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1.
As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have shown that visual complexity correlates with presence and may increase the perceived affective quality of the virtual world, towards an optimal experience or flow. Increasing these in VR applications may promote enjoyment and higher cognitive engagement for better learning outcomes. While visually complex materials could be motivating and pleasing to attend to, would they affect learning adversely? We developed a series of VR presentations to teach second-year psychology students about the navigational behaviour of Cataglyphis ants with flat, cartoon, or lifelike AVAs. To assess learning outcomes, we used Program Ratings, which measured perception of learning and perceived difficulty, and retention and transfer tests. The results from 200 students did not reveal any significant differences in presence, perceived affective quality, or learning outcomes as a function of the AVA’s visual complexity. While the results showed positive correlations between presence, perceived affective quality and perception of learning, none of these correlates with perceived difficulty, retention, or transfer scores. Nevertheless, our simulation produced significant improvements on retention and transfer scores in all conditions. We discuss possible explanations and future research directions. 相似文献
2.
Dajun Shen 《国际水资源开发杂志》2016,32(1):153-166
The paper analyses the range of lake management organizations (LMOs) established in China and proposes management recommendations for different lake types and contexts. Based on functions, regional coverage and sectoral focus, nine LMO patterns are identified, ranging from existing agency approaches in which there is no specific lake focus or institutional responsibility to comprehensive and powerful lake basin authorities. LMO development in China faces many challenges, including a preoccupation with organizational form rather than function and objectives, duplication with existing agency functions, and insufficient lake basin management and trans-jurisdictional coordination. We therefore propose that LMOs should be tailored to specific situations and problems, drawing distinctions between plateau, urban, plain, inland and wetland lakes as well as other contexts. 相似文献
3.
In the latter part of the nineteenth century and the early part of the twentieth, various attempts were made to ‘modernize’ the city of Málaga (southern Spain) in terms of structural and built environment. These efforts originated from different groups at different times and with varying degrees of success but they had, as their principal motive, a shared desire to advance the image of the city against a background of political unrest and significant economic decline from mid-nineteenth century prosperity. With this objective in mind, there was a shared perspective that the visual appearance of the city and its morphological structure had to be modernized. However, in detail, the specific schemes proposed reflected the diverse ideologies and objectives of their chief protagonists although the generic term Málaga Moderna came to be applied to a wide range of different proposals. This article will examine the development of these key actor groups and their varying impact on the city's urban form. 相似文献
4.
Luce Beeckmans 《Planning Perspectives》2013,28(4):615-627
In order to understand the complexity of the colonial city in Africa, this article suggests a comparative study on two levels, corresponding with two important phenomena in the planning process of African cities. The first level can be described as the diffusion of planning models to the colonies, and the second as the actual implementation of these planning models on the colonial terrain. Each level requires different scales of research and frames of analysis. They are particularly valuable when examined together. 相似文献
5.
To further our understanding on policymaking and policy change we need to recognize the significance of individual key actors in policy and planning processes. This article theorizes on the characteristics and policy influence of inside activism in which individual public officials act strategically from inside public administration to change government policy and action in line with a civic engagement and value commitment. Based on initial empirical findings from Swedish local government, we argue that inside activism is empirically relevant but not satisfactorily covered by other key actor concepts. We theorize that inside activism is 1) dualistic: open, deliberative, consensus-seeking and tacit, tactical, power-driven; 2) influential through informal networking inside and outside of government; and 3) dynamic as it varies over time and between critical situations. Due to current trends in society and public administration (e.g. governance), we expect inside activism to be increasingly relevant and we encourage further theoretical, empirical as well as normative research and discussion on this phenomenon. 相似文献
6.
This paper considers the use of a non-recallable control technology (either for craft control or to command weaponized software) as a deterrent or threat mechanism by state and non-state actors. It considers the efficacy of this approach in modern war fighting (including in limited war-like scenarios), comparing it to the mutual assured destruction phenomenon created by atomic weaponry and the Zanryū Nipponhei (‘Japanese holdout’) scenario. The deterrent, immediate and long-term impacts of the non-recallable control technology are considered from a warfighting perspective. The ethical and societal implications of the development of this technology and the proverbial opening of Pandora's Box that its development represents are also considered. 相似文献
7.
An ACL for a Dynamic System of Agents 总被引:4,自引:0,他引:4
M. Gaspari 《Computational Intelligence》2002,18(2):102-119
In this article we present the design of an ACL for a dynamic system of agents. The ACL includes a set of conversation performatives extended with operations to register, create, and terminate agents. The main design goal at the agent–level is to provide only knowledge–level primitives that are well integrated with the dynamic nature of the system. This goal has been achieved by defining an anonymous interaction protocol which enables agents to request and supply knowledge without considering symbol–level issues concerning management of agent names, routing, and agent reachability. This anonymous interaction protocol exploits a distributed facilitator schema which is hidden at the agent–level and provides mechanisms for registering capabilities of agents and delivering requests according to the competence of agents. We present a formal specification of the ACL and of the underlying architecture, exploiting an algebra of actors, and illustrate it with the help of a graphical notation. This approach provides the basis for discussing dynamic primitives in ACL and for studying properties of dynamic multi agent systems, for example concerning the behavior of agents and the correctness of their conversation policies. 相似文献
8.
Are computers good or bad for business? Although computers are social actors research finds that people react to computers and humans with similar tendencies, little research directly compares human–computer interaction to human–human interaction. I ask how mediated transactions with a company’s human or computer representatives alter customers’ reactions toward that company. I conduct an experiment where subjects in the role of customers received products (low or high quality) from a representative (human or computer). I measure the customer’s emotions, impressions, and patronage toward both the representative and the organization. The data indicate few differences in reactions toward the representative and the organization, however, customers perceive the organization as more responsible and in control when they have employed human, not computer, representatives. A hypothesized statistical interaction effect (a moderation effect) on several emotions indicates that computer representatives decrease the strength of the relationship between receiving low or high quality products and customer’s emotions. Although many customer reactions indicate no human/computer differences, I discuss how the statistical moderation effect of computer identity on several emotions may relate to computers are social actors and other research. 相似文献
9.
D. R. Silva C. A. Siebra J. L. Valadares A. L. Almeida A. C. Frery J. da Rocha Falcão G. L. Ramalho 《Virtual Reality》2000,5(2):107-116
Virtual Reality and Artificial Intelligence provide suitable techniques to improve computer games quality. While the former offers mechanisms to model environment and characters' physical features, the latter provides models and tools for building characters, namely Synthetic Actors or Believable Agents, which can exhibit intelligent social behaviour and express personality and emotions. The current architecture proposals for Synthetic Actors do not fully meet the requirements for long-term games development, such as strategy and adventure ones, it is necessary to guarantee both personality stability and reactive emotional responses, which may be contradictory. In this work, we propose a new Synthetic Actor model that tightly connects emotions and social attitudes to personality, providing a long-term coherent behaviour. This model has been applied to two games presented here as case studies. 相似文献
10.
Graham J. Reynolds† 《Computer Graphics Forum》1986,5(2):139-145
This paper presents the design of a novel process oriented graphics systems architecture suitable for emulating many general purpose computer graphics systems. The systems architecture has been designed loosely on the actor model of computation, and consists of a number of functionally distinct modules or processes, which communicate solely by token (message) passing. The design addresses a specific requirement for configurability and adaptability of and between modules identified within interactive computer graphics systems. 相似文献