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61.
This paper reports on ways of using digitised video from television cameras in user interfaces for computer systems. The DigitalDesk is built around an ordinary physical desk and can be used as such, but it has extra capabilities. A video camera mounted above the desk, pointing down at the work surface, is used to detect where the user is pointing and to read documents that are placed on the desk. A computer-driven projector is also mounted above the desk, allowing the system to project electronic objects onto the work surface and onto real paper documents. The animated paper documents project is considering particular applications of the technology in electronic publishing. The goal is to combine electronic and printed documents to give a richer presentation than that afforded by either separate medium. This paper describes the framework that has been developed to assist with the preparation and presentation of these mixed-media documents. The central component is a registry that associates physical locations on pieces of paper with actions. This is surrounded by a number of adaptors that assist with the creation of new documents either from scratch or by translating from conventional hypermedia, and also allow the documents to be edited. Finally the DigitalDesk itself identifies pieces of paper and animates them with the actions described in the registry.  相似文献   
62.
A regularized optimality system for state-constrained optimal control problems is introduced and semi-smooth Newton methods for its solution are analyzed. Convergence of the regularized problems is proved. Numerical tests confirm the theoretical results and demonstrate the efficiency of the proposed methodology.  相似文献   
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64.
Abstract.  Employees in global corporations are increasingly involved in 'virtual teams' on a regular basis. Conflicting definitions of virtuality make it hard to measure such things as how much virtual teaming occurs and how virtual teaming affects performance. As a consequence, it is hard to allocate funding and to design infrastructures and software to support this specific mode of working. Using the concept of discontinuities, or changes in expected conditions, we propose a virtuality index to assess how 'virtual' a given setting is. The discontinuities used include geography, time zone, organization, national culture, work practices, and technology. The index separately measures these aspects of virtuality and their effect on perceived team performance. Data collected at a large multinational corporation clustered into three overarching discontinuities: team distribution, workplace mobility, and variety of work practices. The study revealed that being distributed in and of itself had no impact on self-assessed team performance. Work practice predictability and sociability mitigated effects of working in discontinuous environments, while variety of practices (cultural and work process diversity) and employee mobility negatively impacted performance.  相似文献   
65.
As a new hybrid broadcasting service, augmented broadcasting shows enhanced broadcasting content on a large TV screen, while augmented reality (AR) on a mobile device augments additional graphical content onto an input image from the device's own camera to provide useful and convenient information for users. A one‐sided broadcasting service using AR has already been attempted in virtual advertisements during sport broadcasts. However, because its augmentation is preprocessed before the video image is transmitted, the viewer at home may have no influence on this formation; and no interaction for the user is possible unless the viewer has a direct connection to the content provider. Augmented broadcasting technology enables viewers to watch mixed broadcasting content only when they want such service and to watch original broadcasting content when they do not. To realize an augmented broadcasting service, the most important issue is to resolve the hybrid content synchronization over heterogeneous broadcast and broadband networks. This paper proposes a novel hybrid content synchronization scheme for an augmented broadcasting service and presents its implementation and results in a terrestrial DTV environment.  相似文献   
66.
本文介绍了现下阶段,对行业内的BIM应用产生显著影响的三大新兴技术:物联网技术、云数据管理和增强现实技术。作者分别阐述了三种技术与BIM技术集合的发展趋势,以及能够解决哪些实际工程问题;并根据以上分析得出结论,BIM与其他技术的结合,将能为建筑行业带来最大化的收益。  相似文献   
67.
Augmented reality (AR) has gained increased recognition in varying fields, in particular educational contexts. In the wake of the Covid-19 pandemic, home-based learning becomes a reality and is already in place across the globe, and learning via augmented reality technology will help learners comprehend learning content in a more creative frame of mind than ever before. Very little research has examined the adoption behavior of augmented reality in developing country perspectives. Therefore, there is a pressing necessity to understand the dynamics of augmented reality adoption for the benefit of motivating and inspiring students to adopt this highly innovative and impactful type of technology in the learning process. Against this background, the authors proposed and tested a model based on integrating Task-Technology Fit (TTF) and UTUAT2 theories. The results reveal the positive effect of task technology fit, performance expectancy, effort expectancy, social influence, facilitating condition, and hedonic motivation on behavioral intention (BI) in the adoption process of augmented reality in educational settings, where price value is found to exert little influence on behavioral intention. This model explains 49% of the variance in intentional behavior to adopt AR technology in the educational context. The conclusions of this study will add to the literature more informative knowledge leading to increased awareness of the dynamics and behaviors of AR adoption in a developing country perspective. We present and discuss the theoretical contributions and practical implications of our findings.  相似文献   
68.
This study investigated the effects of the use of augmented reality (AR) technologies in science laboratories on university students' laboratory skills and attitudes towards laboratories. A quasi-experimental pre-test/post-test control group design was employed. The participants were 76 first-year university students, aged 18–20 years old. They were assigned to either an experimental or a control group. Qualitative and quantitative data collection tools were used. The experimental results obtained following the 5-week application revealed that the AR technology significantly enhanced the development of the university students' laboratory skills. AR technology both improved the students’ laboratory skills and helped them to build positive attitudes towards physics laboratories. The statements of the students and the instructor regarding other effects of AR technology on science laboratories, both negative and positive, are also discussed.  相似文献   
69.
针对当前基于视觉的增强现实系统标记大、成本高的缺陷,提出一套结合简单组合标记的增强现实系统的实现方案.基于弱透视模型,以色彩和形状作为融合特征,研究了利用冗余特征实现标记物体的3D位姿还原方法.为使配准方案能够适应普通的视觉采集设备,提出根据摄像机标定时得到的扭曲参数对渲染后的模型进行再扭曲的配准修正方法.结合OpenCV和OpenGL中的空间变换的概念,给出了虚拟和物理世界配准融合的解决方案,并基于统计学数学模型,提出降低配准时的误差以及提升配准稳定性的方案.实验结果表明,提出的算法能有效地将静态标签的抖动降低至亚像素级.  相似文献   
70.
基于SIFT关键点的增强现实初始化算法   总被引:3,自引:0,他引:3  
介绍了一种基于SIFT关键点的无标志点增强现实初始化算法。算法在已知场景少量标定关键帧图像的基础上,将关键帧图像与当前视频图像帧中的SIFT关键点进行匹配,利用RANSAC算法消除外点,而后利用图像匹配算法获取摄像机的位置和方向信息,完成系统的自动初始化工作。实验结果表明,算法鲁棒性强,跟踪定位精度高,有效地减小了人工干预的工作量。  相似文献   
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