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一、品牌建设事关企业成败
企业的生存与发展,是一个需要不断研究、不断解决的永恒课题。面对经济全球化的今天,中国企业如何在风起云涌激烈竞争的市场中求得生存和发展,且永远立于不败之地是值得深思和急待解决的重要问题。 相似文献
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DID技术是解决内外线全自动交换转接的一项新技术,也是国内外通信界在电话领域不断探索研究的重要课题。文章以SX1102BF型数字式全自动分机电话转接器为例,介绍了DID技术的发展现状、实现难点和解决办法。 相似文献
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现代通信技术作为通信行业的重要的组成部分,通信技术若想在现代社会的激烈竞争中得到充分的发挥,不断取得胜利,在此行业中占得优势,就必须不断探索研究,改革创新。本文对发展阶段、发展趋势以及在将来的展望进行了解释和描述。 相似文献
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通信网的可靠性已成为日益重要的一个课题,通信可靠性的研究随着通信的发展而不断发展。本文从研究出发点、研究范围、可靠性测试及可靠性对策等方面论述了通信网可靠性研究的演进。 相似文献
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一、概述
随着通信技术、通信网络、通信系统、通信终端和通信软件的不断发展.特别是互联网、移动互联网的快速发展和广泛应用,人们远距离的沟通变得越来越方便。远距离沟通方式上已经不再只是点到点的两个人之间的沟通。多方音频和音视频会议/会晤变得越来越重要。随着个人计算机处理能力的不断提高、信息处理技术的快速发展以及互联网带宽的不断提高, 相似文献
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我国铁路交通事业不断发展,有关高速铁路信号维修也成为业内一项重要课题,高速铁路信号是指导铁路系统运行安全的重要信息资料,有关高速铁路信号维修工作的研究也在不断深入,在本文中笔者将就高速铁路信号维修的相关问题进行分析。 相似文献
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随着现代居民生活水平的不断提高,国内旅游产业收入增长强劲,景区的5G网络覆盖对于提升景区的数字化水平和提供更好的游客体验非常重要,同时5G技术的不断发展和创新也将带来更新的应用场景和可能性,因此加强5G技术在景区方面的应用研究尤为重要。 相似文献
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As with many up and coming technologies, the road to wide acceptance is not always smooth. Virtual reality (VR) is one such technology whose bumpy ascent is well underway. VR is not all that new but the steady price/performance gains for computational power have helped it gain a broader base of applications and even a little popularity along the way. The author's current research is one example of how VR can be used as an analysis as well as a visualization tool. He is developing interactive scenarios where the user can pose "what if?" questions in a VR environment and the VR environment will respond with an array of possibilities. The user will then be able to experience and better assess the impacts of each alternative. The interactive aspects of VR make it an ideal platform for developing scenarios across a broad range of applications. 相似文献
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With high performance computer processing capabilities and appropriate communication bandwidths, virtual reality (VR) and enhanced reality systems are no longer restricted to sophisticated flight simulators. Now there is the opportunity for users to immerse themselves in new worlds and to learn, work and play in different ways. This paper presents some of the key research issues that need to be addressed in order to develop virtual environments (VEs) which will ‘succeed’ across a range of VR application areas, including: What are the key components that constitute compelling, stimulating and easy-to-use VEs? What constitutes a usable VE? Do we understand the human element of VR? Techniques and approaches that will increase our understanding of VR from the user perspective are presented, together with ‘The Mirror’ case study which demonstrates the assessment methodology used to address performance and usability issues relating to a collaborative environment delivered over the Internet. 相似文献
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Several studies have investigated the use of virtual reality (VR) in tourism, but none has taken an epidemiological outlook. This research examined the use of VR in tourism through the lenses of an extended TAM model in times of COVID-19 pandemic. The premise was that, in this context, people would prefer less risky experiences and would see VR as a substitute for traditional travel. The data used was collected through a within-subjects experiment, which proved that intention to use VR in tourism increased under the COVID-19 effect. This study tested a conceptual model that showed this intention was influenced by the perceived ease of use, perceived usefulness, and perceived substitutability of VR, all mediated by people’s interest in VR use in tourism. The perceived authenticity of VR experience determined the perceived substitutability of VR. This paper has theoretical and practical implications. In the long term, promoting tourism-related VR activities might reduce the risk of virus spreading, lessen the pressure imposed on this sector by such epidemic episodes, and increase its sustainability. 相似文献
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Glombitza G. Evers H. Hassfeld S. Engelmann U. Meinzer H.-P. 《IEEE transactions on information technology in biomedicine》1999,3(3):186-196
Presents telemedicine as an extension of a teleradiology framework through tools for virtual surgery. To classify the described methods and applications, the research field of virtual reality (VR) is broadly reviewed. Differences with respect to technical equipment, methodological requirements and areas of application are pointed out. VR, desktop VR and augmented reality are differentiated and discussed in some typical contexts of diagnostic support, surgical planning, therapeutic procedures, simulation and training. Visualization techniques are compared as a prerequisite for VR and assigned to distinct levels of immersion. The advantage of a hybrid visualization kernel is emphasized with respect to the desktop VR applications that are subsequently shown. Moreover, software design aspects are considered by outlining functional openness in the architecture of the host system. A teleradiology workstation was extended by dedicated tools for surgical planning through a plug-in mechanism. Examples of recent areas of application are introduced, such as liver tumor resection planning, diagnostic support in heart surgery, and craniofacial surgery planning. In the future, surgical planning systems will become more important. They will benefit from improvements in image acquisition and communication, new image processing approaches and techniques for data presentation. This will facilitate pre-operative planning and intra-operative applications 相似文献
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The brain activity of humans and many other animals is dominated by processing visual images relative to body position. This is not to sell short other sensory paths such as heaving or smell, which are also exquisitely sensitive. The complexity of visual interpretation requires a very interactive and highly parallel brain function. It is not surprising that VR, which depends on interactivity between sensing and the kinetic domains of the body, has emphasized visual applications. Virtual reality is now being used to enhance other senses like touch and hearing. The key contribution of VR is the ability to interact with the human brain at a higher and more creative level than you might experience by looking at a monitor screen, or reading print from the page as you are doing now. At the present time most VR demonstrations have the appearance of being a solution in search of a problem. Applications that truly exploit the power of this technology will surely continue to develop as more people experience the effect of VR and learn how to harness and then to leverage the power in this mode of communication 相似文献
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There are many people in China who suffered from physical and mental diseases and need physical and psychological rehabilitation. Traditional treatments can work in rehabilitation, but will take much money and labor. In recent years, virtual reality (VR) technology has become a new direction to innovate rehabilitation. This paper summarizes the research results of VR technology in rehabilitation for stroke, anxiety, depression and autism. Based on these results, we propose a framework for VR rehabilitation system with virtual agents. A prototype system is developed to corroborate the proposed design guidelines. With the prototype rehabilitation system, autistic children can train their life skills in different scenarios. Preliminary test results show the proposed framework can push users to take the rehabilitation training actively and can be a new method for rehabilitation training. 相似文献
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Virtual Environments for Anyone 总被引:1,自引:0,他引:1
Editors' NoteDifferent demands to computing power, graphics processing capabilities, and modalities of user interaction have traditionally kept VR, computer graphics, and games separate research domains. But recently, powerful programmable GPUs and VR-style input devices like the Wii controller have become common. Expensive, custom-built hardware setups are no longer needed to build exciting VR appliances.In this issue's column, Heinrich Godbersen from TFH Berlin argues that this change will bring the worlds of VR, computer graphics, and games together. He discusses how technological advances enable him to move between those worlds and create game-like VR appliances such as Flight Vienna with inexpensive commodity hardware and development tools.—William I. Grosky and Utz Westermann 相似文献
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介绍了基础研究与科学传播相互作用的原理,科技先行国家科学研究和科学传播相结合方面的典型做法;分析研究了我国目前基础研究与科学传播作用的现状;并对国内外基础研究与科学传播相互作用模式进行了比较;最后,提出了加强我国基础研究与科学传播相互促进作用的一些意见和建议。对于加强我国基础科学领域的科研与科普结合,促进科普事业发展有一定的借鉴意义。 相似文献