bartlett Jessica; Naughtin Claire K.; Kritikos Ada 《Canadian Metallurgical Quarterly》2011,37(3):634
How information is exchanged between the cognitive mechanisms responsible for gaze perception and social attention is unclear. These systems could be independent; the “gaze cueing” effect could emerge from the activation of a general-purpose attentional mechanism that is ignorant of the social nature of the gaze cue. Alternatively, orienting to social gaze direction might be directly determined by the operation of cognitive mechanisms specifically dedicated to gaze perception. This second notion is the dominant assumption in the literature, but there is little direct support for this account. Here, we systematically manipulated observers' perception of gaze direction by implementing a gaze adaptation paradigm. Gaze cueing was reduced only in conditions where perception of specific averted gaze stimuli was impaired (Experiment 1). Adaptation to a pointing stimulus failed to impact gaze cueing (Experiment 2). Overall, these data suggest a direct link between the specific operation of gaze perception mechanisms and the consequential orienting of attention. (PsycINFO Database Record (c) 2011 APA, all rights reserved) 相似文献
95.
Gregory?W.?EdwardsEmail author Woodrow?Barfield Maury?A.?Nussbaum 《Virtual Reality》2004,7(2):112-119
Using an immersive virtual environment, this study investigated whether the inclusion of force feedback or auditory cues improved manipulation performance and subjective reports of usability for an assembly task. Twenty-four volunteers (12 males and 12 females) were required to assemble and then disassemble five interconnecting virtual parts with either auditory, force, or no feedback cues provided. Performance for the assembly task was measured using completion time and number of collisions between parts, while the users preferences across conditions were evaluated using subjective reports of usability. The results indicated that the addition of force feedback slowed completion time and led to more collisions between parts for males. In contrast, females exhibited no change in the mean completion time for the assembly task but did show an increase in collision counts. Despite these negative performance findings when adding force feedback, users did report perceived increases in realism, helpfulness and utility towards the assembly task when force feedback was provided. Unlike force feedback, the results showed that auditory feedback, indicating that parts had collided during the assembly task, had no negative performance effects on the objective measures while still increasing perceived realism and overall user satisfaction. When auditory cues and force feedback were presented together, performance times, number of collisions, and usability were not improved compared to conditions containing just auditory cues or force feedback alone. Based on these results, and given the task and display devices used in the present study, the less costly option of excluding auditory and force feedback cues would produce the best performance when measured by the number of collisions and completion time. However, if increased ratings of usability for an assembly task are desired while maintaining objective performance levels and reduced cost, then the inclusion of auditory feedback cues is best. 相似文献
96.
介绍了计算听觉场景分析的研究内容、理论依据、归类线索及意义,并以听觉的两大类型(数据驱动及图式驱动)为框架较详细地阐述了计算听觉场景分析系统的主要结构及研究进展,指出了信息双向互流将是未来CASA研究的主要模式。 相似文献
97.
《Energy Policy》2015
Thermal sensations of space, namely temperature, humidity and the movement of air, can be difficult to separate from other sensory information such as the sound of fans or ventilation equipment, or the smell of damp or cool fresh air. Despite this factor, efforts to reduce the consumption of energy through the installation of low-carbon technologies including sealed whole-building systems frequently isolate the thermal environment and fail to recognise and respond to the influence of other sensory information on personal preferences and behaviours. Older people represent an increasing proportion of the UK's population, can be faced with a range of physiological challenges associated with ageing, and sometimes have long-established personal preferences. Drawing from data collected across the Conditioning Demand Project, this paper explores the embodied nature of older people's experiences of low-carbon and more traditional thermal technologies in private residences, extra-care housing and residential care-homes, focussing specifically upon auditory and olfactory stimulus. Exploring the management of the sensory experience across these settings, we analyse each case to inform the development of new design and policy approaches to tackling housing for older people. In doing so, we further build connections between energy research and debates around sensory urbanism. 相似文献
98.
《Displays》2019
One of the main factors for improving movement execution and motor performance in competitive sports is the availability of useful feedback. While coaches can communicate verbally with athletes in most sports, swimming is different. Because the swimmer is underwater most of the time, any type of real-time feedback is difficult. Since the presentation of acoustic information through sonification has proven beneficial to certain motor skills, this paper describes initial considerations for an application of interactive sonification as real-time audio feedback to provide useful information to improve motor execution in swimming. Special attention is given to the underwater dolphin-kick (UDK), which is performed by athletes after every start and every turn and is one of the critical factors for overall performance in world-class swimming. It was examined whether the characteristics of the UDK are represented in the sound in order to create congruency between sound, action and reaction.Two different sonification models were designed using data from 11 national athletes (six juniors, aged 17.0 ± 1.5 years and five seniors aged 23.6 ± 1.3 years). The sonified data were presented to sport scientists and coaches and tested in in a pilot study with three club-level swimmers (17.0 ± 0.8 years) in swimming training. The results indicate that the athletes became aware of relevant aspects of the movement with both sonification models, to which they had no access so far. In detail, the sonification provided information on forward propulsion, movement rhythm and kick frequency – all factors contributing to overall motor performance. Individual statements showed that the athletes noticed deceleration phases in the forward propulsion and the time duration in the movement execution and tried to adapt their movements accordingly. The approaches presented here could therefore serve as a useful training tool for swimmers to improve their UDK. 相似文献
99.
D. Gabriel R. Kojima K. Hoshiba K. Itoyama K. Nishida K. Nakadai 《Advanced Robotics》2019,33(7-8):403-414
ABSTRACTThis paper addresses the problem of 2D sound source localization using multiple microphone arrays in an outdoor environment. Two main issues exist in such localization. Since the localization performance depends on a variety of parameters, the lack of knowledge about how to design the system is one of those issues. A thorough analysis in respect to the accuracy of the localization results with different simulation conditions has been performed. Obtained characteristics lead to a discussion on limitations and applicability of the system. The distinction between multiple simultaneous sound sources is another problem. This is directly related to the appearance of outliers in the localization process. To solve this issue, an outlier removal method is proposed, which takes the properties of the observed sounds into consideration. In this paper a VR-based visualization method of the obtained results is also introduced. As the application scenario, we selected bird song analysis, which provides a challenging environment in terms of constantly changing signal-to-noise ratio and relative sensor-to-target position. A prototype system has been established using the proposed method. Several simulation results have been presented followed by a discussion on the issues. This leads to establishing system design guidelines that ensure a predictable performance. 相似文献
100.
《Displays》2017
Cyclists aim to improve pedaling technique to increase pedal force effectiveness. Therefore, biomechanical feedback about how the force is applied on the pedal stroke throughout the cycle is valuable. This information is typically presented visually on a display mounted on the handlebars. However, challenges associated with visual information presentation motivate movement researchers to display the information acoustically via parameter-mapping sonification that has shown potential for improving motor skills. This paper describes initial considerations for an application of interactive sonification for the forces applied on the pedals during cycling on the Wattbike ergometer. It was aimed to examine if the characteristics of the pedal stroke are represented in the sound to create congruency between sound, action and reaction. The primary focus is on describing the design followed by a brief summary of evaluation and practical effectiveness which was conducted on twenty-four master students (25.9 ± 3.0 years) and tested in a pilot study with four recreational cyclists (35.3 ± 0.9 years).The results of both requests indicate that sonification of the Wattbike data as an acoustic presentation of the force applied throughout the pedal stroke cycle is directly and intuitively understandable. Individual statements from testing revealed that participants became aware of characteristics within the cycling movement which they have not explicitly noticed before. The feeling for specific periods throughout the cycle was improved (pushing and pulling), and the differences in applying force on the legs (symmetry) became evident. Listening to the sound allowed cyclists to hear fluctuations in the forces applied on the pedals and thus try to adapt their muscle activation pattern. Thus, the approach presented here could serve as a helpful training tool for cyclists to optimize their cycling movement. 相似文献