全文获取类型
收费全文 | 18081篇 |
免费 | 2024篇 |
国内免费 | 1250篇 |
专业分类
电工技术 | 2222篇 |
技术理论 | 2篇 |
综合类 | 2071篇 |
化学工业 | 881篇 |
金属工艺 | 879篇 |
机械仪表 | 2903篇 |
建筑科学 | 581篇 |
矿业工程 | 547篇 |
能源动力 | 228篇 |
轻工业 | 494篇 |
水利工程 | 206篇 |
石油天然气 | 265篇 |
武器工业 | 337篇 |
无线电 | 2066篇 |
一般工业技术 | 1128篇 |
冶金工业 | 273篇 |
原子能技术 | 87篇 |
自动化技术 | 6185篇 |
出版年
2024年 | 97篇 |
2023年 | 238篇 |
2022年 | 449篇 |
2021年 | 497篇 |
2020年 | 507篇 |
2019年 | 392篇 |
2018年 | 380篇 |
2017年 | 444篇 |
2016年 | 493篇 |
2015年 | 657篇 |
2014年 | 1055篇 |
2013年 | 928篇 |
2012年 | 1249篇 |
2011年 | 1462篇 |
2010年 | 1129篇 |
2009年 | 1222篇 |
2008年 | 1232篇 |
2007年 | 1537篇 |
2006年 | 1419篇 |
2005年 | 1323篇 |
2004年 | 1109篇 |
2003年 | 904篇 |
2002年 | 712篇 |
2001年 | 592篇 |
2000年 | 433篇 |
1999年 | 270篇 |
1998年 | 156篇 |
1997年 | 112篇 |
1996年 | 90篇 |
1995年 | 83篇 |
1994年 | 51篇 |
1993年 | 35篇 |
1992年 | 25篇 |
1991年 | 22篇 |
1990年 | 14篇 |
1989年 | 7篇 |
1988年 | 5篇 |
1987年 | 3篇 |
1986年 | 5篇 |
1985年 | 3篇 |
1984年 | 4篇 |
1983年 | 2篇 |
1982年 | 4篇 |
1981年 | 1篇 |
1980年 | 2篇 |
1976年 | 1篇 |
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
1.
2.
Most real-world vehicle nodes can be structured into an interconnected network of vehicles. Through structuring these services and vehicle device interactions into multiple types, such internet of vehicles becomes multidimensional heterogeneous overlay networks. The heterogeneousness of the overlays makes it difficult for the overlay networks to coordinate with each other to improve their performance. Therefore, it poses an interesting but critical challenge to the effective analysis of heterogeneous virtual vehicular networks. A variety of virtual vehicular networks can be easily deployed onto the native network by applying the concept of SDN (Software Defined Networking). These virtual networks reflect their heterogeneousness due to their different performance goals, and they compete for the same physical resources of the underlying network, so that a sub-optimal performance of the virtual networks may be achieved. Therefore, we propose a Deep Reinforcement Learning (DRL) approach to make the virtual networks cooperate with each other through the SDN controller. A cooperative solution based on the asymmetric Nash bargaining is proposed for co-existing virtual networks to improve their performance. Moreover, the Markov Chain model and DRL resolution are introduced to leverage the heterogeneous performance goals of virtual networks. The implementation of the approach is introduced, and simulation results confirm the performance improvement of the latency sensitive, loss-rate sensitive and throughput sensitive heterogeneous vehicular networks using our cooperative solution. 相似文献
3.
本文以云杉八齿小蠹Ips typographus Linnaeus为例,经标本选取,观察虫体整体形态,绘制整体结构草图,电子显微镜观察局部、得到局部数字图像,分别建立虫体每一部分的高精度细节。把模型每部分拼装在一起组成整体模型,构建出了云杉八齿小蠹三维虚拟昆虫数字化模型。 相似文献
4.
AbstractIndustry 4.0 aims at providing a digital representation of a production landscape, but the challenges in building, maintaining, optimizing, and evolving digital models in inter-organizational production chains have not been identified yet in a systematic manner. In this paper, various Industry 4.0 research and technical challenges are addressed, and their present scenario is discussed. Moreover, in this article, the novel concept of developing experience-based virtual models of engineering entities, process, and the factory is presented. These models of production units, processes, and procedures are accomplished by virtual engineering object (VEO), virtual engineering process (VEP), and virtual engineering factory (VEF), using the knowledge representation technique of Decisional DNA. This blend of the virtual and physical domains permits monitoring of systems and analysis of data to foresee problems before they occur, develop new opportunities, prevent downtime, and even plan for the future by using simulations. Furthermore, the proposed virtual model concept not only has the capability of Query Processing and Data Integration for Industrial Data but also real-time visualization of data stream processing. 相似文献
5.
ABSTRACT The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style. 相似文献
6.
Differences between oculomotor and perceptual artifacts for temporally limited head mounted displays
Alexander Goettker Kevin J. MacKenzie T. Scott Murdison 《Journal of the Society for Information Display》2020,28(6):509-519
We used perceptual and oculomotor measures to understand the negative impacts of low (phantom array) and high (motion blur) duty cycles with a high‐speed, AR‐likehead‐mounted display prototype. We observed large intersubject variability for the detection of phantom array artifacts but a highly consistent and systematic effect on saccadic eye movement targeting during low duty cycle presentations. This adverse effect on saccade endpoints was also related to an increased error rate in a perceptual discrimination task, showing a direct effect of display duty cycle on the perceptual quality. For high duty cycles, the probability of detecting motion blur increased during head movements, and this effect was elevated at lower refresh rates. We did not find an impact of the temporal display characteristics on compensatory eye movements during head motion (e.g., VOR). Together, our results allow us to quantify the tradeoff of different negative spatiotemporal impacts of user movements and make subsequent recommendations for optimized temporal HMD parameters. 相似文献
7.
多协议标记交换(MPLS)技术是综合利用网络第二层交换技术的有效性和第三层IP路由的灵活性等优点而产生的多层交换技术。通过在传统的IP包里加入标记,使路由转发依赖于标记,大大地提高IP包的转发速度,同时可使传统IP网络具有服务质量(QoS)能力。现主要分析MPLS体系结构,指出MPLS的一些应用。 相似文献
8.
9.
NaY晶化母液制备硅铝胶的技术探讨 总被引:3,自引:0,他引:3
在导向剂法合成Y型分子筛的工艺下,晶化母液中SiO2的含量为50~55g/l,Na2O含量为20~25g/l,相当于模数为1.65~2.58的稀水玻璃,将晶化母液分离处理后,在晶化母液中加入一定量的硫酸铝溶液使硅沉淀,经过滤和水洗后即可制备出合格的硅铝胶,以便进行重新利用。 相似文献
10.