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141.
本文从泛系的观点来分析了Linux操作系统中观控的思想,辩异同的思想,以及形影关系。旨在通过这些实例来说明这些思想,为我们在认识复杂的计算机系统方面寻求理论上的支持。 相似文献
142.
身份认证系统的设计与实现 总被引:3,自引:0,他引:3
身份认证就是通过特定手段对用户所声称的身份进行认证的过程,它是实现网络安全的重要机制.本文介绍了动态口令身份认证的实现原理,并在著名的Schnorr身份认证协议的基础上.用Java语言设计并实现了一个动态口令身份认证系统. 相似文献
143.
椭圆曲线密码体制是基于代数曲线的一种公开密钥密码系统,它的安全性基于有限域上椭圆曲线离散对数问题。文中利用椭圆曲线密码体制对电子公文进行数字签名,以解决身份认证问题。而对于电子公文的加密则采用两种加密机制:利用典型的对称密码体制DES算法对电子公文的内容进行加密,而利用接收方和发送方的基于椭圆曲线密码体制的公开密钥和私有密钥,进行一定的计算得到DES算法进行加密/解密所需要的密钥。将公钥算法和私钥算法的有机结合,解决了密码体制中速度和安全性不能兼顾的问题。 相似文献
144.
Frances Brazier Anja Oskamp Corien Prins Maurice Schellekens Niek Wijngaards 《Artificial Intelligence and Law》2004,12(1-2):137-157
Software agents that play a role in E-commerce and E-government applications involving the Internet often contain information about the identity of their human user such as credit cards and bank accounts. This paper discusses whether this is necessary: whether human users and software agents are allowed to be anonymous under the relevant legal regimes and whether an adequate interaction and balance between law and anonymity can be realised from both the perspective of Computer Systems and the perspective of Law.This paper is an extended and fully revised version of Brazier, Kubbe, Oskamp and Wijngaards (2002) and Brazier, Oskamp, Prins, Schellekens and Wijngaards (2003). 相似文献
145.
提出融合信息隐藏技术和超混沌加密技术的网络身份证新概念及其生成与验证模型,研究和实现了基于该网络身份证的认证系统,分析其在信息安全和电子商务等领域的应用模型和前景. 相似文献
146.
Two experiments examined (a) if the gender of a randomly assigned character would affect individuals' inferences about an anonymous partner in computer-mediated communication (CMC) and (b) how the gender inference would moderate informational social influence. In Experiment 1, participants played a trivia game on a gender-biased topic (sports vs. fashion) with their ostensible partner via computer, represented by a gender-marked cartoon character. The results showed that both men and women, despite the arbitrary nature of character assignment, categorized the partner according to the character's gender. However, the effects of the gender inference on conformity were moderated by the topic and the participant's gender. First, when the topic matched the participant's gender, there was no character effect. Second, whereas women used “expertise heuristics”, exhibiting greater conformity to the male-charactered than female-charactered partner on a masculine topic, men displayed greater conformity to the male-charactered than female-charactered partner on a feminine topic, suggesting male resistance to female influence. Using a gender-neutral topic, Experiment 2 confirmed the explanations. Although the character triggered gender-stereotypical perception of the partner, when the gender was not diagnostic of expertise, the character's gender did not affect women's conformity behavior while men nonetheless showed greater conformity to the male-charactered partner. 相似文献
147.
当用CAD软件系统设计组合夹具时,通过对夹紧力和定位支承反作用力之间的平衡作出评估,即可判定系统的定位可靠性. 相似文献
148.
Pai-Ling Chang 《Digital Creativity》2013,24(3):174-184
Abstract This paper focuses on two areas of enquiry, the phenomenon of interactivity and how ideas from outside of interaction design can expand our understanding of interactivity. Although generally seen as the user's ability to access information, interactivity's capacity can extend to the shaping of content and meaning. The paper proposes that visualities produced by diasporic individuals reveal the potential of users for reflexivity and intervention. It draws on theories of postcolonial identity and the mixing of cultural meanings of diasporic people to highlight the importance of allowing users to experience autonomy, agency and self-determination in digital media. 相似文献
149.
150.
Sex role stereotyping by players in first-person shooter games and other online gaming environments may encourage a social environment that marginalizes and alienates female players. Consistent with the social identity model of deindividuation effects (SIDE), the anonymity of online games may engender endorsement of group-consistent attitudes and amplification of social stereotyping, such as the adherence to gender norms predicted by expectations states theory. A 2 × 3 × 2 virtual field experiment (N = 520) in an online first-person shooter video game examined effects of a confederate players’ sex, communication style, and skill on players’ compliance with subsequent online friend requests. We found support for the hypothesis that, in general, women would gain more compliance with friend requests than men. We also found support for the hypothesis that women making positive utterances would gain more compliance with friend requests than women making negative utterances, whereas men making negative utterances would gain more compliance with friend requests than men making positive utterances. The hypothesis that player skill (i.e., game scores) would predict compliance with friend requests was not supported. Implications for male and female game players and computer-mediated communication in online gaming environments are discussed. 相似文献