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1.
One of the most challenging issues in radio received signal strength (RSS)-based localization systems is the generation and distribution of a radio map with a coordinate system linked with spatial information in a large indoor space. This study proposes a novel spatial-tagged radio-mapping system (SRS) that effectively combines the heterogeneous properties of LiDAR and mobile phones to simultaneously perform both spatial and radio mappings. The SRS consists of synchronization, localization, and map building processes, and enables real-time spatial and radio mapping. In the synchronization process, the distance range, motion data, and radio signals obtained through the LiDAR and mobile phone are collected in nodal units according to the sensing time. In the localization process, a feature variance filter is used to control the number of features generated from LiDAR and estimate the positions at which the nodes are generated in real time according to the motion data and radio signals. In map building, the estimated positions of the nodes are used to extract spatial and radio maps by using a unified location coordinate system. To ensure mobility, the SRS is manufactured in the form of a backpack supporting LiDAR and a mobile phone; the usefulness of the system is experimentally verified. The experiments are performed in a large indoor shopping mall with a complex structure. The experimental results demonstrated that a common coordinate system could be used to build spatial and radio maps with high accuracy and efficiency in real time. In addition, the field applicability of the SRS to location-based services is experimentally verified by applying the constructed radio map to well-known fingerprinting algorithms using the heterogeneous mobile phones.  相似文献   
2.
To evaluate the separate impacts on human health and establish effective control strategies, it is crucial to estimate the contribution of outdoor infiltration and indoor emission to indoor PM2.5 in buildings. This study used an algorithm to automatically estimate the long-term time-resolved indoor PM2.5 of outdoor and indoor origin in real apartments with natural ventilation. The inputs for the algorithm were only the time-resolved indoor/outdoor PM2.5 concentrations and occupants’ window actions, which were easily obtained from the low-cost sensors. This study first applied the algorithm in an apartment in Tianjin, China. The indoor/outdoor contribution to the gross indoor exposure and time-resolved infiltration factor were automatically estimated using the algorithm. The influence of outdoor PM2.5 data source and algorithm parameters on the estimated results was analyzed. The algorithm was then applied in four other apartments located in Chongqing, Shenyang, Xi'an, and Urumqi to further demonstrate its feasibility. The results provided indirect evidence, such as the plausible explanations for seasonal and spatial variation, to partially support the success of the algorithm used in real apartments. Through the analysis, this study also identified several further development directions to facilitate the practical applications of the algorithm, such as robust long-term outdoor PM2.5 monitoring using low-cost light-scattering sensors.  相似文献   
3.
新型建筑工业化具有高质量、低消耗、可循环发展等特征,其推广已上升到国家战略层面。利用演化博弈方法,建立“政府-开发商-银行” 的三方动态演化博弈模型,进行各博弈主体策略的演化稳定性分析,并针对初始状态、奖惩力度、借贷风险和开发成本等对演化结果的影响进行动态仿真。在此基础上, 考虑开发商群体的网络拓扑特征对演化真实性的影响,引入复杂网络理论, 以无标度网络为载体描述开发商个体的连接偏好和决策机制,构建政府监管下的建筑工业化扩散模型,并通过仿真深入研究相关因素对扩散深度的影响作用,最后结合仿真结果给出相应对策建议。  相似文献   
4.
采用定向控制爆破技术拆除立柱加固型7层框架大楼。为了彻底炸毁加固立柱,确保大楼顺利定向倾倒,通过多次爆破试验确定了炸药单耗、布孔参数和装药结构。为了控制大楼塌落时的触地震动,采取了秒差分区爆破、空中解体、铺垫缓冲层和开挖减震沟等技术措施。爆破过程中进行了震动监测。此外还介绍了起爆顺序、安全防护措施及爆破结果。  相似文献   
5.
A recent development in tactile technology enables an improvement in the appreciation of the visual arts for people with visual impairment (PVI). The tactile sense, in conjunction with, or a possibly as an alternative to, the auditory sense, would allow PVIs to approach artwork in a more self‐driven and engaging way that would be difficult to achieve with just an auditory stimulus. Tactile colour pictograms (TCPs), which are raised geometric patterns, are ideographic characters that are designed to enable PVIs to identify colours and interpret information by touch. In this article, three TCPs are introduced to code colours in the Munsell colour system. Each colour pattern consists of a basic cell size of 10 mm × 10 mm to represent the patterns consistently in terms of regular shape. Each TCP consists of basic geometric patterns that are combined to create primary, secondary, and tertiary colour pictograms of shapes indicating colour hue, intensity and lightness. Each TCP represents 29 colours including six hues; they were then further expanded to represent 53 colours. Two of them did not increase the cell size, the other increased the cell size 1.5 times for some colours, such as yellow‐orange, yellow, blue, and blue‐purple. Our proposed TCPs use a slightly larger cell size compared to most tactile patterns currently used to indicate colour, but code for more colours. With user experience and identification tests, conducted with 23 visually impaired adults, the effectiveness of the TCPs suggests that they were helpful for the participants.  相似文献   
6.
Collaboration with artificial intelligence (AI) is a growing trend even in the field of creativity. This paper examines which quantitative metrics can be used to comparatively analyse human-computer co-creativity with children. To study this question, 24 schoolchildren of age 10–11 wrote a poem with three co-creative poetry writing processes: a human-computer, a human-human, and a human-human-computer process. The computational participant in the processes was an AI-based application called the Poetry Machine. The children were asked to evaluate their user experience with a 5-point Likert-type questionnaire after each writing process and a comparative questionnaire after finishing all processes. The metrics used in the evaluation were immediate fun, long-term enjoyment, creativity, self-expression, outcome satisfaction, ease of starting and finishing writing, quality of ideas and support from others, and ownership.

Significant differences were found in fun, long-term enjoyment, quality of ideas, support, and ownership. The high number of statistically relevant results was enabled by exposing all participants to all writing processes, and the comparative questionnaire. The human-human-computer process was evaluated the best in long-term enjoyment and the human-computer process the weakest in support and idea quality. Creativity and ease of finishing writing turned out to be outlining metrics for the co-creative processes.  相似文献   

7.
Smartphones are indispensable for many young people, which in turn increases the risk of smartphone addiction. Previous studies have discovered significant and positive influences of boredom proneness, sensation seeking and smartphone addiction. This study further explored these influences, their underlying mechanisms, and the mediating effects of pastime, flow experience and self-regulation on smartphone addiction. A total of 442 Chinese college students completed a survey focusing on boredom proneness, sensation seeking, pastime, flow experience, self-regulation and smartphone addiction. The results indicated that boredom proneness positively affects smartphone addiction. Contrary to expectations, the results showed that there is no significant relationship between sensation seeking and smartphone addiction. Moreover, pastime and self-regulation have partial mediation effects on the relationship between boredom proneness and smartphone addiction, while the effect of sensation seeking on smartphone addiction is completely transmitted with the help of flow experience and self-regulation. The findings and their implications are discussed.  相似文献   
8.
本文针对典型高温气冷堆乏燃料厂房在双发商用飞机撞击载荷下的响应及结构完整性开展研究,并探讨结构特性对撞击损伤的影响。对乏燃料厂房及飞机分别建立有限元模型,通过弹体-目标相互作用分析模拟了飞机撞击过程,综合IAEA与NRC的评价准则对乏燃料厂房在飞机撞击下的损伤程度进行评估。数值结果表明:厂房上对应于机身及发动机的撞击位置发生可接受的局部损伤;乏燃料贮存井墙体对于提高构筑物抗飞机撞击能力有重要作用。此外,构筑物外形对损伤有很大影响,圆柱形壳体的抗飞机撞击能力显著强于方形厂房,是核电厂厂房设计的优化方向之一。  相似文献   
9.
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   
10.
Computer-Supported Collaborative Learning (CSCL) is concerned with how Information and Communication Technology (ICT) might facilitate learning in groups which can be co-located or distributed over a network of computers such as Internet. CSCL supports effective learning by means of communication of ideas and information among learners, collaborative access of essential documents, and feedback from instructors and peers on learning activities. As the cloud technologies are increasingly becoming popular and collaborative learning is evolving, new directions for development of collaborative learning tools deployed on cloud are proposed. Development of such learning tools requires access to substantial data stored in the cloud. Ensuring efficient access to such data is hindered by the high latencies of wide-area networks underlying the cloud infrastructures. To improve learners’ experience by accelerating data access, important files can be replicated so a group of learners can access data from nearby locations. Since a cloud environment is highly dynamic, resource availability, network latency, and learner requests may change. In this paper, we present the advantages of collaborative learning and focus on the importance of data replication in the design of such a dynamic cloud-based system that a collaborative learning portal uses. To this end, we introduce a highly distributed replication technique that determines optimal data locations to improve access performance by minimizing replication overhead (access and update). The problem is formulated using dynamic programming. Experimental results demonstrate the usefulness of the proposed collaborative learning system used by institutions in geographically distributed locations.  相似文献   
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