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The present study investigated cognitive map development in multilevel built environments. Three experiments were conducted in complex virtual buildings to examine the effects of five between-floor structural factors that may impede the accuracy of humans’ ability to build multilevel cognitive maps. Results from Experiments 1 and 2 (of three experiments) revealed that difficulties in developing multilevel cognitive maps are not solely caused by the z-axis offset, as is suggested in the literature, but are due to the factorial combination of a between-floor overlap and a z-axis offset. Results from Experiment 2 showed that this process becomes substantially more difficult when the reference directions between different floors have an angular offset from each other. Finally, results from Experiment 3 demonstrated that confusing between-floor heading shifts in aligned buildings did not make it reliably harder to build multilevel cognitive maps. The implications of these findings are discussed in terms of theories of mental representations in multilayered three-dimensional spaces, as well as for architectural design. 相似文献
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Stephen K. Reed 《Spatial Cognition & Computation》2019,19(1):1-45
I apply my proposed modification of Soar/Spatial/Visual System and Kosslyn’s (1983) computational operations on images to problems within a 2 × 2 taxonomy that classifies research according to whether the coding involves static or dynamic relations within an object or between objects (Newcombe & Shipley, 2015). I then repeat this analysis for problems that are included in mathematics and science curricula. Because many of these problems involve reasoning from diagrams Hegarty’s (2011) framework for reasoning from visual-spatial displays provides additional support for organizing this topic. Two more relevant frameworks specify reasoning at different levels of abstraction (Reed, 2016) and with different combinations of actions and objects (Reed, 2018). The article concludes with suggestions for future directions. 相似文献
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提出了一种基于解重扩算法的GPS抗干扰实时接收机系统的硬件实现方案。此方案充分利用解重扩算法和GPS接收机的特点,将两者紧密耦合,并根据FPGA和DSP的不同性能,实现了资源的合理配置。实测数据验证表明,该系统不仅能够抑制干扰信号,而且可对卫星信号产生较大增益,实现多波束抗干扰。 相似文献
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认知无线电Ad Hoc网络中,吞吐量最大化是一个关键的挑战.为了实现这一目标,协同传输是前景看好的技术,利用在每个空间节点的多样性中继链路以增加性能,特别是在无线环境中由于不同的信道质量、有限的能源和带宽资源,这种想法是有吸引力的.文章在分布式动态环境下,研究了联合动态路由.中继分配和频谱分配分布式和本地算法,提出了一... 相似文献
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词汇学习是我国大学生英语学习的重点以及难点,传统的机械性背记方法耗时多,收效少。就提高我国大学生英语词汇学习效率这一问题,从认知语言学的原型理论出发,为我国大学生学习词汇提供了更科学,更高效的学习方法。 相似文献
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Abstract Human navigation in an unknown environment requires an understanding of the spatial relationships of the terrain. For example, a soldier who is on a reconnaissance mission in a new city needs to “know” the spatial layout of the surroundings with high confidence. Oftentimes, this understanding must be acquired within a very short amount of time and with limited sensory inputs. The soldier would benefit from a digital avatar that draws inferences about the spatial layout of the city based on an initial set of observations and guides the soldier either in further exploring the environment or in making decisions based on these inferences. In this paper, we present and evaluate an inductive approach to learning spatial associations using sensory data that is available from the simulation environment of a computer game, Unreal Tournament. We study two kinds of spatial relationships between nodes on a level of a game map: nodes that are placed near each other to satisfy some spatial requirement and nodes that are placed near each other to satisfy the design preferences of a level architect. We show that we can infer both kinds of relationships using an association rule mining algorithm. Furthermore, we show how to use an ontology to distinguish between these relationships in order to discover different types of spatial arrangements on a specific map. We discuss how the inferred associations can be used to control an avatar that makes recommendations for navigating unexplored areas on a map. We conclude with some thoughts on the applicability of our methods to scenarios in the real world, beyond the simulation environment of a game, and on how the learned associations can be represented and queried by a simple question-answer type system. 相似文献
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周红 《沈阳航空工业学院学报》2011,28(6):61-64
在英语中,说话人要重点突出的部分叫做强调.强调结构一直是学生学习英语的重点和难点。传统的教学方法存在诸多弊端,学生不会综合运用,不懂融会贯通。从新的视角对英语强调结构的教学进行认知势在必行。认知语言学中图形-背景理论为重新感知和理解强调结构提供了理据,进行形象具体化教学,有效提高学习效果。 相似文献