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1.
面向武器装备系列研制的灵境仿真研究   总被引:4,自引:0,他引:4  
冯珊  李彤 《计算机仿真》1998,15(3):31-34,54
文章首先阐明面向武器装备系列研制的灵境仿真研究的重要性及其学科归属。将本项研究定位于应用基础研究。基于90年代的计算技术基础设施,将VR仿真开发系统的技术目标设定的自学习、自优化的目标化的自产生式建模与仿真环境。在95年已实现的人工智能嵌入面向对象编程AI+OOP形式化体系中,通过知识封装赋予对象以知识禀赋和拟人的精神属性。把AIOOM开发平台提升到面向智能体层次。文章给出Agents设计及实现的  相似文献   

2.
自主机器人自组织结构IRASO的仿真研究   总被引:5,自引:0,他引:5  
自主机器人车辆具有智能性和快速反应的特点,而在精确推理和实时性之间录示最佳折衷是体系结构的关键文中提出基于分布式多Agent系统的自组织体系结构IRASO系统的自组织体系结构IRASO,Agent之间动态组合以适应环境变化,公告板系统评估环境势态和指导Agent组织,同时设计了Agent协调工作的空间和时间模型,基于TCP/IP的计算联勇域为异质分布式多Agent的协作运行提供支持,仿真结果表明该  相似文献   

3.
多智能体系统支撑环境MAS/TH-5   总被引:3,自引:0,他引:3  
MAS/TH-5系统是具有一定开放性的支持MAS构造与集成的支撑环境,它将开发与运行环境集为一体,形成整体解决方案.同时,文中所构造的具有实际应用价值的Agent模型,为支撑环境提供了理论和技术基础.这种模型具有理性平衡的特点.该模型还为用户提供了建立其他Agent模型的一般性框架,可以满足MAS系统中Agent交互的需求.在支撑环境上,文中所设计的Agent语言具有描述BDI等思维状态的能力,可处理较复杂的实际应用问题.  相似文献   

4.
基于Agent模型的开发放超媒体个性化   总被引:1,自引:0,他引:1  
该文提出了基于Agent模型所实现的开放超媒体个性化,利用分布对象技术实现Agent机制,并定义了多Agent之间的通信的意义。利用这种Agent机制实现了开放超媒体个性化的开发框架,可实现各个性化行为,以解决现有超媒体存在的问题。  相似文献   

5.
一种多Agent系统的构筑方法   总被引:4,自引:0,他引:4  
分析了现实世界中信息处理系统的活动,根据信息处理过程中信息共享、资源共享及协同工作的特点,将信息处理系统的开发映射为多Agent系统的构筑过程。Agent由主板加多个软构件构成,构筑Agent即根据其职能、所处理的数据及与其它Agent的关系,选择合适的主板及软构件,使其通过主板的控制机制协调运行。依此方法开发的信息处理系统有利于分布式环境下的软件复用。  相似文献   

6.
一个基于Java的Agent应用开发环境框架   总被引:14,自引:1,他引:13  
AODE是一个基于Java的Agent应用开发环境,本文给出了其总体框架,AODE为Agent系统的开发提出了一种方法,并提供了一组开发工具包和一套可扩充的类库该方法的各阶段。由于利用AODE开发人员只需关注领域级问题求解能力,Agent级功能如通讯,合作和协商等主要对AODE构件中实现,从而在方便Agent应用系统的开发。  相似文献   

7.
基于多Agent协作的设计问题求解框架   总被引:10,自引:0,他引:10  
提出了以多Agent协同方式来构造系统的问题求解框架。建立了一个Agent逻辑模型并介绍了其基本实现机制。重点提出了一个完整的基于多Agent协作的变型设计支持系统框架,并将其中的Agent功能划分为管理服务型,设计求解型和方法工具型等几类。最后,具体分析了其中的构件设计Agent的实现机制。  相似文献   

8.
多Agent系统在网上协同教学中的应用   总被引:6,自引:0,他引:6  
本文首先介绍了Agent和多Agent系统(MAS)的概念、分类与结构,然后重点分析了一个在网络环境中利用多 Agent技术的协同教学系统,介绍了其基本组成和工作流程。  相似文献   

9.
采用多Agent模型的协同编著系统的设计与实现   总被引:3,自引:0,他引:3  
文中提出了一个基于多Agent模型的协同编著系统,通过多Agent之间的协作,支持分布文档数据的访问,复制,使系统具有较高的效率和鲁棒性,文中详细讨论了协同编著系统中多Agent模型的特点,并在多Agent通信,本文管理等方面给出具体实现。  相似文献   

10.
提出了一种基于网络通讯的客户-服务器模式的机器人足球比赛系统。该系统充分模拟了实际的机器人足球比赛过程。该仿真系统应用在1999年首届全国机器人足球比赛中,通过比较,该仿真系统在系统稳定性,客户端开发平台无关性和系统操作的灵活性方面都得到了良好的证明。而且,该仿真系统可以作为一个通用的多Agent系统协作和分布式人工智能研究平台,且对于进一步开发机器人遥操作技术也提供了一些有益的尝试。  相似文献   

11.
多Agent系统可视化开发环境的设计与实现   总被引:3,自引:0,他引:3  
多Agent系统是构造复杂的分布式软件的一种新方法,有广阔的应用前景。但设计多Agent系统难度很大,除了要考虑传统的分布式系统的所有问题外,还要考虑Agent的灵活性需求。为了支持多Agent系统的开发,提出并实现了一个可视化开发环境,用户可以从描述任务出发,经过一系列步骤,半自动化地生成多Agent系统,极大地减轻了编程负担。  相似文献   

12.
GIS数据融合的虚拟现实系统探讨   总被引:2,自引:0,他引:2  
陈瑜  古钟璧  周新志  杨真 《计算机仿真》2006,23(4):216-219,286
针对现有三维GIS系统以及虚拟现实系统存在的问题,基于可动态更新GIS数据开发了具备三维场景漫游、外部数据库查询和部分空间分析功能的虚拟现实系统。该文首先介绍了地理信息系统和虚拟现实的现状及其融合发展的背景,然后描述了在Visual VC++.NET开发环境及OpenGL函数库的基础上,利用Terra Vista、MuhiGen Creator及Vega等仿真建模、实时渲染工具建造系统的过程,并以“数字都江堰演示系统”的建设证实了其实用效果。  相似文献   

13.
论仿真技术的重点和其中的热点与难点   总被引:10,自引:1,他引:10  
开发仿真软件是仿真技术的重点,为了提高效率,用户期望能有一个适用的仿真软件开发集成环境,因此,当前开发仿真软件的热点和难点就集中在一体化建模与仿真环境、可共享的软件框架,分布式虚拟环境,综合仿真系统和多智能体系统等方面。  相似文献   

14.
于志伟  苏宝库  曾鸣 《计算机工程》2006,32(13):222-224
基于多智能体平台的系统开发,已经成为多智能体技术能否应用到各领域的关键,通过对多智能体开发平台的选择,提出了基于JADE平台的多智能体实时诊断与监控系统,讨论了诊断智能体模型与诊断机理,以及多智能体的ACL通信语言,该系统能够完成诊断测试任务,并达到要求的性能指标。  相似文献   

15.
介绍了一个铁路车站信号控制台模拟系统,论述了系统的结构与组成,系统整体特点,系统工作原理以及系统开发过程中的设计思路,提出了具体解决方案,该系统现已成功地应用于培训和教学中.  相似文献   

16.
The aircraft maintenance industry is a complex system consisting of several interrelated human and machine components. Recognizing this, the Federal Aviation Administration (FAA) has pursued human factors related research. In the maintenance arena the research has focused on the aircraft inspection process and the aircraft inspector. Training has been identified as the primary intervention strategy to improve the quality and reliability of aircraft inspection. If training is to be successful, it is critical that we provide aircraft inspectors with appropriate training tools and environment. In response to this need, the paper outlines the development of a virtual reality (VR) system for aircraft inspection training.

VR has generated much excitement but little formal proof that it is useful. However, since VR interfaces are difficult and expensive to build, the computer graphics community needs to be able to predict which applications will benefit from VR. To address this important issue, this research measured the degree of immersion and presence felt by subjects in a virtual environment simulator. Specifically, it conducted two controlled studies using the VR system developed for visual inspection task of an aft-cargo bay at the VR Lab of Clemson University. Beyond assembling the visual inspection virtual environment, a significant goal of this project was to explore subjective presence as it affects task performance. The results of this study indicated that the system scored high on the issues related to the degree of presence felt by the subjects. As a next logical step, this study, then, compared VR to an existing PC-based aircraft inspection simulator. The results showed that the VR system was better and preferred over the PC-based training tool.  相似文献   


17.
液货船作业过程仿真软件是计算机仿真技术在航海领域的典型应用,目前已成为培训、考核广大船员的一种重要手段。其中,化学品船作业仿真软件是液货船作业过程仿真软件的核心组成部分。化学品船作业仿真软件成功地将面向对象的方法融入到仿真模型的建立上。软件开发过程符合现代软件工程理论基础。在软件开发过程中采用了ActiveX,数据库,多线程技术等保证仿真效果的实现。  相似文献   

18.
In this paper, a novel ambient intelligence (AmI) platform is proposed to facilitate fast integration of different control algorithms, device networks and user interfaces. This platform defines the overall hardware/software architecture and communication standards. It consists of four layers, namely the ubiquitous environment, middleware, multi-agent system and application layer. The multi-agent system is implemented using Java Agent DEvelopment (JADE) framework and allows users to incorporate multiple control algorithms as agents for managing different tasks. The Universal Plug and Play (UPnP) device discovery protocol is used as a middleware, which isolates the multi-agent system and physical ubiquitous environment while providing a standard communication channel between the two. An XML content language has been designed to provide standard communication between various user interfaces and the multi-agent system. A mobile ubiquitous setup box is designed to allow fast construction of ubiquitous environments in any physical space. The real time performance analysis shows the potential of the proposed AmI platform to be used in real-life AmI applications. A case study has also been carried out to demonstrate the possibility of integrating multiple control algorithms in the multi-agent system and achieving a significant improvement on the overall offline learning performance.  相似文献   

19.
Design is one of the most important stages in the manufacturing cycle and influences all the subsequent stages of product development. In the context of today’s iterative design methodology, the modification of any design is a process involving many evaluations and improvements to the solutions chosen in earlier stages. For this purpose, in the most recent decade, 3D computer simulations have become common tools used within industry. Whilst virtual reality (VR) technology is seen as the interaction technology of the future, much of the current research in this area is carried out to explore the potential benefits and added value brought by the integration of this into standard software technologies currently used at various stages in manufacturing life cycle. A lot of attention has been given to exploring the usability and benefits of interactive VR for assembly planning, knowledge elicitation and design and simulation. However, little research has focussed on the analytical aspects of the design process, for example in the use of VR as an interface for simulation software in finite element methods and multi-body systems. This paper introduces research focussing on applications of virtual environments (VEs) for interactive design evaluation and modification adapted and used with standard simulation software. The use of such interactive visualisation offers the engineer more realistic real-time representations of the design and advanced facilities to interact with the model during the design process. While design evaluation is based mainly on visualisation; design modification requires interactive changes of the model during the simulation, and the interfaces described here highlights such applications. In this work, two software prototypes have been developed using VR technology. First, a software tool called design evaluation in virtual environments is presented together with an application in civil engineering to illustrate the mode of operation and added value of the use of an interactive visualisation environment. Linking the simulation software with the VE provides real time bi-directional communication of graphical information which can be successfully achieved even within the limits of current computer technology. The tool includes a suite of software modules and a user interface to facilitate the link between the simulation results and the VE. The second tool facilitates the design modification in virtual environments system by providing real time dynamic simulation. Two dynamic approaches are investigated in order to study the real time simulation issues in the context of design modification and system performance: the classic approach based on rigid interconnected bodies, and a new and novel approach developed by the authors based on particles dynamics. Both implementations have been tested and compared on a mechanism application under the same computing conditions. The research applications presented demonstrate the practicality, flexibility and versatility of the visualisation in virtual environment in design evaluation and modification. However, the computer efficiency whilst carrying out real time dynamic simulation is limiting the range of applications to models of moderate size; however, this is an improvement on previous similar applications.  相似文献   

20.
Virtual reality (VR) technology is being increasingly used by athletes, coaches, and other sport-related professionals. The present systematic review aimed to document research on the application of VR to sport to better understand the outcomes that have emerged in this work. Research literature databases were searched, and the results screened to identify articles reporting applications of interactive VR to sport with healthy human participants. Twenty articles were identified and coded to document the study aims, research designs, participant characteristics, sport types, VR technology, measures, and key findings. From the review, it was shown that interactive VR applications have enhanced a range of performance, physiological, and psychological outcomes. The specific effects have been influenced by factors related to the athlete and the VR system, which comprise athlete factors, VR environment factors, task factors, and the non-VR environment factors. Important variables include the presence of others in the virtual environment, competitiveness, task autonomy, immersion, attentional focus, and feedback. The majority of research has been conducted on endurance sports, such as running, cycling, and rowing, and more research is required to examine the use of interactive VR in skill-based sports. Additional directions for future research and reporting standards for researchers are suggested.  相似文献   

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