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991.
This work presents a survey of the capabilities that the sparse computation offers for improving performance when parallelized, either automatically or through a data-parallel compiler. The characterization of a sparse code gets more complicated as code length increases: Access patterns change from loop to loop, thus making necessary to redefine the parallelization strategy. While dense computation solely offers the possibility of redistributing data structures, several other factors influence the performance of a code excerpt in the sparse field, like source data representation on file, compressed data storage in memory, the creation of new nonzeroes at run-time (fill-in) or the number of processors available. We analize the alternatives that arise from each issue, providing a guideline for the underlying compilation work and illustrating our techniques with examples on the Cray T3E.  相似文献   
992.
An Analysis of Edge Detection by Using the Jensen-Shannon Divergence   总被引:1,自引:0,他引:1  
This work constitutes a theoretical study of the edge-detection method by means of the Jensen-Shannon divergence, as proposed by the authors. The overall aim is to establish formally the suitability of the procedure of edge detection in digital images, as a step prior to segmentation. In specific, an analysis is made not only of the properties of the divergence used, but also of the method's sensitivity to the spatial variation, as well as the detection-error risk associated with the operating conditions due to the randomness of the spatial configuration of the pixels. Although the paper deals with the procedure based on the Jensen-Shannon divergence, some problems are also related to other methods based on local detection with a sliding window, and part of the study is focused to noisy and textured images.  相似文献   
993.
Mathematical Morphology (MM) is a general method for image processing based on set theory. The two basic morphological operators are dilation and erosion. From these, several non linear filters have been developed usually with polynomial complexity, and this because the two basic operators depend strongly on the definition of the structural element. Most efforts to improve the algorithm's speed for each operator are based on structural element decomposition and/or efficient codification.A new framework and a theoretical basis toward the construction of fast morphological operators (of zero complexity) for an infinite (countable) family of regular metric spaces are presented in work. The framework is completely defined by the three axioms of metric. The theoretical basis here developed points out properties of some metric spaces and relationships between metric spaces in the same family, just in terms of the properties of the four basic metrics stated in this work. Concepts such as bounds, neighborhoods and contours are also related by the same framework.The presented results, are general in the sense that they cover the most commonly used metrics such as the chamfer, the city block and the chess board metrics. Generalizations and new results related with distances and distance transforms, which in turn are used to develop the morphologic operations in constant time, in contrast with the polynomial time algorithms are also given.  相似文献   
994.
In this paper, we propose a multiresolution approach for surface reconstruction from clouds of unorganized points representing an object surface in 3-D space. The proposed method uses a set of mesh operators and simple rules for selective mesh refinement, with a strategy based on Kohonen's self-organizing map (SOM). Basically, a self-adaptive scheme is used for iteratively moving vertices of an initial simple mesh in the direction of the set of points, ideally the object boundary. Successive refinement and motion of vertices are applied leading to a more detailed surface, in a multiresolution, iterative scheme. Reconstruction was experimented on with several point sets, including different shapes and sizes. Results show generated meshes very close to object final shapes. We include measures of performance and discuss robustness.  相似文献   
995.
Abstract— The TCO requirements provide well‐known and recognized quality labels for displays. For these requirements to remain useful, they must continuously be reviewed and updated when necessary. The study described here was performed in response to the market trend of designing flat‐panel displays and notebooks with glare panels. The purpose of this study was to investigate subjective responses to display screens of different gloss levels for office workers working on different tasks under normal office‐lighting conditions. The study consisted of three parts, one where the users should set an acceptable reflex level, one where the user should rate their disturbance on a category scale, and one where the visual acuity of the users were investigated whether they were affected by glare or not. The results show that increasing gloss and increasing luminance levels had negative effects on the acceptance and the disturbance of reflexes. There were statistically significant differences in the acceptance and the disturbance levels between screens with low gloss and screens with high gloss, which suggests that screens with the highest gloss levels should be avoided. The study did not show an effect on the performance based on acuity testing.  相似文献   
996.
Visually assessing the effect of the coronary artery anatomy on the perfusion of the heart muscle in patients with coronary artery disease remains a challenging task. We explore the feasibility of visualizing this effect on perfusion using a numerical approach. We perform a computational simulation of the way blood is perfused throughout the myocardium purely based on information from a three-dimensional anatomical tomographic scan. The results are subsequently visualized using both three-dimensional visualizations and bull's eye plots, partially inspired by approaches currently common in medical practice. Our approach results in a comprehensive visualization of the coronary anatomy that compares well to visualizations commonly used for other scanning technologies. We demonstrate techniques giving detailed insight in blood supply, coronary territories and feeding coronary arteries of a selected region. We demonstrate the advantages of our approach through visualizations that show information which commonly cannot be directly observed in scanning data, such as a separate visualization of the supply from each coronary artery. We thus show that the results of a computational simulation can be effectively visualized and facilitate visually correlating these results to for example perfusion data.  相似文献   
997.
The combined study of the literature about human resource management and the resource‐based view of the firm and organizational learning provides an analysis framework useful for understanding how strategic human resource management systems contribute to the creation and development of a sustained competitive advantage for the firm. This article has two major aims. First, it provides a conceptual framework linking simultaneously three theoretical blocks: (a) human resource management, (b) organizational learning and knowledge management, and (c) sustained competitive advantage. Second, the article builds a causal model and tests it with a sample of Spanish firms from the manufacturing industry using structural equation modeling (SEM). After the performance of a cluster analysis, a group of 72 learning firms is identified and used to test the model. Finally, major conclusions and implications for management are drawn and further avenues for research are suggested. © 2008 Wiley Periodicals, Inc.  相似文献   
998.
The new industry of Massively Multi-Player Online Role-Playing Games (MMORPGs) brings together two sets of fictions: the interactive stories of shared computer games and the legal devices of intellectual property. In these virtual worlds, scarcity need not exist, but players tend to prefer the competition it creates. This leads to the development of property rights within the game world and players trading real money for virtual objects, ‘land’ and characters. This new phenomenon brings with it familiar legal problems such as theft, fraud and ownership disputes. Game creators also challenge the right of the players to claim ownership outside the game world. The volume and value of the items traded make real money trading an important area of current interest for intellectual property lawyers. Something is being traded, but does it fit neatly into existing conceptions of property rights and who owns it? Analysing the novel problems that result from various theoretical perspectives (utilitarianism, labour-desert theory and personality theory) leads to the conclusion that with time, we will see the development of property rights for players in online games. This connects with a growing understanding that the traditional conception of copyright law dealing with creative work generated by the solitary author is becoming less appropriate in the new creative spaces that information and communications technology brings, where individuals are both consumer and producer. In virtual worlds, new forms of intellectual property, and perhaps even new rights, are taking shape.  相似文献   
999.
Predictive modelling of online dynamic user-interaction recordings and community identification from such data becomes more and more important with the widespread use of online communication technologies. Despite of the time-dependent nature of the problem, existing approaches of community identification are based on static or fully observed network connections. Here we present a new, dynamic generative model for the inference of communities from a sequence of temporal events produced through online computer- mediated interactions. The distinctive feature of our approach is that it tries to model the process in a more realistic manner, including an account for possible random temporal delays between the intended connections. The inference of these delays from the data then forms an integral part of our state-clustering methodology, so that the most likely communities are found on the basis of the likely intended connections rather than just the observed ones. We derive a maximum likelihood estimation algorithm for the identification of our model, which turns out to be computationally efficient for the analysis of historical data and it scales linearly with the number of non-zero observed (L + 1)-grams, where L is the Markov memory length. In addition, we also derive an incremental version of the algorithm, which could be used for real-time analysis. Results obtained on both synthetic and real-world data sets demonstrate the approach is flexible and able to reveal novel and insightful structural aspects of online interactions. In particular, the analysis of a full day worth synchronous Internet relay chat participation sequence, reveals the formation of an extremely clear community structure.  相似文献   
1000.
This paper outlines a novel approach to the modeling and analysis of impact involving multibody systems. This approach is based on an analysis of energy absorption and restitution during impact, using a decomposition of the kinetic energy, which decouples the parts associated with the spaces of admissible and constrained motions of the underlying unilateral constraints. Such a decomposition turns out to be useful in the analysis of energy dissipation during impact, and leads to a generalized definition of the energetic coefficient of restitution, which targets particularly collisions in multibody systems. The applicability of the approach reported is investigated by conducting an experimental study on a robotic testbed. It is shown that impact between multibody systems is considerably affected not only by the local dynamics characteristics of the interacting bodies, but also the configuration of the whole multibody system. The results reported here show that our decomposition can offer a sound characterization of impact in several problems of multibody systems.  相似文献   
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