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Pupils' recall of an interactive storybook on CD-ROM   总被引:1,自引:0,他引:1  
Abstract This small-scale study compares two groups of Year 4 (8/9 year-old) pupils either reading or playing an interactive storybook . The study considered pupils' recall of propositions, which formed the story setting and episodes, and of micro-propositions and characters' names, and pupils' responses to inferential items derived from the 'interactive storybook'. The study indicates that, whether reading or playing, pupils' recall of the story setting was sound, but pupils who had read the interactive storybook demonstrated greater recall of the story event structure than those who had engaged in interactive picture-play. Pupils who had played the interactive storybook demonstrated significantly greater recall of micro-propositions and names.  相似文献   
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孟宪栋  孙富春 《计算机工程》2004,30(22):109-110
传统的协作存在固有的缺陷。系统可靠性和扩展性差,不能充分利用客户端资源。P2P系统不但架构灵活,有高可扩展性,而且能充分利用计算和网络资源。分析了协作系统采用P2P架构所具有的优点,并提出一个基于微软P2PSDK的协作系统设计与实现方案。  相似文献   
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The paper presents a model for the collaboration among independent freight forwarding entities. In the modern highly competitive transportation branch freight forwarders reduce their fulfillment costs by exploiting different execution modes (self-fulfillment and subcontraction). For self-fulfillment they use their own vehicles to execute the requests and for subcontracting they forward the orders to external freight carriers. Further enhancement of competitiveness can be achieved if the freight forwarders cooperate in coalitions in order to balance their request portfolios. Participation in such a coalition gains additional profit for the entire coalition and for each participant, therefore reinforcing the market position of the partners. The integrated operational transport problem as well as existing collaboration approaches are introduced. The presented model for collaboration is based on theoretical foundations in the field of combinatorial auctions and operational research game theory. It is applicable for coalitions of freight forwarders, especially for the collaboration of Profit Centres within large freight forwarding companies. The proposed theoretical approach and the presented collaboration model are suitable for a coalition of freight forwarding companies with nearly similar potential on the market.  相似文献   
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This paper explores current applications for handheld devices and questions which of these make full use of the unique attributes of handheld devices in order to facilitate learning in a pedagogically sensible manner. In order to do so, the paper presents a functional framework which analyses handheld application in relation to their use as well as the pedagogical underpinning, if any, that informs their development. Our framework currently consists of seven distinct categories of application, which we term: administrative, referential, interactive, microworld, data collection, location aware and collaborative. We argue that three categories, namely data collection, location aware and collaborative, are particularly suited to learning with handheld devices when they are informed by collaborative, contextual and constructionist learning theories. Furthermore, we contend that applications of the type just outlined deserve further research since they are not attempting to replicate, or even augment, existing learning scenarios but rather they try to create new learning opportunities which would not be possible without (mobile) technology. Finally, the authors introduce a number of applications and learning scenarios that they have developed for handheld devices and explain their position within the framework.  相似文献   
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Human–Robot Collaboration (HRC) is a term used to describe tasks in which robots and humans work together to achieve a goal. Unlike traditional industrial robots, collaborative robots need to be adaptive; able to alter their approach to better suit the situation and the needs of the human partner. As traditional programming techniques can struggle with the complexity required, an emerging approach is to learn a skill by observing human demonstration and imitating the motions; commonly known as Learning from Demonstration (LfD). In this work, we present a LfD methodology that combines an ensemble machine learning algorithm (i.e. Random Forest (RF)) with stochastic regression, using haptic information captured from human demonstration. The capabilities of the proposed method are evaluated using two collaborative tasks; co-manipulation of an object (where the human provides the guidance but the robot handles the objects weight) and collaborative assembly of simple interlocking parts. The proposed method is shown to be capable of imitation learning; interpreting human actions and producing equivalent robot motion across a diverse range of initial and final conditions. After verifying that ensemble machine learning can be utilised for real robotics problems, we propose a further extension utilising Weighted Random Forest (WRF) that attaches weights to each tree based on its performance. It is then shown that the WRF approach outperforms RF in HRC tasks.  相似文献   
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Over the last few years, we have encountered an exponential growth in online communication opportunities. Organizations have more and more ways to connect and engage with their current or future customers. The existence of more opportunities in connecting to people can be both an enabler and a burden. Being present at a multitude of different channels requires the effective management of a very large number of adapted contents, formats, and interaction patterns fulfilling the communication and cooperation needs of distributed target groups. In this respect, we integrate existing fragmented communication and monitoring approaches into a full-fledged communication model as a basis for an adequate engagement approach. We describe applications of our approach in both the eTourism and manufacturing domain. In this paper, we introduce an approach that will enable communication, collaboration and value exchange of users through a multitude of online interaction possibilities based on the use of semantic technology. Finally, we also compare our approach with existing solutions with respect to the identified challenges in this subject.  相似文献   
9.
The scarcity of IPv4 makes IPv6 deployment critical for all network-based applications. However, the big issue of IPv6 is that we lack real applications that are based on IPv6. The application demands for flexibility, availability and management are hard to be met by the current network. Hence, it has become extremely urgent how IPv6 network can be tailored to meet the application specified requirements. In order to address the need, we propose IPv6 virtual network architecture (VNET6) to help to accelerate the momentum of IPv6 deployment. VNET6 differs from other proposed architectures. It supports incremental network evolution with the virtual collaboration environment, which has distinct features including flexible service provision, reliable service entity, end-to-end flow management and ubiquitous access. The collaboration mode provides the bidirectional interaction between applications and networks via intent-based interfaces. IPv6 provides feasibility for the deployment of the virtual environment and the IPv6 critical protocols are employed in VNET6. Our initial prototype study and comparative analysis demonstrate that VNET6 can be adapted to meet the specific application requirements.  相似文献   
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ABSTRACT

In April 2006, Alliance Library System and Online Programming for All Libraries partnered to start the Second Life Library 2.0 in the online world Second Life and in August 2006 purchased an island on the Teen grid of Teen Second Life. Second Life is a virtual world, a descendant of multiplayer online games. Educational institutions have recently been drawn into Second Life's robust economy and vibrant cultural life. The Second Life Library 2.0 works with librarians from around the world and with other educational partners such as TechSoup, WorldBridges, and the New Media Consortium. Second Life Library 2.0 provides “traditional” library services such as ready reference, book discussions, and search assistance, but, at heart, it explores what it means to be a virtual library in a virtual world.  相似文献   
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