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31.
32.
智能化"实虚"对抗是现代先进战斗机嵌入式训练系统的重要功能需求。自主空战决策控制技术在未来空战装备发展中扮演关键角色。将当前的功能需求和发展中的技术结合起来,得到了空战智能虚拟陪练的概念。先进控制决策技术的引入使得智能虚拟陪练能够帮助飞行员完成复杂的战术训练,而训练中真实的对抗场景为技术的验证提供了理想的环境,大量的训练数据为技术的持续迭代优化提供了保障。作为可学习和进化的空战战术专家,智能陪练在人机对抗和自我对抗中不断优化,当其具备与人相当甚至超越人的战术能力时,可应用于未来的无人空战系统。智能虚拟陪练需要具备4项基本能力:智能决策能力、知识学习能力、对抗自优化能力和参数化表示能力。对其包含的关键技术进行了分析,提出并实现了一个基于模糊推理、神经网络和强化学习的解决方案,展示了其各项基本能力及目前达到的空战水平。未来更多的模型和算法可在智能虚拟陪练的框架中进行验证和优化。 相似文献
33.
Water takeoff performance calculation method for amphibious aircraft based on digital virtual flight
《中国航空学报》2020,33(12):3082-3091
Owing to the strong coupling among the hydrodynamic forces, aerodynamic forces and motion of amphibious aircraft during the water takeoff process, the water takeoff performance is difficult to calculate accurately and quickly. Based on an analysis of the dynamics and kinematics characteristics of amphibious aircraft and the hydrodynamic theory of high-speed planing hulls, a suitable mathematical model is established for calculating the hydrodynamics of aircraft during water takeoff. A pilot model is designed to illustrate how pilots are affected by the lack of visual reference and the necessity to simultaneously control the pitch angle, flight velocity and other parameters during water takeoff. Combined with the aerodynamic model, engine thrust model and aircraft motion model, a digital virtual flight simulation model is developed for amphibious aircraft during water takeoff, and a calculation method for the water takeoff performance of amphibious aircraft is proposed based on digital virtual flight. Typical performance indicators, such as the liftoff time and liftoff distance, can be obtained via digital virtual flight calculations. A comparison of the measured flight test data and the calculation results shows that the calculation error is less than 10%, which verifies the correctness and accuracy of the proposed method. This method can be used for the preliminary evaluation of airworthiness compliance of amphibious aircraft design schemes, and the relevant calculation results can also provide a theoretical reference for the formulation of flight test plans for airworthiness certification. 相似文献
34.
获得材料许用值的传统方法是对各种形式的材料和试样进行物理试验,并根据"积木式"方法逐级验证单元、子部件和部件。然而,按照"积木式"方法进行测试的成本很高。因此,需要一种新的方法,在较短的时间内完成新材料体系表征鉴定,并推进其在工程中的应用。根据FAA/ASTM建议,非均质单胞多尺度建模/虚拟测试技术,可以成为设计应用过程早期的材料和结构的验证策略。以材料的细观力学/宏观力学为基础,充分考虑制造过程,测试数据和服役环境影响,结合渐进失效分析来预测结构/部件安全性,建立了多尺度虚拟测试工程应用流程。本文采用美国AlphaSTAR公司研发的成熟商业软件平台GENOA,使用单向带测试的统计数据来逆推纤维和基体材料性能以及制造变量的不确定性。这些不确定性随后被用于生成层合板结构的随机虚拟测试试样,计算许用值。这种仿真方法在T800H项目中获得成功应用,大量减少了物理试验。 相似文献
35.
Abstract Active exploration is reportedly better than passive observation of spatial displacements in real environments, for the acquisition of relational spatial information, especially by children. However, a previous study using a virtual environment (VE) showed that children in a passive observation condition performed better than actives when asked to reconstruct in reality the environment explored virtually. Active children were unpractised in using the input device, which may have detracted from any active advantage, since input device operation may be regarded as a concurrent task, increasing cognitive load and spatial working memory demands. To examine this possibility, 7–8-year-old children in the present study were given 5 minutes of training with the joystick input device. When compared with passive participants for spatial learning, active participants gave a better performance than passives, placing objects significantly more accurately. The importance of interface training when using VEs for assessment and training was discussed. 相似文献
36.
孙勇 《中国民航学院学报》1999,17(3):41-44
简要介绍了 A T M 局域网仿真的主要原理,以 I B M 8260 A T M 交换机为例,具体分析了 A T M 局域网仿真的实现细节。 相似文献
37.
38.
分布式交互仿真技术的理论与实现 总被引:1,自引:0,他引:1
分布式交互仿真(简称DIS)是现代仿真科技的前沿课题之一,已广泛受到到以美国为代表的西方发达国家的高度重视,并开展了深入研究。我国在该领域的研究才刚刚起步。DIS是指运用计算机网络协议将分布于不同地域仿真模拟器连接起来,营造一个大范围的虚拟环境(LSVE)。在这个环境下,分布于各地的用户可进行诸如空中格斗、空地对抗、地面对抗等各种军事模拟训练。本文介绍了分布式交互仿真的发展历程与发展现状,分析了仿 相似文献
39.
Michael Tlauka Paul N. Wilson Marc Adams Caren Souter Angela H. Young 《Spatial Cognition & Computation》2013,13(4):365-391
ABSTRACT In three experiments, after exploring a virtual environment (VE), adult participants made spatial judgments about the location of target objects that were higher and lower than their perceived test location within the VE. In Experiment 1, the locations of the target objects were inferred from verbal instructions. The main results were a tendency to judge objects as closer to the horizontal plane than their true locations, and more efficient downward than upward judgments. Both effects generally accord with findings reported by Wilson et al. (2004a, 2004b). In Experiments 2 and 3, which were closely modeled on the design of the Wilson et al. studies, regression to the horizontal plane was noted but no downward bias was observed. A misperception in the viewing height between the floors and ceilings of the virtual rooms was apparent in both experiments. The results from the present study together with earlier investigations suggest different hierarchical encoding of between-axis and within-axis information. 相似文献
40.
将空间网络作为一种典型的容迟/容断网络(Delay/Disruption Tolerant Network,DTN),同时利用空间网络星座拓扑的规律性和可预见性,通过构造链路通断时间图,快速建立虚拟拓扑路由表;针对路由过程中可能出现的链路中断问题,设计了拥塞控制机制、正常中断机制和链路失效机制来提高路由效率;在The ONE网络仿真平台中对提出的时间图路由算法(Time-GraphRouter)进行了仿真,并与传染路由(EpidemicRouter)、转发等待路由(SprayAndWaitRout-er)、预测路由(ProphetRouter)三种路由机制进行了对比。仿真结果表明,文章提出的路由算法的平均投递率达到了0.98以上,综合性能优于其他三种路由算法。 相似文献