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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.
董玉妹  甘为  董华 《包装工程》2021,42(8):109-114, 147
目的 针对面向老龄化社会的产品及产品服务系统设计,将赋能的设计理念和价值引入其中,探索设计结果提升老年人能动性和参与性的赋能品质,为设计师开展设计赋能实践提供参考.方法 以设计教学中的学生设计方案作为研究材料,邀请设计研究者参与工作坊,对设计结果的赋能属性进行分析,并通过聚类获得类别化的设计属性,产生了能描述赋能品质的属性词汇表.结果 总结了包含5组形容词组的设计赋能品质集,这一集合包含"顺应性"和"激励性"两个面向.结论 研究结果为设计师进行老龄化设计提供了知识参考,有助于提升设计师的赋能意识.揭示了设计赋能充满矛盾性的品质,提出面向老龄化的设计赋能需要在"顺应"和"激励"之间找到平衡.  相似文献   
3.
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   
4.
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   

5.
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   
6.
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   
7.
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   
8.
Load testing of applications is an important and costly activity for software provider companies. Classical solutions are very difficult to set up statically, and their cost is prohibitive in terms of both human and hardware resources. Virtualized cloud computing platforms provide new opportunities for stressing an application's scalability, by providing a large range of flexible and less expensive (pay‐per‐use model) computation units. On the basis of these advantages, load testing solutions could be provided on demand in the cloud. This paper describes a Benchmark‐as‐a‐Service solution that automatically scales the load injection platform and facilitates its setup according to load profiles. Our approach is based on: (i) virtualization of the benchmarking platform to create self‐scaling injectors; (ii) online calibration to characterize the injector's capacity and impact on the benched application; and (iii) a provisioning solution to appropriately scale the load injection platform ahead of time. We also report experiments on a benchmark illustrating the benefits of this system in terms of cost and resource reductions. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
9.
Today’s information technologies involve increasingly intelligent systems, which come at the cost of increasingly complex equipment. Modern monitoring systems collect multi-measuring-point and long-term data which make equipment health prediction a “big data” problem. It is difficult to extract information from such condition monitoring data to accurately estimate or predict health statuses. Deep learning is a powerful tool for big data processing that is widely utilized in image and speech recognition applications, and can also provide effective predictions in industrial processes. This paper proposes the Long Short-term Memory Integrating Principal Component Analysis based on Human Experience (HEPCA-LSTM), which uses operational time-series data for equipment health prognostics. Principal component analysis based on human experience is first conducted to extract condition parameters from the condition monitoring system. The long short-term memory (LSTM) framework is then constructed to predict the target status. Finally, a dynamic update of the prediction model with incoming data is performed at a certain interval to prevent any model misalignment caused by the drifting of relevant variables. The proposed model is validated on a practical case and found to outperform other prediction methods. It utilizes a powerful deep learning analysis method, the LSTM, to fully process big condition monitoring series data; it effectively extracts the features involved with human experience and takes dynamic updates into consideration.  相似文献   
10.
Information‐Centric Networking (ICN) has been accepted to overcome some weaknesses of the current Internet architecture, showing that “what is being exchanged” is more important than “who are exchanging information.” Given the inadequate considerations on Quality of Service (QoS) and energy saving in ICN routing, we propose in this paper a routing algorithm to enhance the two aspects. At first, on one hand, Cauchy distribution is used as a fuzzy model to evaluate users' QoS requirements, such as bandwidth, delay, and error rate; on the other hand, we formulate energy saving problem to evaluate the green quality of routing algorithm. Then, we design a link selection approach by considering QoS and energy saving, which belongs to a multi‐objective decision problem resolved by intelligent drops algorithm. Finally, we implement the proposed algorithm and compare it with the famous adaptive forwarding mechanism in terms of some significant metrics, and the experimental results reveal that the proposed algorithm is more efficient.  相似文献   
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