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31.
为解决木材干燥过程木材含水率检测精度低的问题,提高木材干燥的自动控制水平,针对以含水率为基准的干燥过程,提出了应用卡尔曼滤波进行木材含水率在线估计方法。为验证该方法的有效性:首先建立了基于含水率基准加入高斯噪声数据集的卡尔曼估计模型,并在此模型基础上对实验测得的数值进行了在线估计和比较,结果表明卡尔曼滤波方法具有较好的估计精度。  相似文献   
32.
The content–user gap is the difference between the limited range of content-relevant preferences that may be expressed using the MPEG-7 user interaction tools and the much wider range of metadata that may be represented using the MPEG-7 content tools. One approach for closing this gap is to make the user and content metadata isomorphic by using the existing MPEG-7 content tools to represent user (as well as content) metadata (Agius and Angelides 2006, 2007). Subsequently, user preferences may be specified for all content, without omission. Since there is a wealth of user preference and history metadata within the MPEG-7 user interaction tools that can usefully complement these specific content preferences, in this paper we develop a method by which all user and content metadata may be bridged.
Marios C. AngelidesEmail:
  相似文献   
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34.
在现有的基于傅里叶描绘子的CBIR系统中,为了提高检索速度,一般需要舍去物体轮廓经傅里叶变换后的大部分高频分量.当物体轮廓在细节部分具有较高能量时,此方法不具备有效性.为尽可能保证检索准确率并兼顾检索速度,在原有傅里叶描绘子上进行扩展,避免直接舍去高频分量,引入Fisher判别分析法将描绘子映射到子空间进行降维,并保证...  相似文献   
35.
The development of instructional content using Information Technologies is an expensive, time-consuming and complex process that requires new methodologies. It was in this context that the concept of Learning Objects (LOs) was proposed in order to promote reuse. However, this goal is not yet fully attained and new contributions to increase reuse are still welcome. Besides, if content is conveyed in LOs that are easier to reuse, they must be combined and sequenced in order to build more elaborated and complex content. This paper presents a strategy to deal with these problems based on the definition of small LOs here called Component Objects (COs). These COs are structured and combined according to a conceptual metamodel, which is the basis for the definition of conceptual schemas representing the existing material, including not only content but also practice. This strategy for searching, extracting, and sequencing COs, supports a teacher to better control the implementation of complex content, reducing errors in the authoring process. This approach includes a specification language and an algorithm for semi-automatic sequencing learning content and practice. Finally, a case study that shows the proposed approach and some results of using the algorithm are presented.  相似文献   
36.
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   
37.
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   
38.
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   
39.
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   
40.
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   
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