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We develop and describe a framework for research in a particular segment of digital advertising. Internet Advertising Paid Slots and Spaces (IAPS) is a neologism and work almost like a stock exchange for buying and selling advertising in various formats on designated spaces around web and make a significant contribution to Internet advertising revenues. These paid spaces were found to encompass diverse areas of Internet advertising that include search engine marketing, social media advertising and display advertising. Given the complexity of the modern digital advertising eco system, this literature review seeks to provide clarity, up-to-date knowledge and ongoing insights into Internet advertising channels, for managers making investment decisions in this context. 相似文献
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74.
David Vallet Frank Hopfgartner Martin Halvey Joemon M. Jose 《Signal, Image and Video Processing》2008,2(4):289-306
In this paper, we present a novel approach to aid users in the difficult task of video search. We use a graph based model based on implicit feedback mined from the interactions of previous users of our video search system to provide recommendations to aid users in their search tasks. This approach means that users are not burdened with providing explicit feedback, while still getting the benefits of recommendations. The goal of this approach is to improve the quality of the results that users find, and in doing so also help users to explore a large and difficult information space. In particular we wish to make the challenging task of video search much easier for users. The results of our evaluation indicate that we achieved our goals, the performance of the users in retrieving relevant videos improved, and users were able to explore the collection to a greater extent. 相似文献
75.
智能代理技术在搜索引擎中的应用 总被引:2,自引:0,他引:2
分析了当前中文搜索引擎存在的主要技术问题,指出缺乏中文信息处理技术和高级人工智能技术的支持是导致中文搜索引擎质量普遍偏低的重要原因之一。在此基础上提出了新一代智能搜索引擎的总体设计方案并详述了智能代理技术应用于新一代搜索引擎的具体方法。该方法能很好地适应Internet信息分布、变化快和增长快的特点。 相似文献
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77.
S.-H. Park 《国际生产研究杂志》2013,51(17):4751-4767
This paper focuses on sequencing welding lines in multiple arc-welding robot systems, which is the problem of assigning individual welding operations to robots as well as determining their sequences with the objective of minimizing the maximum completion time. Each welding operation is denoted by a weld line with two end-points, each of which can be a possible starting point for the welding operation. Thermal distortion is explicitly considered by introducing a delay between welding operations associated with weld lines near each other. Due to the complexity of the problem, this paper suggests three types of search heuristics, genetic algorithms, simulated annealing and tabu search, each of which incorporates new methods to generate neighbourhood solutions. To show the performances of the heuristics, computational experiments are performed on a number of randomly generated test problems, and the results are reported. In particular, some of the search heuristics outperform the exiting method. 相似文献
78.
Mikal Ziane Ph.D. Mohamed Zaït Ph.D. student Projet Rodin Pascale Borla-Salamet Ph.D. 《The VLDB Journal The International Journal on Very Large Data Bases》1993,2(3):277-301
In this article, we describe our approach to the compile-time optimization and parallelization of queries for execution in DBS3 or EDS. DBS3 is a shared-memory parallel database system, while the EDS system has a distributed-memory architecture. Because DBS3 implements a parallel dataflow execution model, this approach applies to both architectures. Using randomized search strategies enables the exploration of a search space large enough to include zigzag trees, which are intermediate between left-deep and right-deep trees. Zigzag trees are shown to provide better response time than right-deep trees in case of limited memory. Performance measurements obtained using the DBS3 prototype show the advantages of zigzag trees under various conditions. 相似文献
79.
Kieran Greer 《Artificial Intelligence》2000,120(2):1
The chessmaps heuristic is a pattern-oriented approach to ordering moves for the game of chess. It uses a neural network to learn a relation between the control of the squares and the influence of a move. Depending on what squares a player controls, the chessmaps heuristic tries to determine where the important areas of the chessboard are. Moves that influence these important areas are then ordered first. The heuristic has been incorporated into a move-ordering algorithm that also takes account of immediate tactical threats. Human players also rely strongly on patterns when selecting moves, but would also consider immediate tactical threats, so this move-ordering algorithm is an attempt to mimic something of the human thought process when selecting a move. This paper presents a new definition for the influence of a move, which improves the performance of the heuristic. It also presents a new experience-based approach to determining what areas of the chessboard are important, which may actually be preferred to the chessmaps heuristic. The results from game-tree searches suggest that the move-ordering algorithm could compete with the current best alternative of using the history heuristic with capture moves in a brute-force search. 相似文献
80.
针对P2P网络的特性,本文提出了一种局域搜索免疫。实验使用SIS病毒传播模型征BA无标度网络和实际网络中测试了局域搜索免疫策略,结果表明与其它免疫策略相比,该策略可以通过免疫相等或较少的节点来消灭病毒。 相似文献