首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   4604篇
  免费   263篇
  国内免费   131篇
电工技术   61篇
综合类   193篇
化学工业   407篇
金属工艺   80篇
机械仪表   332篇
建筑科学   562篇
矿业工程   60篇
能源动力   56篇
轻工业   271篇
水利工程   32篇
石油天然气   29篇
武器工业   9篇
无线电   345篇
一般工业技术   362篇
冶金工业   73篇
原子能技术   145篇
自动化技术   1981篇
  2024年   12篇
  2023年   89篇
  2022年   87篇
  2021年   99篇
  2020年   113篇
  2019年   161篇
  2018年   93篇
  2017年   115篇
  2016年   159篇
  2015年   168篇
  2014年   299篇
  2013年   322篇
  2012年   344篇
  2011年   304篇
  2010年   252篇
  2009年   263篇
  2008年   276篇
  2007年   252篇
  2006年   252篇
  2005年   200篇
  2004年   172篇
  2003年   167篇
  2002年   140篇
  2001年   94篇
  2000年   86篇
  1999年   85篇
  1998年   74篇
  1997年   46篇
  1996年   40篇
  1995年   25篇
  1994年   37篇
  1993年   22篇
  1992年   20篇
  1991年   22篇
  1990年   21篇
  1989年   12篇
  1988年   9篇
  1987年   6篇
  1986年   8篇
  1985年   6篇
  1984年   7篇
  1983年   9篇
  1982年   12篇
  1981年   3篇
  1980年   2篇
  1979年   4篇
  1978年   2篇
  1977年   2篇
  1970年   1篇
  1958年   1篇
排序方式: 共有4998条查询结果,搜索用时 15 毫秒
41.
Complex industrial systems, including mining, have a prominent challenge in understanding the interrelationship among the cognitive processes, working environment and available equipment. The concept of cognitive work analysis(CWA) transcends the traditional analytic methods of evaluating human tasks solely based on perceptual and physical traits, and rather implements the notions of behavioral and cognitive awareness indispensable for the intricacy of modern technology. In the last few decades, academic and industrial settings employ this type of analysis to set a suitable standard for a system's safety feasibility, and as a result reduce human-based errors. This research paper analyzes current CWA methods and proposes a five-level quantification model portraying the overall cognitive quality of a mining operation.  相似文献   
42.
针对某高职院校人力资源管理信息系统现状,提出了基于B/S结构的系统架构设计和实施计划;分析了使用VS.NET和SQL Server的系统设计及实现方法。  相似文献   
43.
44.
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested students across two courses, measuring their motivation, social comparison, effort, satisfaction, learner empowerment, and academic performance at four points during a 16-week semester. One course received a gamified curriculum, featuring a leaderboard and badges, whereas the other course received the same curriculum without the gamified elements. Our results found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class. The effect of course type on students' final exam scores was mediated by students' levels of intrinsic motivation, with students in the gamified course showing less motivation and lower final exam scores than the non-gamified class. This suggests that some care should be taken when applying certain gamification mechanics to educational settings.  相似文献   
45.
An analytical multiobjective maintenance planning model that maximizes reliability while minimizing cost and human error is proposed. In order to incorporate human error, the model minimizes the maximum human error over the planning horizon. Human Error Assessment and Reduction Technique (HEART) is used to quantify the human error. Maintenance activities include adjustment and replacement activities, in which each of them consumes a certain amount of human resource, spare parts, and budget and brings about a specified level of reliability and human error. Economic dependence is also considered, in which grouping maintenance activities reduces total cost. However, this may increase human error probability due to operator fatigue or time pressure. The main purpose is to investigate the relationship between human factors and maintenance activities to find the preferred maintenance plan. A multiple production line is considered as a case study. A sensitivity analysis is performed, and the effects of grouping and human factors on the preferred maintenance plan are discussed. It is shown how human proficiency may affect reliability and cost.  相似文献   
46.
Touch-sensitive devices are becoming increasingly wide-spread, and consequently gestural interfaces have become familiar to the public. Despite the fact that many gestures require frequently dragging, pinching, spreading, and rotating the finger-tips, there currently does not exist a human performance model describing this interaction. In this paper, a novel user performance model is derived for virtual object manipulation on touch-sensitive displays, which involves simultaneous translation, rotation, and scaling of the object. Two controlled experiments with dual-finger unimanual manipulations were conducted to validate the new model. The results indicate that the model fits the experimental data well (with R2 and R values above 0.9), and performs the best among several alternative models. Moreover, based on the analysis of the empirical data, the simultaneity nature of manipulation in the task is explored and several design implications are provided.  相似文献   
47.
A pair of gyradius ratios, defined from the principal radii of gyration, are used to generate a dimension map that describes the geometry of molecular aggregates in water and in organic solvents. Molecular dynamics simulations were performed on the aggregation of representative biomolecules and polyaromatic compounds to demonstrate application of the dimension map. It was shown that molecular aggregate data on the dimension map were bounded by two boundary curves, and that the map could be separated into three regions representing three groups of structures: one-dimensional rod-like structures; two-dimensional planar structures or short-cylinder-like structures; and three-dimensional sphere-like structures. Examining the location of the aggregates on the dimension map and how the location changes with solvent type and solute material parameter provides a simple yet effective way to infer the aggregation manner and to study solubility and mechanism of aggregation.  相似文献   
48.
This study aims to explore how people behave when they have to find a location within a complex building and are confronted with situations where directional signage (i.e., explicit information) is in opposition to environmental affordances that naturally direct users towards a specific path, creating a situation with conflicting information (e.g., a brighter corridor vs. a darker corridor but with a directional sign indicating to follow the darker one). A virtual reality–based methodology was used and a between‐subject design was considered. Thus, participants were given the tasks of finding three publicly accessible central points in a virtual hotel and confronted with a two forced‐choice task of local scenes in which environmental variables (i.e., corridor width and brightness) and signage varied systematically, in two experimental conditions (i.e., neutral and signage). For the signage condition, signs were inserted to explicitly point in the opposite direction than that implicitly suggested by the environmental affordances, creating situations with conflicting information. Results indicate that environmental variables were able to direct people indoors acting as environmental affordances. Users preferred to follow the wider and brighter paths. However, when directional signage pointed in the opposite direction of the paths preferred by the participants, most of them complied with signage.  相似文献   
49.
This paper presents an overview of the Mobile Data Challenge (MDC), a large-scale research initiative aimed at generating innovations around smartphone-based research, as well as community-based evaluation of mobile data analysis methodologies. First, we review the Lausanne Data Collection Campaign (LDCC), an initiative to collect unique longitudinal smartphone dataset for the MDC. Then, we introduce the Open and Dedicated Tracks of the MDC, describe the specific datasets used in each of them, discuss the key design and implementation aspects introduced in order to generate privacy-preserving and scientifically relevant mobile data resources for wider use by the research community, and summarize the main research trends found among the 100+ challenge submissions. We finalize by discussing the main lessons learned from the participation of several hundred researchers worldwide in the MDC Tracks.  相似文献   
50.
Mohammad Hossein  Reza   《Pattern recognition》2008,41(8):2571-2593
This paper investigates the use of time-adaptive self-organizing map (TASOM)-based active contour models (ACMs) for detecting the boundaries of the human eye sclera and tracking its movements in a sequence of images. The task begins with extracting the head boundary based on a skin-color model. Then the eye strip is located with an acceptable accuracy using a morphological method. Eye features such as the iris center or eye corners are detected through the iris edge information. TASOM-based ACM is used to extract the inner boundary of the eye. Finally, by tracking the changes in the neighborhood characteristics of the eye-boundary estimating neurons, the eyes are tracked effectively. The original TASOM algorithm is found to have some weaknesses in this application. These include formation of undesired twists in the neuron chain and holes in the boundary, lengthy chain of neurons, and low speed of the algorithm. These weaknesses are overcome by introducing a new method for finding the winning neuron, a new definition for unused neurons, and a new method of feature selection and application to the network. Experimental results show a very good performance for the proposed method in general and a better performance than that of the gradient vector field (GVF) snake-based method.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号