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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.
摘 要:核心网业务模型的建立是5G网络容量规划和网络建设的基础,通过现有方法得到的理论业务模型是静态不可变的且与实际网络存在偏离。为了克服现有5G核心网业务模型与现网模型适配性较差以及规划设备无法满足用户实际业务需求的问题,提出了一种长短期记忆(long short-term memory,LSTM)网络与卷积LSTM (convolution LSTM,ConvLSTM)网络双通道融合的 5G 核心网业务模型预测方法。该方法基于人工智能(artificial intelligence,AI)技术以实现高质量的核心网业务模型的智能预测,形成数据反馈闭环,实现网络自优化调整,助力网络智能化建设。  相似文献   
3.
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   
4.
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   
5.
Smartphones are being used and relied on by people more than ever before. The open connectivity brings with it great convenience and leads to a variety of risks that cannot be overlooked. Smartphone vendors, security policy designers, and security application providers have put a variety of practical efforts to secure smartphones, and researchers have conducted extensive research on threat sources, security techniques, and user security behaviors. Regrettably, smartphone users do not pay enough attention to mobile security, making many efforts futile. This study identifies this gap between technology affordance and user requirements, and attempts to investigate the asymmetric perceptions toward security features between developers and users, between users and users, as well as between different security features. These asymmetric perceptions include perceptions of quality, perceptions of importance, and perceptions of satisfaction. After scoping the range of smartphone security features, this study conducts an improved Kano-based method and exhaustively analyzes the 245 collected samples using correspondence analysis and importance satisfaction analysis. The 14 security features of the smartphone are divided into four Kano quality types and the perceived quality differences between developers and users are compared. Correspondence analysis is utilized to capture the relationship between the perceived importance of security features across different groups of respondents, and results of importance-satisfaction analysis provide the basis for the developmental path and resource reallocation strategy of security features. This article offers new insights for researchers as well as practitioners of smartphone security.  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.
Number entry is a ubiquitous activity and is often performed in safety- and mission-critical procedures, such as healthcare, science, finance, aviation and in many other areas. We show that Monte Carlo methods can quickly and easily compare the reliability of different number entry systems. A surprising finding is that many common, widely used systems are defective, and induce unnecessary human error. We show that Monte Carlo methods enable designers to explore the implications of normal and unexpected operator behaviour, and to design systems to be more resilient to use error. We demonstrate novel designs with improved resilience, implying that the common problems identified and the errors they induce are avoidable.  相似文献   
8.
The proposed work involves the multiobjective PSO based adaption of optimal neural network topology for the classification of multispectral satellite images. It is per pixel supervised classification using spectral bands (original feature space). This paper also presents a thorough experimental analysis to investigate the behavior of neural network classifier for given problem. Based on 1050 number of experiments, we conclude that following two critical issues needs to be addressed: (1) selection of most discriminative spectral bands and (2) determination of optimal number of nodes in hidden layer. We propose new methodology based on multiobjective particle swarm optimization (MOPSO) technique to determine discriminative spectral bands and the number of hidden layer node simultaneously. The accuracy with neural network structure thus obtained is compared with that of traditional classifiers like MLC and Euclidean classifier. The performance of proposed classifier is evaluated quantitatively using Xie-Beni and β indexes. The result shows the superiority of the proposed method to the conventional one.  相似文献   
9.
Private information retrieval(PIR) is an important privacy protection issue of secure multi-party computation, but the PIR protocols based on classical cryptography are vulnerable because of new technologies,such as quantum computing and cloud computing. The quantum private queries(QPQ) protocols available, however, has a high complexity and is inefficient in the face of large database. This paper, based on the QKD technology which is mature now, proposes a novel QPQ protocol utilizing the key dilution and auxiliary parameter. Only N quits are required to be sent in the quantum channel to generate the raw key, then the straight k bits in the raw key are added bitwise to dilute the raw key, and a final key is consequently obtained to encrypt the database. By flexible adjusting of auxiliary parameters θ and k, privacy is secured and the query success ratio is improved. Feasibility and performance analyses indicate that the protocol has a high success ratio in first-trial query and is easy to implement, and that the communication complexity of O(N) is achieved.  相似文献   
10.
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   
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