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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.
目前管道泄漏检测方法可有效检测突发泄漏,对于缓慢泄漏则存在检测灵敏度低、定位不准确等问题。基于此,提出了一种基于信号增强的缓慢泄漏检测方法。通过信号压缩(抽取及移位)克服缓慢泄漏压力信号下降平缓的缺点;根据声波信号具有波形尖锐突出、对突发泄漏敏感的优点,通过建立以压力为输入、虚拟声波为输出的声波信号变送器模型,将压力信号转换为声波信号,克服了泄漏压力信号容易被淹没在管道压力波动及背景噪声中的缺点,实现了缓慢泄漏信号的增强;利用临近插值方法重构虚拟声波信号,基于延时互相关分析实现了缓慢泄漏的准确定位。实验结果表明,该方法具有显著的信号增强效果和定位精度,实现了缓慢泄漏的准确检测。 相似文献
5.
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
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.
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
8.
This study addresses the problem of choosing the most suitable probabilistic model selection criterion for unsupervised learning
of visual context of a dynamic scene using mixture models. A rectified Bayesian Information Criterion (BICr) and a Completed
Likelihood Akaike’s Information Criterion (CL-AIC) are formulated to estimate the optimal model order (complexity) for a given
visual scene. Both criteria are designed to overcome poor model selection by existing popular criteria when the data sample
size varies from small to large and the true mixture distribution kernel functions differ from the assumed ones. Extensive
experiments on learning visual context for dynamic scene modelling are carried out to demonstrate the effectiveness of BICr
and CL-AIC, compared to that of existing popular model selection criteria including BIC, AIC and Integrated Completed Likelihood
(ICL). Our study suggests that for learning visual context using a mixture model, BICr is the most appropriate criterion given
sparse data, while CL-AIC should be chosen given moderate or large data sample sizes. 相似文献
9.
A Distributed Virtual Environment (DVE) system offers a computer-generated virtual world in which individuals located at different
places in the physical world can interact with one another. In order to achieve real-time response for a large user base,
DVE systems need to have a scalable architecture. In this paper, we present the design of a grid-enabled service oriented
framework for facilitating the construction of scalable DVE systems on computing grids. A service component called “gamelet”
is proposed, whose distinctive mark is its high mobility for supporting dynamic load sharing. We propose a gamelet migration
protocol which can ensure the transparency and efficiency of gamelet migration, and an adaptive gamelet load-balancing (AGLB)
algorithm for making gamelet redistribution decisions at runtime. The algorithm considers both the synchronization costs of
the DVE system and network latencies inherent in the grid nodes. The activities of the users and the heterogeneity of grid
resources are also considered in order to carry out load sharing more effectively. We evaluate the performance of the proposed
mechanisms through a multiplayer online game prototype implemented using the Globus toolkit. The results show that our approach
can achieve faster response times and higher throughputs than some existing approaches.
This research is supported in part by the China National Grid project (863 program) and the HKU Foundation Seed Grant 28506002. 相似文献
10.
Spatial collaboration is an everyday activity in which people work together to solve a spatial problem. For example, a group of people will often arrange furniture together or exchange directions with one another. Collaborative virtual environments using desktop PCs are particularly useful for spatial activities when the participants are distributed. This work investigates ways to enhance distributed, collaborative spatial activities. This paper explores how different frames of reference affect spatial collaboration. Specifically, it reports on an experiment that examines different combinations of exocentric and egocentric frames of reference with two users. Tasks involve manipulating an object, where one participant knows the objective (director) and the other performs the interactions (actor). It discusses the advantages and disadvantages of the different combinations for a spatial collaboration task. Findings from this study demonstrate that frames of reference affect collaboration in a variety of ways and simple exocentric-egocentric combinations do not always provide the most usable solution. 相似文献