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991.
介绍了CAN总线网络开发方法,搭建了CAN总线集成开发测试环境,对实际网络进行了测试,给出了位定时参数计算方法,比较了不同模拟终端电阻下的总线的报文正确率和总线负载率等性能指标.  相似文献   
992.
介绍一种基于C8051F340快速单片机控制的直放站设计;采用GPS同步法,按时隙功率控制,自动增益控制AGC环路,系统的非线性指标良好、抗干扰性强、可靠性高.比以功率检测的同步方法和基于特征窗搜索的同步方法实现简单,应用范围更广,可用于任何无线直放站应用场合,特别适用于干放及无线射频交换场合.  相似文献   
993.
In this paper we design and implement the pseudo session initiation protocol (p-SIP) server embedded in each mobile node to provide the ad-hoc voice over Internet protocol (VoIP) services. The implemented p-SIP server, being compatible with common VoIP user agents, integrates the standard SIP protocol with SIP presence to handle SIP signaling and discovery mechanism in the ad-hoc VoIP networks. The ad-hoc VoIP signaling and voice traffic performances are analyzed using E-model R rating value for up to six hops in the implemented test-bed. We also conduct the interference experiments to imitate the practical ad-hoc VoIP environment. The analyzed results demonstrate the realization of ad-hoc VoIP services by using p-SIP server.  相似文献   
994.
By modeling mass transfer phenomena, we simulate solids and liquids dissolving or changing to other substances. We also deal with the very small‐scale phenomena that occur when a fluid spreads out at the interface of another fluid. We model the pressure at the interfaces between fluids with Darcy's Law and represent the viscous fingering phenomenon in which a fluid interface spreads out with a fractal‐like shape. We use hybrid grid‐based simulation and smoothed particle hydrodynamics (SPH) to simulate intermolecular diffusion and attraction using particles at a computable scale. We have produced animations showing fluids mixing and objects dissolving.  相似文献   
995.
Sentiment-oriented contextual advertising   总被引:2,自引:2,他引:0  
Web advertising (Online advertising), a form of advertising that uses the World Wide Web to attract customers, has become one of the world’s most important marketing channels. This paper addresses the mechanism of Content-based advertising (Contextual advertising), which refers to the assignment of relevant ads to a generic web page, e.g., a blog post. As blogs become a platform for expressing personal opinion, they naturally contain various kinds of expressions, including both facts and comments of both a positive and negative nature. Besides, in line with the major tenet of Web 2.0 (i.e., user-centric), we believe that the web-site owners would be willing to be in charge of the ads which are positively related to their contents. Hence, in this paper, we propose the utilization of sentiment detection to improve Web-based contextual advertising. The proposed sentiment-oriented contextual advertising (SOCA) framework aims to combine contextual advertising matching with sentiment analysis to select ads that are related to the positive (and neutral) aspects of a blog and rank them according to their relevance. We experimentally validate our approach using a set of data that includes both real ads and actual blog pages. The results indicate that our proposed method can effectively identify those ads that are positively correlated with the given blog pages.  相似文献   
996.
基于FPGA的动态目标跟踪系统设计   总被引:2,自引:0,他引:2  
为了解决基于PC机的视频动态目标跟踪实时性瓶颈问题,设计出一种基于FPGA的动态目标跟踪系统。设计遵循图像处理金字塔模型,针对低层和中层算法简单、数据量大且存在一定并行性等特点采用FPGA硬件实现,而高层较复杂算法使用Nios Ⅱ软核进行C语言编程。整个设计采用Verilog-HDL对算法完成建模与实现,并在QUARTUS Ⅱ上进行了综合、布线等工作,最后以Altera公司的DE2开发板为硬件平台实现了整个系统。  相似文献   
997.
基于FPGA的新型高速CCD图像数据采集系统   总被引:3,自引:1,他引:2  
介绍一种基于Actel公司Fusion StartKit FPGA的线阵CCD图像数据采集系统。以FPGA作为图像数据的控制和处理核心,通过采用高速A/D、异步FIFO、UART以及电平转换、放大滤波、二值化电路和光学系统实现对图像数据的信号处理,并运用Visual Studio C++和Microsoft公司的基本类库MFC实现对采集数据的显示、绘图、传输控制等。利用搭建的系统平台实现对物体尺寸的测量,通过对所得的数据进行分析处理,明确测量的精度和可以达到的水平。对该系统在实时监控中的优点进行分析。  相似文献   
998.
针对原EZW算法未能很好利用图像小波系数特点及按照频率特性量化小波系数的不足,提出了对图像小波系数进行信噪分离、阈值化处理以及对低、高频图像信息进行分阈值量化的改进算法,并给出了在保证复原图像质量情况下扫描终止的判别条件,以节省压缩时间,在实时传输中能有效地提高图像压缩效率。仿真实验结果表明,改进算法无论在扫描相同次数下的信噪比,还是相近信噪比下的压缩比都获得了较大改善,为小波变换下的图像压缩方法提供了新的思路。  相似文献   
999.
The main aim of the modern popular teaching method of authentic learning has been to provide students with everyday-life challenges that develop knowledge and skills through problem solving in different situations. Many emerging information technologies have been used to present authentic environment in pedagogical purpose. However, there are few studies that have been discussed the sense of authenticity and characters in scene and how students interact with the characters involved in the task. We designed a system, RoboStage, with authentic scenes by using mixed-reality technology and robot to investigate the difference in learning with either physical or virtual characters and learning behaviors and performance through the system. Robots were designed to play real interactive characters in the task. The experiment of the study conducted with 36 junior high students. The results indicated that RoboStage significantly improved the sense of authenticity of the task and also positively affected learning motivation. Learning performance was conditionally affected by RoboStage.  相似文献   
1000.
Using a framework of cognitive, social, and teaching presence, the nature of learning experiences in a three-dimensional virtual world environment (Second Life) and a text-chat learning environment without visuals (TeachNet) were investigated. A mixed method of code frequencies, coherence graphs, interviews, and a survey was used. The results revealed that the TeachNet debates included more cognitive presence codes that indicate higher levels of cognitive processing than in SL debates. The teams were significantly different from each other in the collaboration style for developing arguments and in the ways to use utterances associated with cognitive, social, and teaching presences, and the groups’ collaboration style became more established with more experience with the tasks. The three critical factors–tool, tasks and group cohesion–that affect cognitive, teaching, and social presence are discussed.  相似文献   
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