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排序方式: 共有1019条查询结果,搜索用时 109 毫秒
921.
提出了一种可扩展的局部敏感哈希索引(SLSH),以解决高维动态数据索引中,由于数据集大小及分布特征无法确定而导致索引效率降低的问题.SLSH架构于E2LSH之上,继承了其对高维数据索引速度快,并可直接对欧式空间上的数据点进行索引的特点.为了使得哈希索引具有动态的相似性区分能力,SLSH修改了E2LSH的哈希族,通过哈希桶容量约束自适应调节哈希参数.因此对于分布密度动态变化的数据空间,SLSH也能够给出鲁棒的划分. 相似文献
922.
923.
924.
BitTorrent流量控制方案 总被引:1,自引:0,他引:1
设计并实现了一个克隆Tracker以减少互联网中BitTorrent (BT)流量占用过多进出口带宽的问题。当BT客户端向Tracker发出列表请求时,Peers列表请求数据包被路由到克隆Tracker。克隆Tracker使用不同于原Tracker的列表选择算法,代替原Tracker向BT客户端返回Peers列表。克隆Tracker从原Tracker中获得并更新列表。在校园网的实地测试结果表明:在不修改BT客户端和原Tracker服务器的条件下,克隆Tracker能够有效控制所测网段BT流量占用的进出口带宽。 相似文献
925.
提出了一种基于局部多核支持向量机的视频镜头边界检测方法.利用视频图像相邻帧的时空信息构建视频中间特征,在此基础上利用局部多核支持向量机将视频帧划分为边界帧和非边界帧.为了提高基于全局优化的多核支持向量机的检测精度,利用局部敏感哈希算法将视频帧投影全哈希子空间,结合多核学习方法为各个哈希子空间构建局部多核支持向量机,利用SMOTE上采样技术解决了视频图像边界帧和普通帧的不平衡问题.试验结果表明,本文提出的镜头边界检测方法的金全率和查准率得到了提高. 相似文献
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927.
This study lies at an intersection between advancing educational data mining methods for detecting students’ knowledge-in-action and the broader question of how conceptual and mathematical forms of knowing interact in exploring complex chemical systems. More specifically, it investigates students’ inquiry actions in three computer-based models of complex chemical systems when their goal is to construct an equation relating physical variables of the system. The study’s participants were 368 high-school students who interacted with the Connected Chemistry (CC11) curriculum and completed identical pre- and post-test content knowledge questionnaires. The study explores whether and how students adapt to different mathematical behaviors of the system, examines how these explorations may relate to prior knowledge and learning in terms of conceptual and mathematical models, as well as components relating to understanding systems. Students’ data-collection choices were mined and analyzed showing: (1) In about half the cases, mainly for two out of the three models explored, students conduct mathematically-astute (fit) explorations; (2) A third of the students consistently adapt their strategies to the models’ mathematical behavior; (3) Fit explorations are associated with prior conceptual knowledge, specifically understanding of the system as complex, however, the three explorations’ fitness is predicted by the understanding of distinct sets of systems’ components; (4) Fit explorations are only somewhat associated with learning along complementary dimensions. These results are discussed with respect to 1) the importance of a conceptual understanding regarding individual system elements even when engaged in large-scale quantitative problem solving, 2) how distinct results for the different models relate to previous literature on conceptual understanding and particular affordances of the models, 3) the importance of engaging students in creating mathematical representations of scientific phenomena, as well as 4) educational applications of these results in learning environments. 相似文献
928.
New information and communication technologies (ICTs) provide educators and learners with an innovative learning environment to stimulate and enhance the teaching and learning process. In this context, novel educational concepts such as blended learning are being developed. In the present paper, we present the results obtained from a blended learning experience carried out at the University of Granada. A total of 17 groups took part, with 1431 students registered for the 2009–2010 academic year. In this study, we use objective outcomes and the students’ perceptions regarding the blended learning activities performed. The study shows that the use of blended learning has a positive effect in reducing dropout rates and in improving exam marks. Moreover, the students’ perceptions on blended learning are interrelated, with their final marks depending on the blended learning activities, and on the students’ age, background and class attendance rate. 相似文献
929.
Research has shown that will (positive attitudes), skill (technology competency), and tool (access to technology tools) are all essential ingredients for a teacher to effectively integrate information technology into classroom practices. This study focuses on the will, skill and tool as essential measures for the predictability of technology integration, reported by the study participants and measured by stages of adoption of teachers in Ghana. Attempts are made to explore the extent to which these parameters differ among the teachers and also influence technology integration. Furthermore, the parameters are proposed for use in modelling the process of technology integration for these teachers. Well validated instruments spanning the areas of attitudes, competencies, access and technology integration proficiencies were used to collect data from 120 mathematics prospective teachers and 60 practicing mathematics teachers from Ghana. The data was analyzed using regression analysis. The results indicated that lack of teacher anxiety was the most important dimension of attitudes, and that skill is the strongest predictor of classroom integration of technology for the teachers. Significant differences existed between practicing and prospective teachers’ computer anxieties, competencies, and access levels. 相似文献
930.
Alejandro Echeverría Cristian García-Campo Miguel Nussbaum Francisca Gil Marco Villalta Matías Améstica Sebastián Echeverría 《Computers & Education》2011
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom’s revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components. 相似文献