首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   908篇
  免费   231篇
  国内免费   177篇
航空   716篇
航天技术   237篇
综合类   167篇
航天   196篇
  2024年   12篇
  2023年   58篇
  2022年   90篇
  2021年   98篇
  2020年   76篇
  2019年   72篇
  2018年   50篇
  2017年   52篇
  2016年   51篇
  2015年   31篇
  2014年   52篇
  2013年   51篇
  2012年   57篇
  2011年   64篇
  2010年   43篇
  2009年   48篇
  2008年   51篇
  2007年   47篇
  2006年   44篇
  2005年   30篇
  2004年   31篇
  2003年   36篇
  2002年   22篇
  2001年   19篇
  2000年   22篇
  1999年   30篇
  1998年   26篇
  1997年   14篇
  1996年   9篇
  1995年   5篇
  1994年   7篇
  1993年   8篇
  1992年   4篇
  1991年   3篇
  1989年   1篇
  1986年   2篇
排序方式: 共有1316条查询结果,搜索用时 15 毫秒
151.
元强化学习是指自动从一组相关任务中学习强化学习所需归纳偏置的相关理论和方法,对于提高强化学习算法在困难场景下的样本效率和泛化能力具有重要用途。本文提出一种新的元强化学习框架,指出设计和分析一个元强化学习算法需要同时考虑学习经验(相关任务)、归纳偏置及学习目标3个独立因素及这3个因素之间的依赖关系。在此基础上对该领域的研究现状进行了分析和总结,特别对近年来元强化学习若干文献进行了分析和归类,并详细阐述了几种代表性算法的原理及各自特点。本文还对元强化学习常用的实验环境和性能评价方法进行了介绍,对该领域的不足和未来的发展方向进行了讨论和分析。  相似文献   
152.
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   
153.
为了满足对大力值(20 MN左右)的测量和校准,开发了一套数字化组合式大力值校准装置。其最大量程可达24 MN,系统测量准确度为0.1%,适合于大型材料试验机的校准和检定。本文详细介绍了装置的组成结构、弹性体设计、贴片和组桥方式、数字化的方法以及与计算机的通信实现。  相似文献   
154.
目的探索构建校内生产性实训基地;方法以飞机结构腐蚀与控制实训平台的建设为例;结果阐述校内实现以产学研相结合模式来进行实训平台建设;结论对其它机务维修专业课程的实训平台建设起到引导的作用。  相似文献   
155.
This article presents the results of a questionnaire study on the role of the mother tongue in English class. The participants were 50 students and 10 teachers. The goal of the study was to investigate (1) the attitudes of both teachers and students towards the use of Chinese; (2) the actual and potential function of Chinese in English class. The results of this study indicate that Chinese was still quite extensively used in English class,that both the teachers and the students respond positively to a reaso...  相似文献   
156.
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   
157.
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   
158.
本文针对传统的机械制造技术基础教学环节中存在的一些问题,提出了用VB(Visual Basic)对Solid-Works开发的机床组合夹具仿真平台进行辅助教学,并介绍了该仿真平台的设计和实现过程及使用和教学效果。  相似文献   
159.
A fast feature ranking algorithm for classification in the presence of high dimensionahty and small sample size is proposed. The basic idea is that the important features force the data points of the same class to maintain their intrinsic neighbor relations, whereas neighboring points of different classes are no longer to stick to one an- other. Applying this assumption, an optimization problem weighting each feature is derived. The algorithm does not involve the dense matrix eigen-decomposition which can be computationally expensive in time. Extensive exper- iments are conducted to validate the significance of selected features using the Yale, Extended YaleB and PIE data- sets. The thorough evaluation shows that, using one-nearest neighbor classifier, the recognition rates using 100-- 500 leading features selected by the algorithm distinctively outperform those with features selected by the baseline feature selection algorithms, while using support vector machine features selected by the algorithm show less prominent improvement. Moreover, the experiments demonstrate that the proposed algorithm is particularly effi- cient for multi-class face recognition problem.  相似文献   
160.
组合机床多轴箱计算机辅助设计系统   总被引:1,自引:0,他引:1  
介绍利用AotoCAD二次开发工具ObjectARX3.0开发的组合机床多轴箱CAD。阐述依据模块化原理设计系统的各个组成模块,以及由于采用VisualC++6.0可视化编程语言及微软MFC基本类库,使程序界面的交互性比以往设计显著提高。  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号