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41.
42.
《Expert systems with applications》2014,41(2):306-320
Nowadays, multiagent systems have become a widely used technology in everyday life, and many authors have adopted the view of communication or interaction between agents as a joint activity regulated by means of dialogue games. Dialogue games are a set of communication rules that agents can combine in their complex interactions. In these games, uncertainty is an important problem that each agent faces when making decisions, especially in the absence of enough information. This paper focuses on the uncertainty in a particular type of dialogue games, namely argumentation-based negotiation. There exist several proposals on this type of dialogue games in the literature, and most of them are concerned with proposing protocols to show how agents can communicate with each other, and how arguments and offers can be generated, evaluated and exchanged. Nevertheless, none of them is directly targeting the agents’ uncertainty about the exchanged arguments and how this uncertainty could be measured at each dialogue step to assist those agents make better decisions. The aim of this paper is to tackle this problem by defining a new set of uncertainty measures in negotiation dialogue games from an external agent’s point of view. In particular, we introduce two types of uncertainty: Type I and Type II. Type I is about the uncertainty index of playing the right move. For this, we use Shannon entropy to measure: (i) the uncertainty index of the agent that he is selecting the right move at each dialogue step; and (ii) the uncertainty index of participating agents in the negotiation about the whole dialogue. This is done in two different ways; the first is by taking the average of the uncertainty index of all moves, and the second is by determining all possible dialogues and applying the general formula of Shannon entropy. Type II is about the uncertainty degree of the agent that the move will be accepted by the addressee. In this context, we introduce a new classification for the arguments based on their certainty to be accepted by the addressee. 相似文献
43.
Loot boxes (randomised rewards in video games) possess structural similarities to traditional forms of gambling, with a well-documented and robust link between problem gambling symptomatology and loot box spending. In this research, we present two studies investigating the role of impulsivity (an established predictor for problem gambling behaviour) and reward/punishment sensitivity in predicting loot box spending. Across two samples, recruited from MTurk (n = 342) and Prolific Academic (n = 1142), Positive Urgency and Sensation Seeking (measured using the short UPPS-P) and BAS-Drive (measured using the BIS/BAS) were positively correlated with loot box spending. Combined, results indicate a positive reinforcement process is important in understanding loot box spending but provide evidence against a negative reinforcement mechanism (i.e., purchasing loot boxes to mitigate negative affect). Beyond problem gambling symptomatology, impulsivity may play a role in loot box purchasing. However, the impulsive factors implicated in loot box purchasing appear to differ in some ways from those implicated in problem gambling. 相似文献
44.
2008年7~8月在北京市奥体中心的遥感所站点连续实时监测碳黑气溶胶(BC),研究其在北京奥运期间的变化特征和来源.奥运会前BC平均质量浓度约为4.58μg/m3,而奥运会期间其平均浓度约为3.07μg/m3,下降比约为33.0%,这说明减排措施有效降低了BC的排放总量.同步监测的可吸入颗粒物(PM10)与BC一致性较好,相关系数为0.86,BC约占PM10的1.9%.比对2007年同期BC浓度数据,也证实了北京地区在实行各项减排措施后,BC的污染情况有较大好转. 相似文献
45.
Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists, and media scholars, examining both overall negative attitudes about video games and perceived linkages with youth assaults specifically. Results reflected continued lack of scholarly consensus on the issue of video game influences with only 15.3% of scholars endorsing the view that violent video games contribute to youth assaults. As hypothesized, older scholars endorsed more negative views of video games generally, although this appeared to be related to experience with games rather than age per se. Scholars with more negative attitudes toward youth themselves were also more negative about games. Criminologists and media scholars were more skeptical of violent video games contributing to youth assaults than were psychologists. These results are discussed in relation to Moral Panic Theory. 相似文献
46.
Daniela Fabricius 《Architectural Design》2011,81(3):144-149
It is all too easy to be optimistic about the economic and social future of Latin America. Daniela Fabricius , the author of 100% Favela: The Informal Geographies of Rio de Janeiro (forthcoming), calls into question architects working within the realpolitik of a globalised, post-nationalist world. Could an all too ready acceptance of existing conditions and the adoption of informality leave inhabitants short-changed? For to live informally is also to live precariously - no substitute for secure and prosperous living. 相似文献
47.
岭南水乡景观空间形态的分析与营造 总被引:1,自引:0,他引:1
在炎热多雨、重商远儒、兼容并蓄的人文地理环境下,岭南水乡景观空间中在田园风光、河涌水巷、节点园林3个主要层次表现出明显的特性.其中国园风光构成水乡开敞的外部空间;河涌水巷既构成发达的内外商业带,又展现自身丰富的景观形态;节点园林中以水口园林和祠堂庙宇前广场最具特色.在此分析的基础上,结合广州亚运城岭南水乡风情建筑项目,从空间精神与格局、空间片段与要素、传统材料3个方面的表达探讨其空间形态的营造.展现有形有色、可触可品的地域景观及民情风俗. 相似文献
48.
根据电化学原理,通用离子计配用适当的离子选择电极和参比电极可对多种离子的活度进行测试。采用三电极测量双高阻输入系统可大大降低外界干扰的影响。传感器的独特设计可降低参比电极内充液的押离子和氯离子对测量的干扰。电路以MCS-51单片机系统为核心,使仪器的智能化程度高。仪器的标定可实现人机对话引导操作,既可采用虹吸定量两点添加法标定仪器,又可采用两点标定法标定仪器,以适应各种不同情况的需要。 相似文献
49.
第32届东京奥运会及残奥会视觉设计,传承1964年东京奥运会及残奥会设计创新精神,在静态图标设计的基础上,首次采用动态图标识别竞技项目信息,在图标动态变化的不同阶段,动画效果以大小变化、遮罩变化、扩展变化、透视变化等方式呈现。动态图标遵循动画运动规律,演绎真实可信的竞技动作,同时不失静态造型的形式特征及韵律美感。第32届东京奥运会竞技项目动态图标设计,将平面设计语言与动画设计理念进行交叉创新,在新媒体时代背景下率先探索视觉传达新范式,颇具研究意义与学习价值。 相似文献
50.
盛事之后——走向可持续发展的奥运场馆建设 总被引:1,自引:0,他引:1
本文根据国外现代奥运场馆建设实例提出,面对近期直接目标和长远间接目标的矛盾,奥运场馆建设必须根据举办城市的发展具体情况,确定各种效益的优先关系,在城市整体长远规划基础上,从节约化、续用化、生态化三方面指导奥运建设,落实可持续发展原则。 相似文献