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42.
An adaptive decode-and-forward (DF) cooperative diversity system based on quadrature modulation is proposed, in which each user is allowed to transmit its own and the partner’s data simultaneously via the in-phase and quadrature components of M -ary quadrature amplitude modulation (MQAM) constellation. Cooperative transmission in this way can avoid the bandwidth expansion in traditional cooperative systems. The closed form expression of the average bit error rate (BER) performance is derived in terms of the...  相似文献   
43.
This paper focuses on a robust cooperative output tracking problem of networked power integrator systems. The dynamics of each system is considered as a nonlinear high-order power integrator whose linearised model is uncontrollable around its origin. It is proven via Lyapunov Theory that under some mild assumptions and graph structural properties, all agents’ outputs in the network can be synchronised to a desired trajectory with a bounded error in the presence of external disturbances as well as model uncertainties. Moreover, the tracking performance can be tuned by appropriately choosing parameters within the controller. The proposed controller for each agent is in the essence constructed via backstepping technique consisting of three components: the state feedback of its own, the outputs of its neighbours and the information of the desired trajectory if connected, and thus in a distributed manner.  相似文献   
44.
Detecting communities is of great importance in social network analysis. However it is an issue that has not yet been satisfactorily solved, despite the efforts made by interdisciplinary research communities over the past few years, because of the nature of complexity in deciding how community structures should be recognized. In this paper we propose an approach based on cooperative game theory for community detection in social networks. We regard individuals as players, and regard communities as coalitions formed by players, and model community detection problem as the formation and optimization of coalitions. Furthermore, we define coalition profile for players to indicate coalitions that players joined, the order of a coalition profile is defined as the number of coalitions in a coalition profile, and we introduce a utility function to measure preference of coalition profiles. Accordingly, we propose an algorithm to detect a coalition profile with maximal utility function values. We have implemented the algorithms developed in this study and experimental results demonstrate the effectiveness of our approaches.  相似文献   
45.
互联网用户的快速增长使得流媒体访问需求不断增加,庞大的流媒体访问需求和有限的服务器分发能力,造成了系统响应慢、用户体验下降等问题.针对以上问题,结合新媒体广播项目中流媒体分发的实际应用,提出了一种基于云计算的流媒体分发系统,主要利用云计算的分布式处理和CDN(Content Distributed Network)分发系统来使用户能够就近访问所需资源,在保证流媒体分发质量的同时提高分发速度,降低企业成本改善用户访问体验.本文主要阐述了面向新媒体广播的云CDN系统的总体框架和主要功能,具体介绍了借助于Hadoop实现的客户端测速技术以及基于用户访问行为的缓存策略.  相似文献   
46.
Despite the widespread use of social media by students and its increased use by instructors, very little empirical evidence is available concerning the impact of social media use on student learning and engagement. This paper describes our semester‐long experimental study to determine if using Twitter – the microblogging and social networking platform most amenable to ongoing, public dialogue – for educationally relevant purposes can impact college student engagement and grades. A total of 125 students taking a first year seminar course for pre‐health professional majors participated in this study (70 in the experimental group and 55 in the control group). With the experimental group, Twitter was used for various types of academic and co‐curricular discussions. Engagement was quantified by using a 19‐item scale based on the National Survey of Student Engagement. To assess differences in engagement and grades, we used mixed effects analysis of variance (ANOVA) models, with class sections nested within treatment groups. We also conducted content analyses of samples of Twitter exchanges. The ANOVA results showed that the experimental group had a significantly greater increase in engagement than the control group, as well as higher semester grade point averages. Analyses of Twitter communications showed that students and faculty were both highly engaged in the learning process in ways that transcended traditional classroom activities. This study provides experimental evidence that Twitter can be used as an educational tool to help engage students and to mobilize faculty into a more active and participatory role.  相似文献   
47.
Web数据库查询结果处理   总被引:1,自引:1,他引:0  
本文介绍了Web数据库查询结果处理的两种策略:部分缓存和全部缓存,以及缓存的两种实现方法:数据库缓存和CGI缓存。实验表明,对数据库的查询结果进行缓存,极大地提高Web站点的效率。  相似文献   
48.
Coordination components for collaborative virtual environments   总被引:1,自引:0,他引:1  
This paper deals with the behavior of virtual environments from the collaboration point-of-view, in which actors (human or virtual beings) interact and collaborate by means of interdependent tasks. In this sense, actors may realize tasks that are dependent on tasks performed by other actors, while the interdependencies between tasks (through resource management and temporal relations) delineate the overall behavior of a virtual environment. Our main goal is to propose an approach for the coordination of those behaviors. Initially a generic study of possible interdependencies between collaborative tasks is presented, followed by the formal modeling (using Petri Nets) of coordination mechanisms for those dependencies. In order to implement such mechanisms, an architecture of reusable and pluggable coordination components is also introduced. These components are used in an implementation of a multi-user videogame. The presented approach is a concrete step to create virtual societies of actors that collaborate to reach common goals without the risk of getting involved in conflicting or repetitive tasks.  相似文献   
49.
The Haptic Cooperative Virtual Workspace (HCVW), where users can simultaneously manipulate and haptically feel the same object, is beneficial and in some cases indispensable for training a team of surgeons, or in application areas in telerobotics and entertainment. In this paper we propose an architecture for the haptic cooperative workspace where the participants can kinesthetically interact, feel and push each other simultaneously while moving in the simulation. This involves the ability to manipulate the same virtual object at the same time. A set of experiments carried out to investigate the haptic cooperative workspace is reported. A new approach to quantitatively evaluate the cooperative haptic system is proposed, which can be extended to evaluate haptic systems in general.  相似文献   
50.
为提高协作频谱感知的检测效率、减少系统的反馈开销,提出一种基于门限动态调整的最优协作检测方法。在单节点检测错误概率最小的情况下,导出能量检测中门限值与信噪比的关系表达式,利用二分法求得不同信噪比下的动态门限值。根据系统恒虚警率和恒检测率计算最优协作用户数,并与动态门限值相结合得到系统检测错误概率。仿真结果表明,该方法协作检测概率较高,检测错误概率较低。  相似文献   
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