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631.
对于一般的非线性规划给出一种精确增广Lagrange函数,并讨论其性质.无需假设严格互补条件成立,给出了原问题的局部极小点与增广Lagrange函数在原问题的变量空间上的局部极小的关系.进一步,在适当的假设条件下,建立了两者的全局最优解之间的关系. 相似文献
632.
Immersive media has attracted widespread attention with the development of virtual reality. Three Degree of Freedom Plus media greatly enhances the user experience by allowing users’ head motion and viewpoint switching within a certain range. Due to the limitation of panoramic video acquisition and transmission, it is impossible to obtain videos from any viewpoint directly. Virtual view synthesis is the general solution to this problem. However, existing algorithms do not adequately consider the pixel correlation between multiple views. Thus, we propose a virtual view synthesis algorithm using joint information from multi-view panoramic videos to further explore the pixel correlation. Specifically, sub-pixels from different reference views in the virtual view are obtained by performing multi-view three-dimensional image warping. Dedicated area division and interpolation methods are then designed to improve the synthesized quality. Experimental results show that the proposed algorithm outperforms the state-of-the-art virtual view synthesis algorithms in performance and efficiency. 相似文献
633.
RGB合波器作为激光扫描显示系统的关键性核心部件,其微小型化和高传输效率是应用于增强现实的必然要求。针对氮化硅、氮化镓、SU8三种可见光波段高透过率材料,对比研究了其波导的折射率差、色散曲线、单模条件,以及所构成的多模干涉型RGB波导合波器的尺寸、传输效率、光场分布。研究结果表明,氮化硅器件的各项性能介于氮化镓与SU8器件之间;氮化镓器件具有最大的芯层与包层折射率差,最小的单模截止尺寸,最短的器件长度(2000μm);SU8器件具有最小的芯层与包层折射率差,最大的单模截止尺寸,但器件长度大于氮化镓,为3600μm。此外,氮化硅、氮化镓、SU8三种器件的RGB平均传输率分别为78%,55%和91%,可见SU8器件占有明显优势。未来,经过进一步优化设计的超紧凑氮化镓多模干涉型RGB波导合波器有望应用于激光扫描单片集成系统中,而具有良好柔性的SU8多模干涉型RGB波导合波器则在可形变系统中具有重要应用价值。这些器件为增强现实系统朝着微小型化和高传输效率的方向发展提供了技术基础。 相似文献
634.
635.
Darren J. Lipomi Charles Dhong Cody W. Carpenter Nicholas B. Root Vilayanur S. Ramachandran 《Advanced functional materials》2020,30(29)
The goal of the field of haptics is to create technologies that manipulate the sense of touch. In virtual and augmented reality, haptic devices are for touch what loudspeakers and RGB displays are for hearing and vision. Haptic systems that utilize micromotors or other miniaturized mechanical devices (e.g., for vibration and pneumatic actuation) produce interesting effects, but are quite far from reproducing the feeling of real materials. They are especially deficient in recapitulating surface properties: fine texture, friction, viscoelasticity, tack, and softness. The central argument of this progress report is that in order to reproduce the feel of everyday objects, molecular control must be established over the properties of materials; ultimately, such control will enable the design of materials which can change these properties in real time. Stimuli‐responsive organic materials, such as polymers and composites, are a class of materials which can change their oxidation state, conductivity, shape, and rheological properties, and thus might be useful in future haptic technologies. Moreover, the use of such materials in research on tactile perception could help elucidate the limits of human tactile sensitivity. The work described represents the beginnings of this new area of inquiry, in which the defining approach is the marriage of materials science and psychology. 相似文献
636.
This paper describes a method for decomposing a signal into the sum of an oscillatory component and a transient component. The process uses the tunable Q-factor wavelet transform (TQWT): The oscillatory component is modeled as a signal that can be sparsely denoted by high Q-factor TQWT; similarly, the transient component is modeled as a piecewise smooth signal that can be sparsely denoted using low Q-factor TQWT. Since the low and high Q-factor TQWT has low coherence, the morphological component analysis (MCA) can effectively decompose the signal into oscillatory and transient components. The corresponding optimization problem of MCA is resolved by the split augmented Lagrangian shrinkage algorithm (SALSA). The applications of the proposed method to speech, electroencephalo-graph (EEG), and electrocardiograph (ECG) signals are included. 相似文献
637.
Let G =(V, E) be a simple connected graph with n(n ≥ 3) vertices and m edges,with vertex degree sequence {d1, d2,..., dn}. The augmented Zagreb index is defined as AZI =AZI(G)=∑ij∈E(didj/di+dj-2)3. Using the properties of inequality, we investigate the bounds of AZI for connected graphs, in particular unicyclic graphs in this paper, some useful conclusions are obtained. 相似文献
638.
Based on the concepts of the Reality-Virtuality (RV) continuum and the stimulus-organism-response (SOR) framework, this study investigated differences between AR and VR in their effects on vividness/interactivity, a sense of presence, users’ sensory brand app experience, attitude, and behavioral intention. For AR, participants downloaded an app to mobile phones. For VR, participants downloaded a VR app to smartphones attached to a Google Cardboard VR headset. Vividness and interactivity directly (or indirectly) impacted a sense of presence, sensory brand app experience, attitude towards technology, and behavioral intention. However, AR and VR differed in how vividness and interactivity influenced sensory brand app experience and attitude towards technology. Overall, a sense of presence was a significant mediator for 1) the relationship between vividness and sensory brand app experience and 2) the relationship between interactivity and attitude towards technology for VR but no such relationship was observed with AR. The relationships among sensory brand app experience, attitude, and behavioral intention were significant in both AR and VR settings. Employing real AR/VR shopping situations, the study provides for practitioners deep understandings of consumers’ actual perceptions of applications of AR/VR and offers practical insights as to the efficiency of AR and VR in improving consumer virtual shopping experiences. 相似文献
639.