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61.
62.
尽管环境视觉感知领域有深厚科研积累,但由于系统性理论及实证缺乏、感受信息采集失真、缺乏实景信息互动等问题,景观视觉规划设计实践仍然相对薄弱。本文以美国景观视觉资源管理方法为研究对象,采用历史研究和预实验的方法,以选取美国林务局视觉规划为例,总结了传统景观视觉规划设计中可能存在的主要问题,并在此基础上介绍了如何通过包括生物反馈信息采集、地理信息协同平台、增强现实等技术对目前景观视觉规划设计过程进行优化和模拟检验。预实验结果表明上述若干新技术对于改进现有视觉规划设计方法有一定的效果,并分析了新技术的发展潜力。  相似文献   
63.
简论虚拟社会的主体、客体和主客体关系   总被引:1,自引:0,他引:1  
人类社会进入21世纪之后,社会形式发生着巨大变化,以计算机技术为基础的信息技术推动着现代科技革命飞速发展,社会实践活动的形式发生着革命性变化,虚拟社会的出现对人类的实践活动提出了新的更高的要求,这些变化也对马克思主义哲学构成了巨大的挑战。  相似文献   
64.
数据增强设计框架下的智慧规划研究展望   总被引:1,自引:0,他引:1  
龙瀛  张恩嘉 《城市规划》2019,43(8):34-40,52
第四次工业革命背景下,新兴技术对城市生活和城市空间都产生着深远的影响。因此,新时代下的城市规划也将面临转型。本文在数据增强设计方法框架下,提出智慧规划的流程及三大特征,并从数据来源补充、城市生活与空间变化认知、规划设计响应等视角,提出“十四五”时期智慧规划应关注的五大内容:⑴重视信息通讯基础设施的研究与建设,强化城市感知系统的构建;(2)认识新时代下人的需求与行为的转变,推动环境行为学的深入研究;(3)研究新兴技术对城市空间的影响,探索城市空间的未来转型方式;⑷推动数据增强设计在经典城市规划与设计中的应用,开拓更新视角的规划设计方法;(5)关注人本尺度的城市空间研究与设计,注重更以人为本的公共空间建设。  相似文献   
65.
传统的显示设备在受限的物理空间内难以向用户呈现大量画面和复杂内容,而AR头戴式显示设备通过将三维的可视化内容悬浮显示在用户眼前,在不占用额外物理空间的条件下可增强真实世界的画面显示,呈现形式更为丰富的内容。设计AR虚拟空间与真实电脑画面虚实融合的桌面增强显示系统。通过基于二维码识别的空间定位技术将真实电脑画面映射至虚拟空间内,实现交互空间的统一,同时构建窗口布局计算模型使得系统可以根据用户自定义参数自动生成窗口并设置其布局。在此基础上,利用蓝牙通信、网络传输、操作系统底层映射和结合视线检测的语音识别等技术支持手势、键鼠和语音的多模态交互方式,设计鼠标移动策略以扩展鼠标在三维空间下的多种操作模式。实验结果表明,与隔空手势交互、鼠标交互等传统交互方式相比,该系统在处理常见电脑任务时平均耗时节省10%~30%,具有较高的交互效率,且在跨窗口连续移动和瞬间跳转时能够正确显示鼠标位置。  相似文献   
66.
67.
    
Augmented Reality is a promising technology for the product lifecycle development, but it is still not established in industrial facilities. The most relevant issues to be addressed relate to the ergonomics: avoid the discomfort of Head-Worn Displays, allow the operators to have free hands and improve data visualization. In this work we study the possibility to use projection-based Augmented Reality (projected AR), as optimal solution for technical visualization on industrial workbenches. In particular, text legibility in projected AR is difficult to optimize since it is affected by many parameters: environment conditions, text style, material and shape of the target surface. This problem is poorly addressed in literature and in the specific industrial field. We analyze the legibility of a set of colors prescribed by international standards for the industrial environments, on six widely used industrial workbenches surfaces. We compared the performance of 14 subjects using projected AR, with that using a traditional LCD monitor. We collected about 2500 measurements (times and errors) through the use of a test application, followed by qualitative interviews. The results showed that, as regards legibility, projected AR can be used in place of traditional monitors in most of the cases. Another not trivial finding is that the influence on legibility of surface irregularities (e.g., grooves, prominences) is more important than that of surface texturization. A possible limitation for the use of projected AR is given by the blue color, whose performance turned out to be lower than that of other colors with every workbench surface.  相似文献   
68.
    
Virtual teams (VTs) are teams whose members do not share a common workspace all of the time, and must therefore collaborate using communication and collaboration tools such as email, videoconferencing, etc. Although the body of research on VTs is quickly expanding, to date, the field has yet to produce a comprehensive and coherent foundation upon which future research can be based, and empirical findings based on a substantive sample of real VTs remain limited at this time. This study fills a void in the VT literature with respect to defining and operationalizing the construct of degree of virtuality, and responds to calls for research that studies ongoing VTs, under real conditions. Data were collected from 30 VTs working in a Canadian technology‐based organization. Degree of virtuality was defined to include three dimensions: the proportion of work time that the VT members spend working apart (team time worked virtually), the proportion of the team's members who work virtually (member virtuality) and the degree of separation of the team's members (distance virtuality). The VTs in this study were found to have varying degrees of virtuality, and although the three dimensions were not highly intercorrelated, all were found to be significantly correlated to variables that have been previously linked to VT effectiveness. The correlations were all in the expected direction (negative), indicating that higher degrees of virtuality are associated with perceived decreases in the quality of team interactions and performance. The results of this research would suggest that the more that teams move away from the proximate form, the more the traditional measures of team effectiveness are negatively impacted.  相似文献   
69.
    
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   
70.
    
In this paper we investigated the accuracy of center-to-center distance perception in near field augmented reality visual targets viewed by stereoscopic glasses. One real and one virtual targets were presented in four layout or target orientations (two horizontal and two vertical, by altering the relative positions of real and virtual targets) at three different parallax conditions (on screen, 5 cm from screen and 10 cm from screen) and four levels of scaled between targets’ distance (10–20 cm, 20–30 cm, 30–40 cm and 40–50 cm). The result revealed overall underestimation with an accuracy of about 84%. Interestingly, it was noticed that the main effects of layout, parallax and center-to-center distance were significant. Generally, accuracy improves when targets put vertical, close to observers’ position and smaller separation of targets. Significant interactions among the three main factors were also reported. The results are of great importance as it provides guide for the developers to decide where to present targets depending on the need for relative accuracy of judgment. Some engineering implications of the result are also discussed in this paper.  相似文献   
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