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31.
Christopher Rasmussen 《Autonomous Robots》2008,25(3):205-229
We present a vision- and ladar-based approach to autonomous driving on rural and desert roads that has been tested extensively
in a closed-loop system. The vision component uses Gabor wavelet filters for texture analysis to find ruts and tracks from
which the road vanishing point can be inferred via Hough-style voting, yielding a direction estimate for steering control.
The ladar component projects detected obstacles along the road direction onto the plane of the front of the vehicle and tracks
the 1-D obstacle “gap” presumed due to the road to yield a lateral offset estimate. Several image- and state-based tests to
detect failure conditions such as off-road poses (i.e., there is no road to follow) and poor lighting due to sun glare or
distracting shadows are also explained. The system’s efficacy is demonstrated with analysis of diverse logged data including
from the 2005 DARPA Grand Challenge, as well as tests with full control of a vehicle over 15 km of difficult roads at up to
37 km/h with no waypoints.
相似文献
Christopher RasmussenEmail: |
32.
本文针对计算机专业学生学习计算机算法语言存在的问题,引用互动式教学的理论,设计了互动式教学模式,即"建-仿-读-改-写",提出了互动式教学的环境要求,分析了互动式教学的教学效果,基本形成了一套完整的教学方案。对提高计算机专业教学效果具有一定的指导意义。 相似文献
33.
入侵容忍系统的安全性量化方法分析 总被引:1,自引:0,他引:1
入侵容忍系统的安全性量化评估技术目前已取得了初步研究成果。本文首先简要阐述该技术的进展情况,然后从构建安全模型和分析攻击行为两大方面,横向比较了目前国内外在该领域的研究成果,并进行总结和分析,提出了一些未来的研究设想。 相似文献
34.
本文结合我校教学的实际情况,探讨了计算机信息管理系统课程实践教学的改革,主要包括"三阶段"的技术要求、"企业化"的分组管理、"过程化"的项目运行和"合理化"的考核评价办法。 相似文献
35.
The present study investigates the impact of the experience of role playing a violent character in a video game on attitudes towards violent crimes and criminals. People who played the violent game were found to be more acceptable of crimes and criminals compared to people who did not play the violent game. More importantly, interaction effects were found such that people were more acceptable of crimes and criminals outside the game if the criminals were matched with the role they played in the game and the criminal actions were similar to the activities they perpetrated during the game. The results indicate that people’s virtual experience through role-playing games can influence their attitudes and judgments of similar real-life crimes, especially if the crimes are similar to what they conducted while playing games. Theoretical and practical implications are discussed. 相似文献
36.
37.
Some students (base group) played the Circuit Game, a 10-level computer-based learning activity intended to help students learn how electrical circuits work. Other students (competition group) played the same game but with competition features added - including a score bar showing performance on each level, the opportunity to earn one ticket per level if a performance criterion is met, and the opportunity to win a prize based on the number of tickets earned. On a retention test given after the game, the competition group remembered significantly more than the base group (d = 0.47). On an embedded transfer test constituting the final level of the game, the groups did not differ significantly. However, on the transfer test there was a significant gender by group interaction in which men performed worse in the competition group than the base group (d = −0.54) and women performed better in the competition group than the base group (d = 0.24). Overall, adding game-like features to a computer-based learning activity caused students to pay attention to game details but did not motivate students - particularly men - to learn more deeply. 相似文献
38.
This paper addresses the food distribution decision from a wholesaler's perspective, as the wholesalers are often faced with thorny issues such as when, where, how to deliver products at the lowest costs to best satisfy the retailers’ changing needs. This research relies on a distribution problem encountered at Northern Grocery Company in Beijing as an example to develop a two-stage solution procedure and subsequent computer-enabled programs for identifying efficient vehicle routing alternatives. The solution process, which integrates heuristic search algorithms and an integer programming model, can be applied to a wide range of distribution problems with specified route durations and a circular transportation network structure as exemplified by City of Beijing. 相似文献
39.
Dong-Seok Lee 《Applied ergonomics》2009,40(3):440-447
This study introduces a user interface, referred to as the flow interface, which provides a graphical representation of the movement of content among and inside audio/video devices. The proposed interface provides a different frame of reference with content-oriented visualization of the generation, manipulation, storage, and display of content as well as input and output. The flow interface was applied to a VCR/DVD recorder combo, one of the most complicated consumer products. A between-group experiment was performed to determine whether the flow interface helps users to perform various tasks and to examine the learning effect of the flow interface, particularly in regard to hooking up and recording tasks. The results showed that participants with access to the flow interface performed better in terms of success rate and elapsed time. In addition, the participants indicated that they could easily understand the flow interface. The potential of the flow interface for application to other audio video devices, and design issues requiring further consideration, are discussed. 相似文献
40.
Since color recording and color representing abilities of various media are very different, color information is often lost or misrepresented in the process of image transmission and reproduction. A Color Management System (CMS) based on iCAM color appearance model is presented in this paper. It can be used either in computer operation system software or application software for obtaining color consistency across different software applications, imaging devices, imaging media and viewing conditions. 相似文献