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61.
BitTorrent is a popular peer-to-peer file sharing system and a target file shared through BitTorrent is partitioned into pieces and downloaded from multiple peers in parallel in order to shorten the download process. However, due to peer dynamics in P2P networks, rare pieces may be lost and thus lead to the so-called last piece problem. BitTorrent employs rarest-first piece selection algorithm to deal with this problem, but its efficacy is limited because each peer only has a local view of piece rareness. In this paper, we propose an Interest-Intended Piece Selection (IIPS) algorithm aiming at better alleviating the last piece problem while maintaining stable cooperation between peers. IIPS is named interest intended in that every IIPS peer favors pieces that, if downloaded, would increase the probability of being interesting to its cooperating peers. Simulation results show that IIPS achieves less occurrences of piece loss under tough conditions and slightly outperforms the BitTorrent’s rarest-first algorithm in terms of higher piece diversity.  相似文献   
62.
This study investigates the cognitive abilities involved in hypertext learning and design approaches that can help users. We examined the effects of two types of high-level content organizers - a graphic spatial map and an alphabetical list - on readers’ memory for hypertext structure. In the control condition, a simple “home” page with no navigational aid was offered. Subjects were asked to read the hypertext with the purpose of learning the content, but in the post test phase they also had to recall the layout of nodes and links. Memory for links and page places varied as a function of condition. When a spatial map was available participants reconstructed more accurate formal structure then in the two other conditions. Participants’ memory about page places was the least accurate in the list condition. Results also indicate that participants use the content organizer when it is available in order to orientate during learning from hypertext documents.Our results prove that a content organizer showing the formal structure can facilitate the spatial mapping process. However, an organizer exposing a different structure than the real one would generate a conflict.  相似文献   
63.
Although function points (FP) are considered superior to source lines of code (SLOC) for estimating software size and monitoring developer productivity, practitioners still commonly use SLOC. One reason for this is that individuals who fill different roles on a development team, such as managers and developers, may perceive the benefits of FP differently. We conducted a survey to determine whether a perception gap exists between managers and developers for FP and SLOC across several desirable properties of software measures. Results suggest managers and developers perceive the benefits of FP differently and indicate that developers better understand the benefits of using FP than managers.  相似文献   
64.
The state of the art of searching for non-text data (e.g., images) is to use extracted metadata annotations or text, which might be available as a related information. However, supporting real content-based audiovisual search, based on similarity search on features, is significantly more expensive than searching for text. Moreover, such search exhibits linear scalability with respect to the dataset size, so parallel query execution is needed.In this paper, we present a Distributed Incremental Nearest Neighbor algorithm (DINN) for finding closest objects in an incremental fashion over data distributed among computer nodes, each able to perform its local Incremental Nearest Neighbor (local-INN) algorithm. We prove that our algorithm is optimum with respect to both the number of involved nodes and the number of local-INN invocations. An implementation of our DINN algorithm, on a real P2P system called MCAN, was used for conducting an extensive experimental evaluation on a real-life dataset.The proposed algorithm is being used in two running projects: SAPIR and NeP4B.  相似文献   
65.
Pricing schemes for digital content with DRM mechanisms   总被引:1,自引:0,他引:1  
In this paper, utilizing game-theoretic model, we examine the impact of collaborative structure, content quality, and network environment on the development of pricing scheme and DRM protection policy of digital content. DRM protection level decreases and pirating activities becomes relatively tolerable as the content provider and platform provider operate collaboratively. Depending on the market structure, higher content quality may strengthen or weaken the adoption of DRM. However, it would seem that, as the network environment becomes more decentralized and uncontrolled, weaker DRM protection should be a better strategy.  相似文献   
66.
This paper presents a detailed characterisation of user behaviour for a series of interactive video experiments over a 12 month period, in which we served popular sporting and musical content. In addition to generic VCR-like features, our custom-built video-on-demand application provides advanced interactivity features such as bookmarking. The dramatic impact of such functionality on how users consume content is studied and analysed. We discuss in detail how this user behaviour can be exploited by content distributors to improve user experience. Specifically, we study how simple dynamic bookmark placement and interactivity-aware content pre-fetching and replication can reduce the impact of highly interactive media on CDN performance.  相似文献   
67.
This paper studies the conditions under which peer-to-peer (P2P) technology may be beneficial in providing IPTV services over typical network architectures. It has three major contributions. First, we contrast two network models used to study the performance of such a system: a commonly used logical “Internet as a cloud” model and a “physical” model that reflects the characteristics of the underlying network. Specifically, we show that the cloud model overlooks important architectural aspects of the network and may drastically overstate the benefits of P2P technology. Second, we propose an algorithm called Zebra that pre-stripes content across multiple peers during idle hours to speed up P2P content delivery in an IPTV environment with limited upload bandwidth. We also perform simulations to measure Zebra’s effectiveness at reducing load on the content server during peak hours. Third, we provide a cost-benefit analysis of P2P video content delivery, focusing on the profit trade-offs for different pricing/incentive models rather than purely on capacity maximization. In particular, we find that under high volume of video demand, a P2P built-in incentive model performs better than any other model, while the conventional no-P2P model generates more profits when the request rate is low. The flat-reward model generally falls in between the usage-based model and the built-in model in terms of profitability except for low request rates. We also find that built-in and flat-reward models are more profitable than the usage-based model for a wide range of subscriber community sizes. Funding for J. Rahe’s research has been provided by AT&T Labs, the State of California under the MICR Oprogram, and by the Toshiba Corporation. Zhen Xiao is partially supported by China MOST project (2006BAH02A10).  相似文献   
68.
针对内容中心网络中ALWAYS缓存策略节点存储空间利用率低、内容访问时延大、整体网络缓存性能低下的问题,提出了一种依据节点相似度的协作缓存算法。该算法优先将兴趣包转发至最相似节点,增大相关请求的就近响应概率;同时保证在缓存决策中的同一副本在协作节点间不重复存储,在降低冗余的同时增加了缓存多样性。实验结果表明,与现有算法相比,该算法在减少路由跳数和请求时延的同时提高了缓存命中率。  相似文献   
69.
蔡海尼  陈程  文俊浩  王喜宾  曾骏 《计算机科学》2016,43(12):163-167, 178
针对基于LBSNs (Location-based Social Networks)的位置推荐算法考虑因素单一且不能有效解决用户位于不同城市的位置推荐的问题,综合考虑潜在的社交影响、内容匹配影响和地理属性影响等因素,提出了基于用户签到和地理属性的个性化位置推荐算法SCL (Social-Content-Location)。该算法在协同过滤的基础上,引入了用户兴趣特征比较,改进了用户的相似度计算;同时,在分析位置的内容信息时,融入用户评论,缓解了位置标签的短文本特性对LDA (Latent Dirichlet Allocation)主题提取的影响,提高了用户兴趣和城市偏好主题提取的准确率。实验结果表明,SCL算法在本地城市召回率上较协同过滤算法U提高近65%,较LCA-LDA算法提高近 30%;在异地城市召回率上,高于LCA-LDA算法近26%。这表明SCL算法在不同城市下的位置推荐具有一定的可行性。  相似文献   
70.
We investigate the extraction of effective color features for a content-based image retrieval (CBIR) application in dermatology. Effectiveness is measured by the rate of correct retrieval of images from four color classes of skin lesions. We employ and compare two different methods to learn favorable feature representations for this special application: limited rank matrix learning vector quantization (LiRaM LVQ) and a Large Margin Nearest Neighbor (LMNN) approach. Both methods use labeled training data and provide a discriminant linear transformation of the original features, potentially to a lower dimensional space. The extracted color features are used to retrieve images from a database by a k-nearest neighbor search. We perform a comparison of retrieval rates achieved with extracted and original features for eight different standard color spaces. We achieved significant improvements in every examined color space. The increase of the mean correct retrieval rate lies between 10% and 27% in the range of k=1-25 retrieved images, and the correct retrieval rate lies between 84% and 64%. We present explicit combinations of RGB and CIE-Lab color features corresponding to healthy and lesion skin. LiRaM LVQ and the computationally more expensive LMNN give comparable results for large values of the method parameter κ of LMNN (κ≥25) while LiRaM LVQ outperforms LMNN for smaller values of κ. We conclude that feature extraction by LiRaM LVQ leads to considerable improvement in color-based retrieval of dermatologic images.  相似文献   
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