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61.
The unguided visual exploration of volumetric data can be both a challenging and a time-consuming undertaking. Identifying a set of favorable vantage points at which to start exploratory expeditions can greatly reduce this effort and can also ensure that no important structures are being missed. Recent research efforts have focused on entropy-based viewpoint selection criteria that depend on scalar values describing the structures of interest. In contrast, we propose a viewpoint suggestion pipeline that is based on feature-clustering in high-dimensional space. We use gradient/normal variation as a metric to identify interesting local events and then cluster these via k-means to detect important salient composite features. Next, we compute the maximum possible exposure of these composite feature for different viewpoints and calculate a 2D entropy map parameterized in longitude and latitude to point out promising view orientations. Superimposed onto an interactive track-ball interface, users can then directly use this entropy map to quickly navigate to potentially interesting viewpoints where visibility-based transfer functions can be employed to generate volume renderings that minimize occlusions. To give full exploration freedom to the user, the entropy map is updated on the fly whenever a view has been selected, pointing to new and promising but so far unseen view directions. Alternatively, our system can also use a set-cover optimization algorithm to provide a minimal set of views needed to observe all features. The views so generated could then be saved into a list for further inspection or into a gallery for a summary presentation.  相似文献   
62.
The display units integrated in today's head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the VE has to be adjusted to the limitations caused by the HMD characteristics. In particular, the geometric field of view (GFOV), which defines the virtual aperture angle used for rendering of the 3D scene, is set up according to the display field of view (DFOV). A discrepancy between these two fields of view distorts the geometry of the VE in a way that either minifies or magnifies the imagery displayed to the user. It has been shown that this distortion has the potential to affect a user's perception of the virtual space, sense of presence, and performance on visual search tasks. In this paper, we analyze the user's perception of a VE displayed in a HMD, which is rendered with different GFOVs. We introduce a psychophysical calibration method to determine the HMD's actual field of view, which may vary from the nominal values specified by the manufacturer. Furthermore, we conducted two experiments to identify perspective projections for HMDs, which are identified as natural by subjects--even if these perspectives deviate from the perspectives that are inherently defined by the DFOV. In the first experiment, subjects had to adjust the GFOV for a rendered virtual laboratory such that their perception of the virtual replica matched the perception of the real laboratory, which they saw before the virtual one. In the second experiment, we displayed the same virtual laboratory, but restricted the viewing condition in the real world to simulate the limited viewing condition in a HMD environment. We found that subjects evaluate a GFOV as natural when it is larger than the actual DFOV of the HMD--in some cases up to 50 percent--even when subjects viewed the real space with a limited field of view.  相似文献   
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This paper presents a new method for three dimensional object tracking by fusing information from stereo vision and stereo audio. From the audio data, directional information about an object is extracted by the Generalized Cross Correlation (GCC) and the object’s position in the video data is detected using the Continuously Adaptive Mean shift (CAMshift) method. The obtained localization estimates combined with confidence measurements are then fused to track an object utilizing Particle Swarm Optimization (PSO). In our approach the particles move in the 3D space and iteratively evaluate their current position with regard to the localization estimates of the audio and video module and their confidences, which facilitates the direct determination of the object’s three dimensional position. This technique has low computational complexity and its tracking performance is independent of any kind of model, statistics, or assumptions, contrary to classical methods. The introduction of confidence measurements further increases the robustness and reliability of the entire tracking system and allows an adaptive and dynamical information fusion of heterogenous sensor information.  相似文献   
65.
The present paper introduces three facets of information overload in email communication: A large amount of incoming information, inefficient workflow, and deficient communication quality. In order to cope with these facets of information overload, a training intervention was developed and evaluated. Data were collected from 90 employees on several evaluation levels within a longitudinal evaluation design (one pretest double posttest design). The results reveal that the training contributed to an increase in knowledge and media competencies. We also found evidence for a transfer of training contents to the workplace. Finally, strain diminished on several dimensions. In particular, problems with media usage and work impairment decline significantly, an effect that was stronger for those participants who face a large amount of email at their workplaces.  相似文献   
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Service Composition Issues in Pervasive Computing   总被引:2,自引:0,他引:2  
Providing new services by combining existing ones—or service composition—is an idea pervading pervasive computing. Pervasive computing technologies seek to concurrently exhibit context awareness, manage contingencies, leverage device heterogeneity, and empower users. These four goals prompt service-composition-mechanism design requirements that are unique to pervasive computing. This article catalogs service composition mechanisms and describes their variation points, which indicate how well the resulting compositions meet the four goals.  相似文献   
68.
Actions performed by a virtual character can be controlled with verbal commands such as ‘walk five steps forward’. Similar control of the motion style, meaning how the actions are performed, is complicated by the ambiguity of describing individual motions with phrases such as ‘aggressive walking’. In this paper, we present a method for controlling motion style with relative commands such as ‘do the same, but more sadly’. Based on acted example motions, comparative annotations, and a set of calculated motion features, relative styles can be defined as vectors in the feature space. We present a new method for creating these style vectors by finding out which features are essential for a style to be perceived and eliminating those that show only incidental correlations with the style. We show with a user study that our feature selection procedure is more accurate than earlier methods for creating style vectors, and that the style definitions generalize across different actors and annotators. We also present a tool enabling interactive control of parametric motion synthesis by verbal commands. As the control method is independent from the generation of motion, it can be applied to virtually any parametric synthesis method.  相似文献   
69.
Human eye-head co-ordination in natural exploration   总被引:1,自引:0,他引:1  
During natural behavior humans continuously adjust their gaze by moving head and eyes, yielding rich dynamics of the retinal input. Sensory coding models, however, typically assume visual input as smooth or a sequence of static images interleaved by volitional gaze shifts. Are these assumptions valid during free exploration behavior in natural environments? We used an innovative technique to simultaneously record gaze and head movements in humans, who freely explored various environments (forest, train station, apartment). Most movements occur along the cardinal axes, and the predominance of vertical or horizontal movements depends on the environment. Eye and head movements co-occur more frequently than their individual statistics predicts under an independence assumption. The majority of co-occurring movements point in opposite directions, consistent with a gaze-stabilizing role of eye movements. Nevertheless, a substantial fraction of eye movements point in the same direction as co-occurring head movements. Even under the very most conservative assumptions, saccadic eye movements alone cannot account for these synergistic movements. Hence nonsaccadic eye movements that interact synergistically with head movements to adjust gaze cannot be neglected in natural visual input. Natural retinal input is continuously dynamic, and cannot be faithfully modeled as a mere sequence of static frames with interleaved large saccades.  相似文献   
70.
Visualization algorithms can have a large number of parameters, making the space of possible rendering results rather high-dimensional. Only a systematic analysis of the perceived quality can truly reveal the optimal setting for each such parameter. However, an exhaustive search in which all possible parameter permutations are presented to each user within a study group would be infeasible to conduct. Additional complications may result from possible parameter co-dependencies. Here, we will introduce an efficient user study design and analysis strategy that is geared to cope with this problem. The user feedback is fast and easy to obtain and does not require exhaustive parameter testing. To enable such a framework we have modified a preference measuring methodology, conjoint analysis, that originated in psychology and is now also widely used in market research. We demonstrate our framework by a study that measures the perceived quality in volume rendering within the context of large parameter spaces.  相似文献   
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