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61.
The present work addresses the problem of structural damage identification built on the statistical inversion approach. Here, the damage state of the structure is continuously described by a cohesion parameter, which is spatially discretized by the finite element method. The inverse problem of damage identification is then posed as the determination of the posterior probability densities of the nodal cohesion parameters. The Markov Chain Monte Carlo method, implemented with the Metropolis–Hastings algorithm, is considered in order to approximate the posterior probabilities by drawing samples from the desired joint posterior probability density function. With this approach, prior information on the sought parameters can be used and the uncertainty concerning the known values of the material properties can be quantified in the estimation of the cohesion parameters. The assessment of the proposed approach has been performed by means of numerical simulations on a simply supported Euler–Bernoulli beam. The damage identification and assessment are performed considering time domain response data. Different damage scenarios and noise levels were addressed, demonstrating the feasibility of the proposed approach.  相似文献   
62.
How do we build algorithms for agent interactions with human adversaries? Stackelberg games are natural models for many important applications that involve human interaction, such as oligopolistic markets and security domains. In Stackelberg games, one player, the leader, commits to a strategy and the follower makes her decision with knowledge of the leader's commitment. Existing algorithms for Stackelberg games efficiently find optimal solutions (leader strategy), but they critically assume that the follower plays optimally. Unfortunately, in many applications, agents face human followers (adversaries) who — because of their bounded rationality and limited observation of the leader strategy — may deviate from their expected optimal response. In other words, human adversaries' decisions are biased due to their bounded rationality and limited observations. Not taking into account these likely deviations when dealing with human adversaries may cause an unacceptable degradation in the leader's reward, particularly in security applications where these algorithms have seen deployment. The objective of this paper therefore is to investigate how to build algorithms for agent interactions with human adversaries.To address this crucial problem, this paper introduces a new mixed-integer linear program (MILP) for Stackelberg games to consider human adversaries, incorporating: (i) novel anchoring theories on human perception of probability distributions and (ii) robustness approaches for MILPs to address human imprecision. Since this new approach considers human adversaries, traditional proofs of correctness or optimality are insufficient; instead, it is necessary to rely on empirical validation. To that end, this paper considers four settings based on real deployed security systems at Los Angeles International Airport (Pita et al., 2008 [35]), and compares 6 different approaches (three based on our new approach and three previous approaches), in 4 different observability conditions, involving 218 human subjects playing 2960 games in total. The final conclusion is that a model which incorporates both the ideas of robustness and anchoring achieves statistically significant higher rewards and also maintains equivalent or faster solution speeds compared to existing approaches.  相似文献   
63.
This paper presents two new approaches for constructing an ensemble of neural networks (NN) using coevolution and the artificial immune system (AIS). These approaches are extensions of the CLONal Selection Algorithm for building ENSembles (CLONENS) algorithm. An explicit diversity promotion technique was added to CLONENS and a novel coevolutionary approach to build neural ensembles is introduced, whereby two populations representing the gates and the individual NN are coevolved. The former population is responsible for defining the ensemble size and selecting the members of the ensemble. This population is evolved using the differential evolution algorithm. The latter population supplies the best individuals for building the ensemble, which is evolved by AIS. Results show that it is possible to automatically define the ensemble size being also possible to find smaller ensembles with good generalization performance on the tested benchmark regression problems. More interestingly, the use of the diversity measure during the evolutionary process did not necessarily improve generalization. In this case, diverse ensembles may be found using only implicit diversity promotion techniques.  相似文献   
64.
65.
Over the last decade 3D face models have been extensively used in many applications such as face recognition, facial animation and facial expression analysis. 3D Morphable Models (MMs) have become a popular tool to build and fit 3D face models to images. Critical to the success of MMs is the ability to build a generic 3D face model. Major limitations in the MMs building process are: (1) collecting 3D data usually involves the use of expensive laser scans and complex capture setups, (2) the number of available 3D databases is limited, and typically there is a lack of expression variability and (3) finding correspondences and registering the 3D model is a labor intensive and error prone process.  相似文献   
66.
Graph constraints were introduced in the area of graph transformation, in connection with the notion of (negative) application conditions, as a form to limit the applicability of transformation rules. However, we believe that graph constraints may also play a significant role in the area of visual software modelling or in the specification and verification of semi-structured documents or websites (i.e. HTML or XML sets of documents). In this sense, after some discussion on these application areas, we concentrate on the problem of how to prove the consistency of specifications based on this kind of constraints. In particular, we present proof rules for two classes of graph constraints and show that our proof rules are sound and (refutationally) complete for each class. In addition, we study clause subsumption in this context as a form to speed up refutation.  相似文献   
67.
Concerns about the difficulties in securing water have led the Australian coal mining industry to seek innovative ways to improve its water management and to adopt novel strategies that will lead to less water being used and more water being reused. Simulation tools are essential to assess current water management performance and to predict the efficiency of potential strategies. As water systems on coal mines are complex and consist of various inter-connected elements, a systems approach was selected, which views mine site water management as a system that obtains water from various sources (surface, groundwater), provides sufficient water of suitable quality to the mining tasks (coal beneficiation, dust suppression, underground operations) and maintains environmental performance. In this paper, the model is described and its calibration is illustrated. The results of applying the model for the comparison of the water balances of 7 coal mines in the northern Bowen Basin (Queensland, Australia) are presented. The model is used to assess the impact of applying specific water management strategies. Results show that a simple systems model is an appropriate tool for assessing site performance, for providing guidance to improve performance through strategic planning, and for guiding adoption of site objectives.  相似文献   
68.
69.
Kerberos is a well-known standard protocol which is becoming one of the most widely deployed for authentication and key distribution in application services. However, whereas service providers use the protocol to control their own subscribers, they do not widely deploy Kerberos infrastructures to handle subscribers coming from foreign domains, as happens in network federations. Instead, the deployment of Authentication, Authorization and Accounting (AAA) infrastructures has been preferred for that operation. Thus, the lack of a correct integration between these infrastructures and Kerberos limits the service access only to service provider's subscribers. To avoid this limitation, we design an architecture which integrates a Kerberos pre-authentication mechanism, based on the use of the Extensible Authentication Protocol (EAP), and advanced authorization, based on the standards SAML and XACML, to link the end user authentication and authorization performed through an AAA infrastructure with the delivery of Kerberos tickets in the service provider's domain. We detail the interfaces, protocols, operation and extensions required for our solution. Moreover, we discuss important aspects such as the implications on existing standards.  相似文献   
70.
We present new GPU-based techniques for implementing linear digital filters for real-time audio processing. Our solution for recursive filters is the first presented in the literature. We demonstrate the relevance of these algorithms to computer graphics by synthesizing realistic sounds of colliding objects made of different materials, such as glass, plastic, and wood, in real time. The synthesized sounds can be parameterized by the object materials, velocities, and collision angles. Despite its flexibility, our approach uses very little memory, since it essentially requires a set of coefficients representing the impulse response of each material sound. Such features make our approach an attractive alternative to traditional CPU-based techniques that use playback of pre-recorded sounds.  相似文献   
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