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991.
992.
Recently software crowdsourcing has become an emerging area of software engineering. Few papers have presented a systematic analysis on the practices of software crowdsourcing. This paper first presents an evaluation framework to evaluate software crowdsourcing projects with respect to software quality, costs, diversity of solutions, and competition nature in crowdsourcing. Specifically, competitions are evaluated by the min-max relationship from game theory among participants where one party tries to minimize an objective function while the other party tries to maximize the same objective function. The paper then defines a game theory model to analyze the primary factors in these minmax competition rules that affect the nature of participation as well as the software quality. Finally, using the proposed evaluation framework, this paper illustrates two crowdsourcing processes, Harvard-TopCoder and AppStori. The framework demonstrates the sharp contrasts between both crowdsourcing processes as participants will have drastic behaviors in engaging these two projects. 相似文献
993.
为解决供应链中需求预测精度不高的问题,在传统GM(1,1)预测模型的基础上,采用了一种基于遗传算法调整发展系数和内生灰作用量的灰色预测模型,运用此模型对供应链中各级需求量进行预测,使用博弈理论构建了供应链中各级需求预测出现误差时的协商策略用以对预测结果的优化。实验结果表明,协商策略获取了符合双方利益的需求量,预测结果有了较高的精度。 相似文献
994.
Cooperation and competition have emerged as factors that may affect video game players. Competition consistently has been found to elicit increased aggression whilst cooperation has been found to mitigate aggression and increase cooperative behaviors after game play. Of interest is the effect of the relationship between players (friend vs. stranger) in cooperative and competitive multiplayer contexts. In this study, we considered how game goal structure – competition or cooperation – and relationships between players – friend or stranger – affect aggression and cooperative behaviors. Compared with competition, cooperative play resulted in significantly more cooperative behaviors in a modified Prisoner’s Dilemma task. However, neither competitive nor cooperative goal structures significantly increased state hostility, suggesting that altering players’ gaming goals (e.g. competition or cooperation) may not be enough to elicit strong affective aggression. Additionally, cooperative game play was found to predict increased cooperative behaviors and trust in their partner. Implications of the findings are discussed. 相似文献
995.
996.
The authors investigated whether guidance and reflection would facilitate science learning in an interactive multimedia game. College students learned how to design plants to survive in different weather conditions. In Experiment 1, they learned with an agent that either guided them with corrective and explanatory feedback or corrective feedback alone. Some students were asked to reflect by giving explanations about their problem-solving answers. Guidance in the form of explanatory feedback produced higher transfer scores, fewer incorrect answers, and greater reduction of misconceptions during problem solving. Reflection in the form of having students give explanations for their answers did not affect learning. Experiments 2 and 3 showed that reflection promotes retention and far transfer in noninteractive environments but not in interactive ones unless students are asked to reflect on correct program solutions rather than on their own solutions. Results support the appropriate use of guidance and reflection for interactive multimedia games. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
997.
Isham Eve A.; Banks William P.; Ekstrom Arne D.; Stern Jessica A. 《Canadian Metallurgical Quarterly》2011,37(5):1458
Previous work suggested the association between intentionality and the reported time of action was exclusive, with intentionality as the primary facilitator to the mental time compression between the reported time of action and its effect (Haggard, Clark, & Kalogeras, 2002). In three experiments, we examined whether mental time compression could also be observed in an unintended action. Participants performed an externally cued key press task that elicited one of two possible tones. The reported time of action shifted closer to the tone when the tone was used to indicate the winner of a race (Exp.2) compared to when the tone was meaningless and did not indicate winning (Exp.1). This suggests that reported time of an unintended action could shift toward the effect in some contexts. Furthermore, the results from Exp.2 and Exp.3 (tones were substituted with verbal feedback) showed that a presumed winning action was judged to occur earlier whereas a presumed losing action was judged to be later. These findings therefore support the view that the reported time of action is reconstructed from known temporal information rather than determined by intentionality. (PsycINFO Database Record (c) 2011 APA, all rights reserved) 相似文献
998.
针对泛在电力物联网中移动边缘计算(Mobile Edge Computing, MEC)服务器因处理用户的业务请求而产生的能耗,提出一种基于电力包的MEC服务器直流供能方法。传统的供能方法一般利用电网进行,该方法在用户的业务请求量低时会耗费不必要的电能。所提方法基于传输损耗及电力包路由器最大可传输容量,建立以各MEC服务器的满意度最大化为目标函数的优化模型,并进行分步求解,利用一对多匹配博弈以及改进的NSGA-II算法分别解决了路由分配和能量分配问题。最后根据求解得到的时隙个数,可再生能源产生相应的电力包,进而电力包路由器基于其地址将电力包转发至MEC服务器。仿真结果验证了所提模型和方法的可行性和优越性,实现了精准供能,节省了电能。 相似文献
999.
Although adequate emotion regulation is considered to be essential in every day life, it is especially important in social interactions. However, the question as to what extent two different regulation strategies are effective in changing decision-making in a consequential socially interactive context remains unanswered. We investigated the effect of expressive suppression and emotional reappraisal on strategic decision-making in a social interactive task, that is, the Ultimatum Game. As hypothesized, participants in the emotional reappraisal condition accepted unfair offers more often than participants in the suppression and no-regulation condition. Additionally, the effect of emotional reappraisal influenced the amount of money participants proposed during a second interaction with partners that had treated them unfairly in a previous interaction. These results support and extend previous findings that emotional reappraisal as compared to expressive suppression, is a powerful regulation strategy that influences and changes how we interact with others even in the face of inequity. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
1000.
In manufacturing sectors, firms are paying an increasing attention to sustainability concept with regard to their end-of-life products in order to respect environmental norms and satisfy the consumer sensitivity. This practise allows creating value by reintroducing dismantling and recovering parts and/or materials of end-of-life products into manufacturing process, or into maintenance process. Thus, deconstruction processes are developed in order to examine all activities addressing the end of life (EOL) systems to ensure its disposal according to environmental constraints when seeking an economic optimum. In this context, one of the first tasks to perform is to repatriate the EOL systems at lowest cost considering geographical optimization of treatment centers. Considering this point, the present paper proposes an evaluation and optimization approach for the withdrawal location process in the field of aircraft dismantling. Given the multitude and heterogeneity of characteristics to be taken into account, we propose to consider dismantling site location problem as multi-criteria/multi-objectives decision making problem and solve it using a new AHP-BOCR approach based on qualitative and quantitative evaluations. A bipolar structuring framework is considered to distinguish positive and negative aspects in the elicitation/evaluation process to avoid compensation and satisficing game theory is used as suitable mathematical tool for recommendation process. An experimental study is carried out to show the usefulness of the framework. 相似文献