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11.
为了更加真实且实时地模拟运动中虚拟人恢复平衡的反应动作,提出一种针对受到外界作用力扰动的虚拟人平衡保持算法.首先通过虚拟人质心位移和速度来判断平衡性;然后借助生物力学的研究成果设计了具有人体特性的虚拟人运动受扰后的平衡保持方法,并用动力学进行模拟,驱动虚拟人完成平衡恢复.实验结果表明:该算法计算效率高,符合人体的生物力学特性,并且具有良好的交互性与较好的视觉效果,适用于虚拟人动画合成. 相似文献
12.
将常规的数字温度仪与压力计通过串行口和计算机连接,构建基于LabVIEW 8.0测定纯液体蒸发焓的虚拟仪器,实现实验数据的动态采集、实时显示、自动绘制p~T曲线并显示曲线方程、自动数据处理和写成结果报告等。应用结果表明:基于LabVIEW构建的测定纯液体蒸发焓的虚拟仪器,免除人工操作的繁琐和人为误差,测定乙醇和苯蒸发焓的相对误差分别为0.86%、-2.97%,提高了测量结果的准确度,且具有界面友好,操作简便和功能易扩展等诸多优点。 相似文献
13.
In this paper, we consider randomly failing equipment leased several times during their life cycle with a given warranty period. A mathematical model is developed to determine the optimal efficiency levels of preventive maintenance (PM) to be performed on the equipment between successive lease periods, maximising the expected total profit of the lessor over the equipment life cycle. The model considers the expected leasing revenue as well as the equipment acquisition cost and the average PM and repair costs. PM actions allow reducing the age of the equipment to a certain extent with a corresponding cost depending on the PM level adopted. The efficiency of the PM is determinant of the expected revenue during the next lease period. Given a set of K possible PM levels and the number of lease periods n over the equipment life cycle, Kn?1 PM strategies are possible. A genetic algorithm is proposed in order to obtain nearly optimal policies in situations where the number of possibilities Kn?1 is very high. Obtained numerical results are discussed. Small- and big-size instances of the problem are considered in the case of a service company in the oil and gas industry specialised in leasing specific equipment such as separators, to oil companies for production activities with a limited duration of several months like well testing or short production tests. 相似文献
14.
虚拟制造是以信息技术、仿真技术、虚拟现实技术为支持的一种新的制造技术,本文讨论了虚拟装配的总体概念和设计,探讨了其研究的重点领域。 相似文献
15.
嵌入式计算应用已经广泛运行在各种平台,普遍应用于各个领域,文中主要介绍在嵌入式系统上运行OSGI架构的相关操作和运行。 相似文献
16.
Users expect applications to successfully cope with the expansion of information as necessitated by the continuous inclusion of novel types of content. Given that such content may originate from ‘not‐seen thus far’ data collections and/or data sources, the challenging issue is to achieve the return of investment on existing services, adapting to new information without changing existing business‐logic implementation. To address this need, we introduce DOLAR (Data Object Language And Runtime), a service‐neutral framework which virtualizes the information space to avoid invasive, time‐consuming, and expensive source‐code extensions that frequently break applications. Specifically, DOLAR automates the introduction of new business‐logic objects in terms of the proposed virtual ‘content objects’. Such user‐specified virtual objects align to storage artifacts and help realize uniform ‘store‐to‐user’ data flows atop heterogeneous sources, while offering the reverse ‘user‐to‐store’ flows with identical effectiveness and ease of use. In addition, the suggested virtual object composition schemes help decouple business logic from any content origin, storage and/or structural details, allowing applications to support novel types of items without modifying their service provisions. We expect that content‐rich applications will benefit from our approach and demonstrate how DOLAR has assisted in the cost‐effective development and gradual expansion of a production‐quality digital library. Experimentation shows that our approach imposes minimal overheads and DOLAR‐based applications scale as well as any underlying datastore(s). Copyright © 2011 John Wiley & Sons, Ltd. 相似文献
17.
Rónán Kennedy 《Information & Communications Technology Law》2008,17(2):95-106
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two sets of fictions: the interactive stories of shared computer games and the legal devices of intellectual property. In these virtual worlds, scarcity need not exist, but players tend to prefer the competition it creates. This leads to the development of property rights within the game world and players trading real money for virtual objects, ‘land’ and characters. This new phenomenon brings with it familiar legal problems such as theft, fraud and ownership disputes. Game creators also challenge the right of the players to claim ownership outside the game world. The volume and value of the items traded make real money trading an important area of current interest for intellectual property lawyers. Something is being traded, but does it fit neatly into existing conceptions of property rights and who owns it? Analysing the novel problems that result from various theoretical perspectives (utilitarianism, labour-desert theory and personality theory) leads to the conclusion that with time, we will see the development of property rights for players in online games. This connects with a growing understanding that the traditional conception of copyright law dealing with creative work generated by the solitary author is becoming less appropriate in the new creative spaces that information and communications technology brings, where individuals are both consumer and producer. In virtual worlds, new forms of intellectual property, and perhaps even new rights, are taking shape. 相似文献
18.
曾真 《数码设计:surface》2008,(4):147-149
数字虚拟图像与实拍影像的整合是现阶段动态影像创作的一种趋势,它突破了单一的影像形式,融会了两种不同形态的影像语言,不仅为创作者提供了无限的创作空间,并且开拓了新的审美情趣,使影像在创作观念与形式语言表现上发生了许多变化,值得我们思考与研究。本文通过对数字虚拟图像与实拍影像整合的含义、目的与价值三个方面的论述,希望可以引起对新的影像形式语言理论研究的思考,开拓影像形式语言的多元化。 相似文献
19.
Coordination components for collaborative virtual environments 总被引:1,自引:0,他引:1
Alberto B. Raposo Adailton J. A. da Cruz Christian M. Adriano Lo P. Magalhes 《Computers & Graphics》2001,25(6):1025-1039
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
20.
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