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1.
介绍了开放实验室实现网络计费的背景和网络计费的解决方案,着重介绍了网络计费软件的主要组成部分及其关键技术,并探讨了开发针对局域网用户帐户按照IP流量进行上网计费系统的有关问题。  相似文献   

2.
《Computers & Education》1986,10(1):25-28
This paper describes the design and production of two university-level laboratory training lessons which use a computer-based interactive videocassette system (CBIV). The hardware system is an Apple II microcomputer, Sony Betamax videocassette player, and BCD Associates interface. The paper describes each lesson's design features. Several unique considerations of the CBIV design process are treated, such as responsibilities within the development team and the relationship of learning hierarchies to branch design. Next, video and software production issues are discussed. Finally, the impact of videotape vs videodisc economics on the design process is briefly explored.  相似文献   

3.
Situational interactive mode organization is described for one class of interactive systems generated by the GRAF-PROTSESS system of productions using a given application domain model. Static correctness of the model is established by situational formalization using a special procedure which constructs the interactive system help function.Translated from Kibernetika i Sistemnyi Analiz, No. 5, pp. 13–21, September–October, 1991.  相似文献   

4.
Senior  Kate 《ITNOW》1997,39(6):26-27
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5.
6.
This study empirically examined the organisational learning effects of the nonfinancial performance information provided by management accounting information systems (MAISs) under advanced manufacturing technology (AMT). In this study, a target costing system and the frequent and quick reporting of information were considered the facilitators of learning. First, we examined the relationships between AMT level and the amount of nonfinancial performance information produced by MAISs. The empirical results showed that there are significant positive relationships between the level of AMT and nonfinancial performance information. With a systems approach, we also proved the impact of the relationships among AMT levels, nonfinancial performance information and learning facilitators on the organisational performance of a firm. The results of our research suggest that under a high level of AMT, for the provision of information to result in an increase of performance through organisational learning, a target costing system must be introduced and a large amount of information should be provided frequently and quickly. The results of this study also showed that although AMT level may be low, fairly well-arranged facilitators and a moderately large amount of information may be necessary for the improvement of performance. In conclusion, effective organisational learning depends on the provision of relevant information as well as efficient learning support mechanisms.  相似文献   

7.
The phenomenal interest and growth of the World Wide Web as an application server has pushed the Web model to its limits. Specifically, the Web offers limited interactivity and versatility as a platform for networked applications. One major challenge for the HCI community is to determine how to improve the human-computer interface for Web-based applications. This paper focuses on a significant Web deficiency — supporting truly interactive and dynamic form-based input. We propose a well-worked form interaction abstraction that alleviates this Web deficiency. We describe how the abstraction is seamlessly integrated into the Web framework by leveraging on the virtues of the Web and fitting within the interaction and usage model of the Web.  相似文献   

8.
Abstract   Recent policy initiatives in England have focused on promoting 'interactive' teaching in schools, with a clear expectation that this will lead to improvements in learning. This expectation is based on the perceived success of such approaches in other parts of the world. At the same time, there has been a large investment in Information and Communication Technology (ICT) resources, and particularly in interactive whiteboard technology. This paper explores the idea of interactive teaching in relation to the interactive technology which might be used to support it. It explains the development of a framework for the detailed analysis of teaching and learning in activity settings which is designed to represent the features and relationships involved in interactivity. When applied to a case study of interactive teaching during a lesson involving a variety of technology-based activities, the framework reveals a confusion of purpose in students' use of an ICT resource that limits the potential for learning when students are working independently. Discussion of relationships between technical and pedagogical interactivity points a way forward concerning greater focus on learning goals during activity in order to enable learners to be more autonomous in exploiting ICT's affordances, and the conclusion identifies the variables and issues which need to be considered in future research which will illuminate this path.  相似文献   

9.
Abstract Digital toys offer the opportunity to explore software scaffolding through tangible interfaces that are not bound to the desktop computer. This paper describes the empirical work completed by the CACHET (Computers and Children's Electronic Toys) project team investigating young children's use of interactive toy technology. The interactive toys in question are plush and cuddly cartoon characters with embedded sensors that can be squeezed to evoke spoken feedback from the toy. In addition to playing with the toy as it stands, the toy can be linked to a desktop PC with compatible software using a wireless radio connection. Once this connection is made the toy offers hints and tips to the children as they play with the accompanying software games. If the toy is absent, the same hints and tips are available through an on-screen animated icon of the toy's cartoon character. The toys as they stand are not impressive as collaborative learning partners, as their help repertoire is inadequate and even inappropriate. However, the technology has potential: children can master the multiple interfaces of toy and screen and, when the task requires it and the help provided is appropriate, they will both seek and use it. In particular, the cuddly interface experience can offer an advantage and the potential for fun interfaces that might address both the affective and the effective dimensions of learners' interactions.  相似文献   

10.
文章提出了一种可供“智能”手机观看的基于SMIL的手机交互式动画技术,以构建、演播有别于当前动画主流的交互式手机动画。交互手机动画的最大特点在于实现了人与系统(乃至人与人)间的交互,这样用户不仅可以按照自己的意愿和动画主人公共同决定故事的发展历程,即从故事某一起点可以到达不同的故事结局(一般是树状结构),而且还可以针对故事内容参与交流活动,并结合应用策略制订出相应的技术路线。  相似文献   

11.
Configuration management for Lyee software   总被引:5,自引:0,他引:5  
V. Gruhn  R. Ijioui  D. Peters  C. Schfer 《Knowledge》2003,16(7-8):441-447
This article presents a configuration management concept for software projects using Lyee methodology. To illustrate this concept, an introduction in configuration management is given. Then, the structure of Lyee programs is defined by sets and their dependencies. From this structure, the actual configuration management concept is deduced and discussed by rendering the structure for an existing configuration management testbed and describing the involved key players as well as the necessary procedures.  相似文献   

12.
徐欣源 《计算机时代》2013,(6):72-73,77
Excel作为办公自动化软件擅长处理各种电子表格,利用Excel提供的宏操作、表格函数等功能可以生成多种风格的统计报表,且能够显示数据走向和预测工作进度,这些功能可在一个工作簿中实现。  相似文献   

13.
目的 现代社会存在心理问题的人日趋增多,及时调节其负面情绪对社会和谐稳定具有重要现实意义。传统的情绪调节方法需要花费大量人力,为此提出一种面向情绪调节的多模态人机交互方法,识别用户情绪,采用文本对话和体感交互实现对用户情绪的调节。方法 综合运用了表情识别、文本对话和手势来实现对用户情绪的识别,构建了具有情绪表现力的智能体。用户的表情识别采用支持向量机方法,文本对话采用基于规则和融入情绪因素的Seq2Seq模型实现。设计了聊天、过生日和互动游戏(打篮球)等交互剧情,采用手势和肢体动作来辅助交互。为了更好地体现情绪调节的作用,在互动游戏中设计了强化学习算法,可根据用户的情绪反馈来自动调整游戏难度,最终让用户情绪调整到积极状态。结果 通过实验发现,采用单模态交互很难感知到用户的背景信息,因此对用户的情绪识别可能出现误判。而采用多模态的人机交互方式,可以通过文本对话了解用户的背景信息,从而对用户情绪的识别更为合理。在多模态的人机交互剧情中,用户能以更自然的方式实现情景互动,智能体在多模态交互中更能发挥情绪调节作用。结论 本文提出一种基于多模态人机交互的情绪调节方法,该方法不需要昂贵的硬件设备,便于推广普及,为消极情绪的调节提供了一种可计算方案。  相似文献   

14.
Most computational fluid dynamics (CFD) simulations require massive computational power which is usually provided by traditional High Performance Computing (HPC) environments. Although interactivity of the simulation process is highly appreciated by scientists and engineers, due to limitations of typical HPC environments, present CFD simulations are usually executed non interactively. A recent trend is to harness the parallel computational power of graphics processing units (GPUs) for general purpose applications. As an alternative to traditional massively parallel computing, GPU computing has also gained popularity in the CFD community, especially for its application to the lattice Boltzmann method (LBM). For instance, Tölke and others presented very efficient implementations of the LBM for 2D as well as 3D space (Toelke J, in Comput Visual Sci. (2008); Toelke J and Krafczk M, in Int J Comput Fluid Dyn 22(7): 443–456 (2008)). In this work we motivate the use of GPU computing to facilitate interactive CFD simulations. In our approach, the simulation is executed on multiple GPUs instead of traditional HPC environments, which allows the integration of the complete simulation process into a single desktop application. To demonstrate the feasibility of our approach, we show a fully bidirectional fluid-structure-interaction for self induced membrane oscillations in a turbulent flow. The efficiency of the approach allows a 3D simulation close to realtime.  相似文献   

15.
张薇 《计算机时代》2012,(10):67-69
软件配置管理包括对代码、文档、数据等的管理,其优劣受限于项目成员的实际操作。开发人员对于工作区如何使用;成员之间的代码是不是可以及时更新与同步;怎样使用分支,如何进行变更合并,才能减少物理空间浪费和事件延迟。这些问题在实际的项目开发中往往被忽视,亦或团队并没有对成员行为作细节的规范,因而许多软件项目出现了工期推迟或代码质量不高等问题。为此提出了一系列管理措施,通过优化软件配置管理规范项目各成员的行为,以保证高效的软件配置管理的实施。  相似文献   

16.
Our work relates to automatically guiding experiences in large, open-world interactive dramas and story-based experiences where a player interacts with and influences a story. A drama manager (DM) is a system that watches a story as it progresses, reconfiguring the world to fulfill the author's goals. A DM might notice a player doing something that fits poorly with the current story and attempt to dissuade him or her. This is accomplished using soft actions such as having a nonplayer character start a conversation with a player to lure him or her to something else, or by more direct actions such as locking doors. We present work applying search-based drama management (SBDM) to the interactive fiction piece Anchorhead, to further investigate the algorithmic and authorship issues involved. Declarative optimization-based drama management (DODM) guides the player by projecting possible future stories and reconfiguring the story world based on those projections. This approach models stories as a set of possible plot points, and an author-specified evaluation function rates the quality of a particular plot-point sequence.  相似文献   

17.
Since the invention of digital video significant progress has been made in reducing the amount of data needed to be transferred in the World Wide Web while improving viewing experience. However the paradigm of linear behavior has not changed at all. While the feature set of traditional digital video may be sufficient for some applications, there are several use cases where a significantly improved way of interacting with the content is highly desirable. It is possible to organize a video in an interactive and non-linear way. Additional information (for example high resolution images) can be added to any scene of the video. The non-linearity of the video flow and the implementation of additional content not found in traditional videos may lead to an increased download volume and/or a playback with many breaks for downloading missing elements. This paper describes a player framework for interactive non-linear videos. We developed the framework and its associated algorithms to simulate the playback of non-linear video content. It minimizes interruption when the sequence of scenes is directly influenced by interaction, while the traditional viewing experience is not altered. The evaluation showed that it is possible to reach shorter startup times using our strategies than using the strategies of other players. Furthermore, we demonstrated that a prefetching of elements does not lead to an increased download volume in every case. In contrast, it can even decrease the download volume if the right delete strategy is selected. It can be noted that the knowledge of the structure of interactive non-linear videos can be used to minimize startup times at the beginning of scenes while the download volume is not increased.  相似文献   

18.
针对海量地形绘制中有限的计算机内存与海量地形数据之间的矛盾,对海量地形数据采用瓦片金字塔模型进行了建模,分析了瓦片最优值的选取,根据四叉树瓦片拓扑关系提出一种高效的四叉树瓦片检索方式,并给出了基于瓦片的数据压缩思路与方法。对海量地形数据与三维显示的交互策略从数据预装载、双缓存机制、多线程技术、内存优化等方面进行了分析和优化,并结合经典的Geometry Clipmaps算法进行了地形绘制,实验结果具有较好的渲染效果和较高的实时性,证明了优化策略的可行性和有效性。  相似文献   

19.
In this paper, we propose, design, implement, and evaluate a CPU scheduler and a memory management scheme for interactive soft real-time applications. Our CPU scheduler provides a new CPU reservation algorithm that is based on the well-known Constant Bandwidth Server (CBS) algorithm but is more flexible in allocating the CPU time to multiple concurrently-executing real-time applications. Our CPU scheduler also employs a new multicore scheduling algorithm, extending the Earliest Deadline First to yield Window-constraint Migrations (EDF-WM) algorithm, to improve the absolute CPU bandwidth available in reservation-based systems. Furthermore, we propose a memory reservation mechanism incorporating a new paging algorithm, called Private-Shared-Anonymous Paging (PSAP). This PSAP algorithm allows interactive real-time applications to be responsive under memory pressure without wasting and compromising the memory resource available for contending best-effort applications. Our evaluation demonstrates that our CPU scheduler enables the simultaneous playback of multiple movies to perform at the stable frame-rates more than existing real-time CPU schedulers, while also improves the ratio of hard-deadline guarantee for randomly-generated task sets. Furthermore, we show that our memory management scheme can protect the simultaneous playback of multiple movies from the interference introduced by memory pressure, whereas these movies can become unresponsive under existing memory management schemes.  相似文献   

20.
针对在CAPP系统中,如何提高人机交互的智能性等问题,建立基于模板机制的工艺定制方法,并综合应用上下文感知、智能搜索等技术,实现工艺知识的智能感知,为工艺人员编辑工艺卡片,制定工艺路线及方法等提供切实有效的指导和帮助,大大提高工艺规划的交互能力和效率.  相似文献   

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