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1.
针对当前莫尔斯报训练器存在的使用不便、适应性差、识别率和识别速度低等问题,设计了一种基于TMS320F28335DSP的莫尔斯报训练器,具有发报、收报训练功能,识别结果可由液晶显示屏LCD12864实时显示或回送电脑,通过侧音产生电路产生反馈给操作者的监听音;由于采用动态自适应模糊聚类识别算法,提高了识别准确性和适应性,可以在5~100码/分的速度下正确识别莫尔斯码;应用结果表明,该训练器运行稳定可靠,识别速度快,具有一定的实用性和推广价值。  相似文献   

2.
DCS仿真培训系统软件的开发及实现   总被引:2,自引:0,他引:2  
简要介绍了分散控制系统(DCS)μXL的仿真训练器软件的设计开发思路,软件采用模块化结构,功能完备。该仿真训练器能较好地适用于操作人员(技术人员及大中专在校生)的技能培训和实习。  相似文献   

3.
针对传统故障监测方法对精密的健美操力量训练器故障监测精度低的问题,通过优化卷积神经网络随机梯度下降算法中的梯度下降方式和学习率,并将提取的训练器振动信号特征作为改进卷积神经网络输入,提出一种基于深度学习的健美操力量训练器故障监测方法。仿真结果表明,所提方法对卷积神经网络改进有效,利用改进的卷积神经网络可识别监测健美操力量训练器不同类型、不同位置和不同程度的故障,平均监测准确率达到97.75%,对训练器正常状态和4根转子断裂的轴承故障监测准确率达到100%。相较于改进前卷积神经网络,所提监测方法的监测准确率提高了7.50%,相较于常用故障监测算法,所提方法的监测准确率均有不同程度的提升,具有一定的有效性和优越性,并采用改进卷积神经网络进行分类识别,可有效监测。  相似文献   

4.
文运用反向传播 (BP)神经网络理论 ,设计了一个仿真 10 5单缸柴油机示功图的BP网络模型 ,并对之进行了讨论和研究 ,说明该神经网络模型不但可以满足船舶轮机仿真训练器的精度要求 ,并且还可以保证轮机仿真过程的实时性 ,从而提出了船舶轮机训练器实时仿真建模的又一种有效的方法  相似文献   

5.
从实际角度出发介绍了故障诊断基本理论及应用的重要性,详细阐明了红箭-73数字式通用训练器故障诊断仪的设计原理。  相似文献   

6.
孙俊 《计算机仿真》2002,19(2):58-61
该文运用反向传播(BP)神经网络理论,设计了一个仿真105单缸柴油机示功图的BP网络模型,并对之进行了讨论和研究,说明该神经网络模型不但可以满足船舶轮机仿真训练器的精度要求,并且还可以保证轮机真过程的实时性,从而提出了船舶轮机训练器实时仿真建模的又一种有效的方法。  相似文献   

7.
仿真训练器的进展   总被引:4,自引:1,他引:3  
本文在分析了仿真训练器的现状与特点的基础上,结合计算机技术的发展,介绍了多媒体、网络、虚拟现实等技术在计算机仿真领域的最新应用成果,总结了仿真训练器的开发方法,最后对仿真训练器的发展方向进行了展望。  相似文献   

8.
一、引言哥特(Gould)公司为美国海军建造了一台推进装置仿真训练器。训练器按置在罗德岛新港的水面作战军官学校。本文介绍为了设计该仿真训练器而发展的数学方法。文中并介绍了一种新的补偿数字仿真计算回路中信息传递滞后的方法。本文的这些方法一般都能应用于大型复杂系统的实时仿真,例如电站,过程控制系统或其他类型的推进装置。这种大型系统是由相互作用的一些部件和子系统所构成,而且一般还包括一组自动控制回路。通常各种部件(例如锅炉和透平)的方程式都可以用类似于系统分析中的框图的形式来表示。  相似文献   

9.
为了提升自动调速控制效果,设计了运动辅助训练器驱动电机自动调速控制系统。感知层利用ZigBee节点实时采集设备层内运动辅助训练器的驱动电机电机信息;网络传输层通过ZigBee基站,融合各ZigBee节点采集的信息;安全通信模块以标注节点、提取有效节点与连接标注节点的方式,建立物联网安全通信信道,并引进实时传输协议,压缩与实时传输融合的信息;应用层中通过数字PI算法,结合接收的融合信息,得到电流参考值,运算得到脉冲宽度调节占空比,生成电压调节信号,完成驱动电机速度控制。实验证明:该系统可有效采集跑步机的电机转速信息,并安全传输信息;可快速调节跑步机速度;在不同干扰下,该系统的自动调速控制效果较优。  相似文献   

10.
仿真训练器的进展   总被引:3,自引:0,他引:3  
本文在分析了仿真训练器的现状与特点的基础上,结合计算机技术的发展,介绍了 多媒体、网络、虚拟现实等技术在计算机仿真领域的最新应用成果,总结了仿真训练 器的开发方法,最后对仿真训练器的发展方向进行了展望。  相似文献   

11.
Abstract Software documentation for the novice user typically must try to achieve at least three goals: to support basic knowledge and skills development; to prevent or support the handling of mistakes, and to support the joint handling of manual, input device and screen. This paper concentrates on the latter goal. Novice users often experience split‐attention problem due to the need to (almost) simultaneously attend to different media. Existing research indicates that split‐attention problems can be prevented or reduced by the presence of screen images in the manual. Research is yet unclear about the optimal design of these pictures. This study examines three design styles. Forty‐eight novice users received one of the three manual based on these styles. The manuals were an introduction to Windows 95. The users of the most successful manual needed 25% less training time and had a 60% better retention. The most important characteristics of the design style of this manual were its use of full screen images (instead of partial ones) and a two‐column lay‐out in which the instructions and screen images were presented side‐by‐side in a left‐to‐right reading order. The discussion focuses on the tension that exists between theory and practice. Special attention is given to the contributions of a taxonomy of screen images and cognitive load theory.  相似文献   

12.
Through repeated practice under conditions similar to those in real-world settings, simulator training prepares an individual to maintain effective performance under stressful work conditions. Interfaces offering high fidelity and immersion can more closely reproduce real-world experiences and are generally believed to result in better learning outcomes. However, absolute fidelity in stress training is not critical for skills to be transferable. The present study compared the performance outcomes achieved by trainees using two different simulator types to complete a training program aimed at improving decision-making skills. The purpose of this research was to assess both the overall level of training effectiveness and to determine whether performance levels were influenced when high (160 degree curved wide screen) versus low fidelity (small cab-based flat screen) simulator types were in use. Sixty-three train drivers drove for 40 min on a simulated track on which they encountered four major high stress driving events. One year later, 42 of the original drivers returned and repeated the training scenario a second and third time. Results revealed trainees using the lower fidelity flat screen simulator made fewer errors in both years than trainees using the high fidelity curved screen simulator. The implications of these results are discussed.  相似文献   

13.
岳晓军  郝重阳  范毅 《计算机仿真》2006,23(10):293-295,300
应用MultiGen-Creator制作三维模型,以VC++6.0为软件开发环境,调用MultiGen-Vega仿真软件提供的Api函数,设计立体显示虚拟射击训练系统;研究了一种用于Vega的实时碰撞检测方法。根据立体视觉的原理,在平面显示器上实现了立体显示。采用双中心投影算法,设置双观察者,来获取左右眼的具有视差的图像;设置双视景显示通道,分别显示左右眼图像;训练员通过控制键盘和鼠标来控制导弹打击敌方目标,同时戴上立体眼镜,可以产生身临其境的真实感,从而准确判断目标位置并击中目标,达到良好的训练效果。  相似文献   

14.
随着电子产品的普及,青少年儿童使用电子设备频率的不断增长,导致青少年儿童近视率的上升;为控制近视率的上升,对近视早期的控制能够预防后期近视的发生,设计开发了一种基于融合光谱刺激和知觉训练的便携式近视预防装置;装置以基于全志A133主板的安卓系统控制,采用ESP32无线传输模块在用户手机应用端登陆后传输用户信息至服务器和装置屏幕显示,并作为主板和灯光模块的通讯模块;灯光模块包括一个具有恒流电源驱动的灯光系统,该系统包含红光训练、LED白光后像训练、RBG多光谱训练和LED引导眼肌调节训练等灯光训练功能,其中以红光训练为主要功能,通过大小合适、光强安全、光斑均匀的低强度激光稳定照射视网膜来防止并改善眼轴长度的增加,能够保证视网膜多巴胺的含量,加快脉络膜、巩膜的血液循环,从而抑制近视的发生和发展;在进行光照训练后,运用装置内置的Unity视觉训练软件,进一步辅助眼睛的近视弱视预防;该设计为便携式近视预防装置提供了一个新的视角,可应用于医疗保健设备。  相似文献   

15.
随着人们对操控要求的不断提高,电容触摸屏因为能支持多点触摸而得到广泛使用。本文基于Nokia和Intel公司合作开发的开源操作系统MeeGo,采用基于内核对象的Linux输入子系统来设计触摸屏的驱动。该方案极大地方便了触摸屏的驱动开发,可应用在车载娱乐、上网本、智能手机等电子产品上。  相似文献   

16.
针对地面应用的大型LED电子显示屏存在功耗大、不能应用到煤矿井下的问题,提出了一种拼接式矿用LED阵列显示屏的设计方案;给出了该显示屏的结构,详细介绍了该显示屏的硬件及软件设计。该显示屏可单独使用,也可与煤矿信息指引系统联合使用。调试与测试结果表明,该显示屏能够实时接收、显示上位机的图形、文字信息,达到了预期目标。  相似文献   

17.
Future typographic and graphic designers will need to be able to design for a range of media, both to secure their role and to provide the necessary design expertise in technological environments. This paper proposes an approach to teaching which introduces theoretical issues within a practical design project to encourage the development of general concepts that can be transferred to different technologies. A specific project on designing for the screen is described, which is taught as part of a BA degree in Typography & Graphic Communication. In the context of this project, reasons for introducing theory are proposed, examples of the nature of the theory are given, and the methods used to introduce material are illustrated. A detailed account of one student's implementation of this project is used to demonstrate how theoretical issues can provide direction in a design task. However, careful consideration needs to be given to how theory and practice are integrated to encourage students to look beyond the short-term benefits of specific training to the development of more general knowledge.  相似文献   

18.
The use of interactive computer systems is expanding rapidly. In many applications users can communicate directly with computer-based systems through an interactive dialogue at a display terminal. However, this direct form of communication has created problems. Whereas early users of on-line systems were skilled computer professionals, today's users may have little or no training in computer technology. How then does this group communicate effectively with a computer systems?

The answer is that many users communicate only with considerable difficulty. The result is that the effectiveness of many systems is very much less than expected. The reason for this is simple: these systems are not very good at communicating with their users.

The most common communications bridge between a person and a computer system is a display screen. A well-designed screen format can enhance user productivity, eliminate or reduce user input errors, and promote end user satisfaction. A poorly designed screen has the opposite effect: it will decrease human processing speed, provoke user mistakes, and complicate computer operations.

Screen design requires the same care as designing the overall application. It employs the same techniques as planning and preparing good user documents. Screens, like documents, must be easy to understand and easy to use. To achieve these objectives, screen designers must make good choices regarding three ease-of-use parameters: format; screen content and layout; and style. This paper describes how standards may be established for each of these parameters in a proposed application or system. Futher, an interactive tutorial computer program has been developed (using Bricklin's DEMO program) which may be used to illustrate the application of these standards.  相似文献   


19.
基于MFC的雷达模拟训练系统终端关键技术研究   总被引:1,自引:0,他引:1  
雷达系统的模拟训练已成为部队训练的一种有效方式;在雷达模拟训练系统开发过程中,雷达终端显示的模拟是重点之一;为实现某雷达系统终端的模拟,达到逼真的效果,基于MFC开发环境,对雷达终端模拟中的坐标映射、目标点迹形成、目标编批消批、扫描线余辉模拟、屏幕闪烁消除等关键技术进行研究,能逼真地模拟实装终端的界面元素和显示效果;已成功应用于某雷达模拟训练系统终端设计,为训练操作手提供较真实的训练环境。  相似文献   

20.
介绍基于linux的嵌入式数码相机的设计与实现,设计使用的是linux系统内核。整个系统的硬件部分以S5PV210开发板作为测试仪主体,TFT-LCD触摸屏做为控制器,TF卡作为相片存储介质。在为开发板搭建好环境后,编写主程序,触屏驱动程序以及数码相机各种功能的触发函数,制作操作界面等等。最后达到了触屏操作数码相机实现各种功能。通过实际的测试应用,证明该软件硬件运行良好,能满足设计的要求,为嵌入式数码相机的设计提供了参考。  相似文献   

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