共查询到20条相似文献,搜索用时 140 毫秒
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李庆昭 《数字社区&智能家居》2014,(35)
该文介绍了一种基于气敏元件技术的瓦斯及烟雾传感器的原理与设计,该传感器采用一个气敏元件作为传感器探头,实现了瓦斯与烟雾的报警。传感器主要由气敏传感器,热敏电阻,电压比较器,三极管,蜂鸣器等组成。当其周围环境的瓦斯浓度上升或有烟雾产生时,达到报警设定浓度值,报警器动作发出声光报警信号。可应用于具有清洁环境的工矿企业及家庭使用。 相似文献
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ZnSnO_3-乙醇气敏元件特性及其可靠性研究 总被引:3,自引:0,他引:3
本文报导了ZnSnO_3气敏材料电导率随温度变化的测试结果.以它为基体材料制备乙醇气敏元件,对其电阻随乙醇气浓度变化的特性进行了讨论.元件的强制失效实验分析表明,该类元件在正常工作条件下,处于高浓度检测气体气氛中不发生“中毒”和失效;还给出了一些对生产工艺较有意义的数据. 相似文献
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以无机盐为原料,液相合成了ZnFe2O4纳米粉体,通过XRD,TEM等手段对粉体的晶体结构、形貌等进行表征并研制了厚膜型气敏元件.结果表明:产物为尖晶石结构,粒径尺寸分布为10 nm~30 nm,平均粒径约为14 nm.在40℃~400℃的温度范围内,采用静态配气法测定元件的气敏性能,发现ZnFe2O4气敏元件在150℃的工作温度下对体积比浓度为1×10-3 (V/V0)、1×10-4(V/V0)的H2S气体的灵敏度分别高达244.34和83.31;在此工作温度下对1×10-4(V/V0)的H2S气体响应时间2 s,恢复时间为5 s.在40℃对1×10-3(V/V0)的H2S气体的灵敏度达到111.00. 相似文献
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低速风洞稳风速控制系统的设计 总被引:2,自引:0,他引:2
在风洞模型试验过程中,洞内风速是否稳定将直接影响到实验结果的准确性,因此,稳风速控制系统是风洞测控系统中重要组成部分。以江苏技术师范学院信控研究所研制的低速风洞测控系统为例,简要介绍其稳风速控制过程。 相似文献
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基于J2EE标准开发保险企业服务软件 总被引:5,自引:1,他引:4
如何能快速、高效地开发企业管理信息系统对每一个软件开发者都是至关重要的。文章介绍了如何使用J2EE标准开发保险企业服务软件,该软件涵盖了保险公司所涉及的三百多个险种,实现了保险业务全套的电子化流程。通过采用组件技术,整个软件开发周期较以前缩短了三分之一,并使开发后的应用服务软件具有良好的可扩展性;同时,由于采用java语言进行编程,保证了系统的可移植性;通过对比实验运行数据说明了系统的整体运行效率并没有受到很大影响,用具体示例说明了J2EE架构的优越性。 相似文献
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自适应维纳滤波器是一种经典的线性降噪滤波器,较其他线性滤波器能够更好地解决边界模糊的问题。然而由于含噪图像的噪声主要集中于它的高频部分,而图像的低频部分所含有的噪声较高频部分则小很多。自适应维纳滤波算法对图像中所有频率成份都不加区分地进行滤波降噪处理,因而它不能得到更为令人满意的结果。提出了一种将二维经验模态分解和自适应维纳滤波相结合的图像去噪方法,通过将图像分解为不同频率成份的子图像并对各子图像采用不同的降噪处理,从而更好地对含噪图像进行降噪。实验结果表明,算法相对于自适应维纳滤波算法降噪效果更好。 相似文献
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Easy VPN是Cisco为远程用户和分支办公室提供的一种远程访问VPN解决方案,提供了集中的VPN管理和动态的策略分发,降低了远程访问VPN部署的复杂程度,增加了可扩展性及灵活性。论述了Easy VPN的组件和原理,并在此基础上分析了Easy VPN的特性,针对企业分支机构及移动办公人员访问内部资源所面临的问题,分析了Easy VPN的部署方案。通过部署Easy VPN,企业的分支机构通过Internet可以同总部建立点到点的VPN,移动或在家办公用户可以在接入Internet的任何地方方便、安全地访问内部资源,这有助于提高企业生产力,降低企业的管理和维护成本。 相似文献
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James McDonald 《Empirical Software Engineering》2005,10(2):219-234
Data from 135 teams that have participated in a software project planning exercise are analyzed to determine the relationship between team experience and each teams estimate of total project cost. The analysis shows that cost estimates are dependent upon two kinds of team experience: (1) the average experience for the members of each team and (2) whether or not any members of the team have similar project experience. It is shown that if no members of a planning team have had similar project experience then the estimate of cost is correlated with average team experience, with teams having greater average team experience producing higher total cost estimates. If at least one member of the planning team has had similar project experience then there is a weaker relationship between average team experience and cost, and cost estimates produced by those teams with similar project experience are close to those produced by teams with the greatest average team experience. A qualitative examination of the project plans produced by all teams indicates that the primary reasons that teams with less experience of either type produce lower cost estimates are that they have failed to include some tasks that are included by more experienced teams, and that they have estimated shorter task durations than have the more experienced teams. 相似文献
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W. M. Reed J. M. Oughton D. J. Ayersman J. R. ErvinJr. S. F. Giessler 《Computers in human behavior》2000,16(6)
This study focused on the extent to which prior computer-related experiences predicted linear and nonlinear navigation when using a hypermedia learning environment. Those with more years’ experience at working with computers and those with more authoring experience took more linear steps, whereas those with more data base experience and those with more hypermedia experience took fewer linear steps. Those with more years experience at working with computers, those with more programming experience, and those with more authoring experience had a lower percentage of nonlinear steps than those with more experience in those three areas. Those with more word-processing experience, more spreadsheet experience, and more hypermedia experience had a higher percentage of nonlinear steps than those with less experience in those three areas. Also, those with more hypermedia experience took less time than those with less hypermedia experience. A major implication of the study is that we can predict the extent to which a hypermedia user may engage in a hypermedia environment in a nonlinear way by knowing his or her experience in a variety of computer-related uses. 相似文献
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为了提高无人机(Unmanned Aerial Vehicle,UAV)系统的智能避障性能,提出了一种基于双延迟深度确定性策略梯度(Twin Delayed Deep Deterministic Policy Gradient,TD3)的改进算法(Improved Twin Delayed Deep Deterministic Policy Gradient,I-TD3)。该算法通过设置两个经验缓存池分离成功飞行经验和失败飞行经验,并根据两个经验缓存池的不同使用目的分别结合优先经验回放(Prioritized Experience Replay)方法和经验回放(Experience Replay)方法,提高有效经验的采样效率,缓解因无效经验过高导致的训练效率低问题。改进奖励函数,解决因奖励设置不合理导致的训练效果差问题。在AirSim平台上实现仿真实验,结果表明在四旋翼无人机的避障问题上,I-TD3算法的避障效果优于TD3算法和深度确定性策略梯度(Deep Deterministic Policy Gradient,DDPG)算法。 相似文献
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The disenchantment of affect 总被引:1,自引:1,他引:0
Phoebe Sengers Kirsten Boehner Michael Mateas Geri Gay 《Personal and Ubiquitous Computing》2008,12(5):347-358
In computing design, experience is often broken down, compartmentalized, and engineered: a process that often disenchants
the original experience. In this paper, we demonstrate the possibility to design for experience, not by formalizing and rationalizing
it, but instead by supporting open-ended engagement and appropriation. We illustrate this approach through Affector, a case
study in affective computing, in which we focus on user interpretation and construction of emotional experience over its computational
modeling. We derive design and evaluation strategies for enchantment that focus on supporting the ongoing construction and
interpretation of experience by human participants over the course of interaction. We suggest that enchanting experiences
may be designed only by approaching enchantment obliquely: not by engineering it in, but by providing opportunities where
it may emerge. 相似文献
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Armağan Kuru 《International journal of human-computer interaction》2016,32(11):847-860
Running has been perceived as an easy way of becoming physically active. Over time, amateur runners start to use technology to keep track of their training and be aware of their improvement. In that sense, this article explores runners’ experience with activity tracking technology. After giving a brief review of literature in user experience and running experience, this paper demonstrates the runners’ experience with tracking technology through an empirical study conducted with 30 runners. The paper illustrates the experience of runners with sports tracking technology over time, by discussing the importance of usefulness, interactivity, connectivity, and personalization of information within the experience. 相似文献