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991.
992.
为支持地球红外背景的模拟研究,以天基观测为前提,计算了2个大气窗口下,4个具有典型大气和地表特征的区域在水云大气下的路径透过率和各成分辐射亮度。通过相对变化比例,讨论了地球背景模拟中水云与地表的图像区分以及地域的影响。结果表明,水云对地球背景辐射传输影响显著:云层下方辐射会被强烈衰减,同时观测路径中的散射辐射大幅增强。在同一选定区域下,积云大气的观测路径亮度相对无云大气下变化最大,在相同水云类型条件下,大气散射和太阳散射亮度在不同区域区别较大,说明在模拟水云地球背景时不能忽略地域的影响。计算和分析结果可为地球背景模拟中的水云红外图像生成提供一定的数据基础和技术支持。 相似文献
993.
系统分析各类高性能制造以注重零件的几何尺寸精度所带来的问题,即在具备超精密、高精度加工能力后,由"合格的高精度零件"装配出的产品至今依然还是合格率低、参数稳定性差的本质内因.首次从零件制造微观角度提出了产品生产合格率低、参数稳定性差是由零件表面微观特征与产品技术特征非匹配性导致的,提出了全新的产品制造理念,从注重零件的几何尺寸精度向关注零件制造微观工艺特征与产品技术特征的匹配性和符合性转变.形成和建立起我国自主创新的高性能产品制造思想和产品制造工艺技术体系,才能从根本上解决产品生产制造合格率低、参数稳定性差等问题,才能形成有继承性、可持续、稳定的产品制造技术体系,而这一切是工业4.0制造模式无法解决的. 相似文献
994.
995.
为了解决发动机润滑油液磨粒图像监测只适用于微流且易受气泡干扰等问题,设计了一种可适用于相对大流量工作环境的油液磨粒光学图像在线监测系统,区分气泡和磨粒。通过该监测系统,批量采集了一系列磨损颗粒和气泡图片,用于后续图像分类算法的训练与测试。采用了一种基于背景差分和大津法的运动物体提取算法提取出大量磨粒及气泡图像样本,运用基于方向梯度直方图(Histogram of oriented gradients,HOG)进行特征提取和支持向量机(Support vector machine,SVM)分类算法对气泡和磨粒进行识别。实验结果表明,该监测系统能有效采集磨粒及气泡图像并进行自动识别。与基于形态学特征提取算法以及K最近邻(K-nearest neighbor,KNN)等传统分类算法相比,HOG-SVM算法分类精度更高,识别准确率可达83 8%。 相似文献
996.
997.
首先给出时域频率稳定性分析中各种方差的实用计算公式,并在此基础上分析各种方差特性,总结归纳其适用范围。分析表明:①阿仑方差是时域频率稳定性分析中最常用的方法,但不能区分调相白噪声和调相闪变噪声;②改进阿仑方差通过相位平滑运算能识别这2种噪声;③时间方差和时间总方差主要用于描述频率源的时间波动,主要用于分析调相噪声;④当频率漂移项较大或受甚低频噪声影响时,哈达玛系列方差能给出很好的测量特性。 相似文献
998.
Pooja Dutt R.K. Sharma 《Advances in Space Research (includes Cospar's Information Bulletin, Space Research Today)》2011
A study of the evolution of the periodic and the quasi-periodic orbits near the Lagrangian point L2, which is located to the right of the smaller primary on the line joining the primaries and whose distance from the more massive primary is greater than the distance between the primaries, in the framework of restricted three-body problem for the Sun–Jupiter, Earth–Moon (relatively large mass ratio) and Saturn–Titan (relatively small mass ratio) systems is made. Two families of periodic orbits around the smaller primary are identified using the Poincaré surface of section method – family I (initially elliptical, gradually becomes egg-shaped with the increase in the Jacobi constant C and elongated towards the more massive primary) and family II (initially egg-shaped orbits elongated towards L2 and gradually becomes elliptical with the increase in C). The family I in the Sun–Jupiter and Saturn–Titan systems contains two separatrix caused by third-order and fourth-order resonances, while the Earth–Moon system has only one separatrix which is caused by third-order resonances. Also in the Sun–Jupiter and the Saturn–Titan systems, family I merge with family II, around Jacobian constant 3.0393 and 3.0163, respectively, while in the Earth–Moon system, family II evolves separately from two different branches. The two branches merge at C = 3.184515. In the Earth–Moon system, the family II contains a separatrix due to third-order resonances which is absent in the other two systems. 相似文献
999.
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
1000.