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111.
介绍占GDP1/3的房地产业中的“次贷”怎么从兴旺到危机,爆发成“全球金融海啸”?救市非“0和博弈”,乃“共赢均衡”,故核心在加强法规、纪律、监管的基础——标准化,否则救市国债后患无穷。 相似文献
112.
秦福高 《数字社区&智能家居》2007,(3):1347-1348
在Flash游戏设计中合理地运用方块原理,通过分割地图、创建影片剪辑元件及定义地图数组,平台类游戏的关图创建起来非常容易。 相似文献
113.
We present a prototype multi-agent system whose goal is to support a 3D application for e-retailing. The prototype demonstrates how the use of agent environments can be amongst the most promising and flexible approaches to engineer e-retailing applications. We illustrate this point by showing how the agent environment GOLEM supports social interactions and how it combines them with semantic-web technologies to develop the e-retailing application. We also describe the features of GOLEM that allow a user to engage in e-retailing activities in order to explore the virtual social environment by searching and dynamically discovering new agents, products and services. 相似文献
114.
This work is motivated by the need for an ad hoc sensor network to autonomously optimise its performance for given task objectives
and constraints. Arguing that communication is the main bottleneck for distributed computation in a sensor network we formulate
two approaches for optimisation of computing rates. The first is a team problem for maximising the minimum communication throughput
of sensors and the second is a game problem in which cost for each sensor is a measure of its communication time with its
neighbours. We investigate adaptive algorithms using which sensors can tune to the optimal channel attempt rates in a distributed
fashion. For the team problem, the adaptive scheme is a stochastic gradient algorithm derived from the augmented Lagrangian
formulation of the optimisation problem. The game formulation not only leads to an explicit characterisation of the Nash equilibrium
but also to a simple iterative scheme by which sensors can learn the equilibrium attempt probabilities using only the estimates
of transmission and reception times from their local measurements. Our approach is promising and should be seen as a step
towards developing optimally self-organising architectures for sensor networks.
Aditya Karnik obtained his B.E. from the University of Pune, Pune, India, and M.E. and Ph.D. (2004) in electrical communication engg. from
the Indian Institute of Science, Bangalore, India. He is currently a postdoctoral fellow at the University of Waterloo, Waterloo,
Canada. He was a recipient of the IBM Research Fellowship. His research interests are in performance evaluation, optimisation
and control of communication networks.
Anurag Kumar obtained his B.Tech. degree from the Indian Institute of Technology at Kanpur, and the PhD degree from Cornell University,
both in Electrical Engineering. He was then with Bell Laboratories, Holmdel, N.J., for over 6 years. Since 1988 he has been
with the Indian Institute of Science (IISc), Bangalore, in the Dept. of Electrical Communication Engineering, where he is
now a Professor, and is also the Chairman of the department. From 1988 to 2003 he was the Coordinator at IISc of the Education
and Research Network Project (ERNET), India’s first wide-area packet switching network. His area of research is communication
networking, specifically, modeling, analysis, control and optimisation problems arising in communication networks and distributed
systems. Recently his research has focused primarily on wireless networking. He has been elected Fellow of the IEEE, and the
Indian National Science Academy (INSA), both from 2006, and has been a Fellow of the Indian National Academy of Engineering
(INAE) since 1998. He is an associate editor of IEEE Transactions on Networking, and of IEEE Communications Surveys and Tutorials.
He is a coauthor of the advanced text-book “Communication Networking: An Analytical Approach,” by Kumar, Majunath and Kuri,
published by Morgan-Kaufman/Elsevier.
Vivek Borkar got his B. Tech. (Elec. Engg.) from Indian Institute of Technology, Mumbai, in 1976, M. S. (Systems and Control) from Case
Western Reserve Uni. in 1977, and Ph.D. (Elec. Engg. and Computer Sci.) from the Uni. of California, Berkeley, in 1980. He
was with TIFR Centre, Bangalore (1982–1989) and Indian Institute of Science (1989–1999) before taking up his present position
at the School of Technology and Computer Science, Tata Inst. of Fundamental Research, Mumbai. He is a Fellow of the Indian
Academy of Sciences, Indian National Science Academy, Indian National Academy of Engineers and the IEEE. His research interests
are stochastic control, stochastic algorithms and applications. He is on the editorial boards of Sadhana, Systems and Control
Letters, SIAM J. Control and Optim., and Applicationes Mathematicae. He is the author of ‘Optimal Control of Diffusion Processes’
(Longman, 1989), ‘Topics in Controlled Markov Chains’ (Longman, 1991), ‘Probability Theory: An Advanced Course’ (Springer,
1995). 相似文献
115.
2008奥运会北京射击馆和飞碟靶场的建筑设计是以射击比赛的基本要求为出发点,以功能为先导,追求建筑空间与自然的对话。运用适宜的生态建筑技术,将阳光,绿树,风作为设计的自然元素,结合生态呼吸式幕墙,预制清水混凝土外挂板,绿色中庭等,在较低的建筑造价控制下,最大限度地创造合理,人性,舒适的比赛,观赛条件,遵循“林中狩狺“的设计理念,彰显场信中射击运动的人文色彩。 相似文献
116.
117.
口语自动翻译系统技术评析 总被引:1,自引:1,他引:0
近几年来,随着信息技术的发展,口语自动翻译技术成为新的研究热点。目前国际上一些著名大学和研究机构甚至企业,都纷纷加入这一高技术的竞争行列,我国在相关技术方面也进行了卓有成效的研究。本文对目前自动口语翻译研究的技术现状进行了全面综述和分析,并对一些具体问题作了深入探讨。作者希望本文作出的分析和讨论的问题,能够对我国的自动口语翻译研究提供有益的参考。 相似文献
118.
This research explores ideal methods of persuasion through computer-mediated dialogue. We attempt to identify which persuasive strategy is most successful. We designed a Wizard of Oz laboratory experiment, where participants interact with a human wizard via a custom-developed web-based chat interface. The wizard attempted to persuade participants to learn more about Tai Chi using the following persuasive strategies: Emotional Positive, Emotional Negative, Rational Positive, and Rational Negative. Based on the results of the pre- and post-chat questionnaire, participants’ interest in learning Tai Chi was significantly greater after completing the dialogue and 69% percent of the participants printed a flyer to receive more information. Furthermore, conversations using the Emotional Positive strategies resulted in more successful persuasion than rational ones. The results of our study suggest that Emotional Positive strategies may be the most effective. We also suggest successful strategies as a design guideline for autonomous dialogue systems for persuasion. 相似文献
119.
To find if current dialogue systems use the same, psychotherapist questioning technique as Joseph Weizenbaum's 1960 natural language understanding programme, Eliza, the authors carried out an original experiment comparing five successful artificial dialogue systems, Cleverbot, Elbot, Eugene Goostman, JFred and Ultra Hal with an online version of Eliza. More than one hundred male and female participants with 1st or non-1st English language, age range 13–64, interacted with the systems over the Internet scoring each for conversation ability. Developers of the modern conversation systems show they deploy a variety of techniques to initiate and maintain dialogue learning from interactions with humans over the Internet. Statistical significance shows these dialogue systems are an improvement on their predecessor. Embedded on the web affording round-the-clock interaction the nature of artificial dialogue systems is evolving as these systems learn from the way humans converse. The uses of modern Elizas are proven successful as virtual assistants in e-commerce; their conversational basis is already extending into education. What we can say is modern artificial dialogue systems do talk. They are able to participate in conversation in a way their predecessor Eliza could not: they are able to share personal opinions, relay experience of family dramas, be relevant, but also be vague, and mislead just as humans do. 相似文献
120.
This paper measures flow in the context of gamification and investigates the psychometric properties of the Dispositional Flow Scale-2 (DFS-2). We employ data gathered from users of an exercise gamification service (N = 200). The results show that the original DFS-2 factorial structure does result in a similar model fit as the original work. However, we also present a factorial respecification that satisfies more recent model fit thresholds. Beyond validating the original DFS-2 instrument in the context of gamification, the psychometric analysis and the respecifications suggest that the components of flow divide into highly correlated conditions of flow (which were also found to be more salient in the context of gamification: autotelic experience, balance of skill and challenge, control, clear goals, and feedback) and into possible outcomes (merging action-awareness, concentration, loss of sense of time, and loss of self-consciousness) from achieving flow. 相似文献