全文获取类型
收费全文 | 25898篇 |
免费 | 3677篇 |
国内免费 | 2406篇 |
学科分类
工业技术 | 31981篇 |
出版年
2024年 | 99篇 |
2023年 | 450篇 |
2022年 | 815篇 |
2021年 | 885篇 |
2020年 | 958篇 |
2019年 | 709篇 |
2018年 | 675篇 |
2017年 | 817篇 |
2016年 | 922篇 |
2015年 | 1133篇 |
2014年 | 1615篇 |
2013年 | 1518篇 |
2012年 | 1995篇 |
2011年 | 2286篇 |
2010年 | 1710篇 |
2009年 | 1829篇 |
2008年 | 1845篇 |
2007年 | 2152篇 |
2006年 | 1875篇 |
2005年 | 1717篇 |
2004年 | 1317篇 |
2003年 | 1100篇 |
2002年 | 889篇 |
2001年 | 704篇 |
2000年 | 538篇 |
1999年 | 343篇 |
1998年 | 218篇 |
1997年 | 176篇 |
1996年 | 150篇 |
1995年 | 124篇 |
1994年 | 86篇 |
1993年 | 77篇 |
1992年 | 55篇 |
1991年 | 49篇 |
1990年 | 36篇 |
1989年 | 28篇 |
1988年 | 7篇 |
1987年 | 8篇 |
1986年 | 13篇 |
1985年 | 11篇 |
1984年 | 11篇 |
1983年 | 6篇 |
1982年 | 7篇 |
1981年 | 3篇 |
1980年 | 2篇 |
1979年 | 2篇 |
1978年 | 2篇 |
1975年 | 3篇 |
1974年 | 3篇 |
1951年 | 1篇 |
排序方式: 共有10000条查询结果,搜索用时 437 毫秒
11.
Ali Maghami Dominik Schillinger 《International journal for numerical methods in engineering》2020,121(5):967-989
We explore a truncation error criterion to steer adaptive step length refinement and coarsening in incremental-iterative path following procedures, applied to problems in large-deformation structural mechanics. Elaborating on ideas proposed by Bergan and collaborators in the 1970s, we first describe an easily computable scalar stiffness parameter whose sign and rate of change provide reliable information on the local behavior and complexity of the equilibrium path. We then derive a simple scaling law that adaptively adjusts the length of the next step based on the rate of change of the stiffness parameter at previous points on the path. We show that this scaling is equivalent to keeping a local truncation error constant in each step. We demonstrate with numerical examples that our adaptive method follows a path with a significantly reduced number of points compared to an analysis with uniform step length of the same fidelity level. A comparison with Abaqus illustrates that the truncation error criterion effectively concentrates points around the smallest-scale features of the path, which is generally not possible with automatic incrementation solely based on local convergence properties. 相似文献
12.
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
13.
为了减小传统的最差情况设计方法引入的电压裕量,提出了一种变化可知的自适应电压缩减(AVS)技术,通过调整电源电压来降低电路功耗.自适应电压缩减技术基于检测关键路径的延时变化,基于此设计了一款预错误原位延时检测电路,可以检测关键路径延时并输出预错误信号,进而控制单元可根据反馈回的预错误信号的个数调整系统电压.本芯片采用SMIC180 nm工艺设计验证,仿真分析表明,采用自适应电压缩减技术后,4个目标验证电路分别节省功耗12.4%,11.3%,10.4%和11.6%. 相似文献
14.
Optimization of tool path planning using metaheuristic algorithms such as ant colony systems (ACS) and particle swarm optimization (PSO) provides a feasible approach to reduce geometrical machining errors in 5-axis flank machining of ruled surfaces. The optimal solutions of these algorithms exhibit an unsatisfactory quality in a high-dimensional search space. In this study, various algorithms derived from the electromagnetism-like mechanism (EM) were applied. The test results of representative surfaces showed that all EM-based methods yield more effective optimal solutions than does PSO, despite a longer search time. A new EM-MSS (electromagnetism-like mechanism with move solution screening) algorithm produces the most favorable results by ensuring the continuous improvement of new searches. Incorporating an SPSA (simultaneous perturbation stochastic approximation) technique further improves the search results with effective initial solutions. This work enhances the practical values of tool path planning by providing a satisfactory machining quality. 相似文献
15.
ABSTRACTSocial licence to operate (SLO) is a term that is finding increasing acceptance in a number of industries. Like all new terms, its precise meaning and implications are still being investigated. Using data from previous studies, this paper offers an analysis of the SLO of two case studies with each study being viewed separately through the grid of a distinct theoretical framework. Case study 1 looks at the development of differential social licence negotiated in the Hamlet of Cambridge Bay, Nunavut, as a result of an impact and benefit agreement negotiated between Tahera Diamond Corp. and the Kitikmeot Inuit Organisation in 2004. The study demonstrates that general acceptance of resource development can be uneven and reflect an unequal distribution of decision-making power. In case study 2, stakeholders of a failed mineral development project were queried across time about the specifics of the proposed mine development and were queried about resource development across different levels of consciousness. Perhaps, SLO is variable across different levels of consciousness. The paper concludes with observations about the variable nature of SLO acceptance across populations and across levels of consciousness within individuals. Perhaps, the concept of SLO is, in fact, complex, difficult to define and measure and, at this point, of limited utility as a measure of resource development acceptance. 相似文献
16.
The objective of this paper is to review and document the mine fleet management systems’ models and algorithms. The purpose is to understand the algorithms behind the fleet management systems and the proposed academic solutions in this area to identify any gaps in the current literature and to open up opportunities to establish research questions that need to be addressed in an integrated simulation and optimisation operational planning research framework. In this paper, we review industrial fleet management systems and the main academic algorithms behind such systems. The fleet management systems are divided into three subsequently related problems to review: shortest path, production optimisation and real-time dispatching. Finally, the limitations of current algorithms for fleet management systems are documented in terms of mining practice feasibility and optimality of the solution on large-scale problems. The results of this literature review enable us to evaluate the logical links between major components of an integrated simulation and optimisation operational planning framework with current theory of fleet management systems. 相似文献
17.
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
18.
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
19.
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
20.