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81.
It is known that in historical buildings as well as new buildings, facade claddings consisting of marble panels, are prone to damage patterns such as softening, crack formation, and bowing. The degree of damage is apparently dependent on the location of the building, the external climatic conditions, and the type of fastening of the facade panels. In this article, it is examined by means of nonstationary thermal simulation, to which extent the temperature fields, which develop in the facade panel, have an effect on the damage of the panel. It is shown that the diurnal and annual amplitude of the panel temperature induced by solar flux, external air temperature fluctuations, and long-wave input radiation and irradiation have a substantial influence on the damage process. On the example of the simulation of the thermal behavior of a facade panel for the building locations in Athens, Greece, Vienna, Austria, and Helsinki, Finland, it is shown that the observed increase of the susceptibility of marble facades to damages can be explained with the increase of the geographical latitude through the differences in the external climatic conditions. It is strongly recommended that architects and restorers install specific marble facade panels (like carrara marble) in close thermal contact with the wall behind, since this reduces the susceptibility of the facade to damage.  相似文献   
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84.
A bipartite graph is a powerful abstraction for modeling relationships between two collections. Visualizations of bipartite graphs allow users to understand the mutual relationships between the elements in the two collections, e.g., by identifying clusters of similarly connected elements. However, commonly‐used visual representations do not scale for the analysis of large bipartite graphs containing tens of millions of vertices, often resorting to an a‐priori clustering of the sets. To address this issue, we present the Who's‐Active‐On‐What‐Visualization (WAOW‐Vis) that allows for multiscale exploration of a bipartite social‐network without imposing an a‐priori clustering. To this end, we propose to treat a bipartite graph as a high‐dimensional space and we create the WAOW‐Vis adapting the multiscale dimensionality‐reduction technique HSNE. The application of HSNE for bipartite graph requires several modifications that form the contributions of this work. Given the nature of the problem, a set‐based similarity is proposed. For efficient and scalable computations, we use compressed bitmaps to represent sets and we present a novel space partitioning tree to efficiently compute similarities; the Sets Intersection Tree. Finally, we validate WAOW‐Vis on several datasets connecting Twitter‐users and ‐streams in different domains: news, computer science and politics. We show how WAOW‐Vis is particularly effective in identifying hierarchies of communities among social‐media users.  相似文献   
85.
Stereoscopic 3D technology gives visual content creators a new dimension of design when creating images and movies. While useful for conveying emotion, laying emphasis on certain parts of the scene, or guiding the viewer's attention, editing stereo content is a challenging task. Not respecting comfort zones or adding incorrect depth cues, for example depth inversion, leads to a poor viewing experience. In this paper, we present a solution for editing stereoscopic content that allows an artist to impose disparity constraints and removes resulting depth conflicts using an optimization scheme. Using our approach, an artist only needs to focus on important high‐level indications that are automatically made consistent with the entire scene while avoiding contradictory depth cues and respecting viewer comfort.  相似文献   
86.
The two‐way shape‐memory effect (TWSME) in Nickel–titanium (NiTi) alloys is of interest for applications in aerospace, biomedicine, and microengineering due to its reversible shape recovery. In this study, the authors demonstrate two approaches to obtain switchable surface structures using the TWSME. Samples are structured using two surface geometries by either cold embossing, or pulse electrochemical machining (PECM). After planarization, a change from optically smooth to structured and vice versa is observed. The switch is induced through heating and cooling the sample above and below the phase transformation temperature. The protrusions reflect the pattern applied by the two processes. Both methods are promising for preparation of switchable metallic surfaces on larger areas.  相似文献   
87.
The heat transfer through a horizontally arranged ceramic fiber insulation operating at high pressure and temperature is studied theoretically. The contributions of heat conduction, natural convection and thermal radiation are considered. With an increasing value of the product of the Rayleigh and Darcy numbers, (Ra, Da), the natural convection is amplified, thus diminishing the efficiency of the thermal insulation. For high temperatures the thermal radiation is no longer negligible. The results of the computer code agree well with experiments available up to a temperature of 670 K and up to a pressure of 40 bar in helium or air. Finally, the heat transfer of a fiber insulation operating under high temperature reactor conditions is predicted, demonstrating that natural convection is nearly suppressed when an insulant bulk density of b = 165 kg/m3 is provided.  相似文献   
88.
Nowadays, there is a strong trend towards rendering to higher‐resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever‐increasing amount of computational power, the speed gain is easily counteracted by increasingly complex and sophisticated shading computations. For real‐time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g. although full HD is possible, PS3 and XBox often render at lower resolutions). In order to achieve high‐quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this survey, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit TC for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high‐end graphics applications to lower‐spec consumer‐level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a general approach, image‐space reprojection, with several implementation algorithms that facilitate reusing shading information across adjacent frames. We also discuss data‐reuse quality and performance related to reprojection techniques. Finally, in the second half of this survey, we demonstrate various applications that exploit TC in real‐time rendering.  相似文献   
89.
When human luminance perception operates close to its absolute threshold, i. e., the lowest perceivable absolute values, appearance changes substantially compared to common photopic or scotopic vision. In particular, most observers report perceiving temporally‐varying noise. Two reasons are physiologically plausible; quantum noise (due to the low absolute number of photons) and spontaneous photochemical reactions. Previously, static noise with a normal distribution and no account for absolute values was combined with blue hue shift and blur to simulate scotopic appearance on a photopic display for movies and interactive applications (e.g., games). We present a computational model to reproduce the specific distribution and dynamics of “scotopic noise” for specific absolute values. It automatically introduces a perceptually‐calibrated amount of noise for a specific luminance level and supports animated imagery. Our simulation runs in milliseconds at HD resolution using graphics hardware and favorably compares to simpler alternatives in a perceptual experiment.  相似文献   
90.
In the computer controlled polishing, a polishing tool moves in a well-defined manner across the workpiece surface in order to individually remove the surface error-profile. The commonly used technique to calculate the moving of the polishing tool is the dwell time method. Based on a constant (time-invariant) removal characteristic of the polishing tool (influence function) the amount of material to be removed is controlled via the dwell time. The longer the polishing tool is in contact with a particular area of the workpiece, the more material is removed at this position.Mathematical basics to calculate dwell time-profiles are shown, and a new approach considering time-variant influence functions for the computer controlled polishing is introduced. The results point out that time-variant influence functions may contribute to further decrease the process time, and thus to make a computer controlled polishing process more efficient. The reduction of the process time was observed to approximately 35% using a combination of the dwell time method with time-variant influence functions.  相似文献   
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