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1.
针对多设备用户界面的多平台性和交互性,提出了一种基于模型的界面设计方法。该方法强调界面数据结构的行为表达及其间的交互关系,支持不同平台上的界面自动生成,提高了界面设计的抽象层次。  相似文献   

2.
色彩手机游戏界面决定了玩家对于这款手机游戏的印象好坏以及接受程度,玩家通过游戏界面的印象从而下载游戏体验游戏内容,尤其在界面设计中,我们既要区别与传统美术,又要使得游戏美术中包含传统美术的技法以及创新,同时还需要一款款优秀的游戏引擎用来实现游戏美术的可视化,文章就从游戏美术中的色彩和界面设计对于手机游戏的意义以及视觉传达进行了研究。  相似文献   

3.
本文讨论了交互设计在软件界面中的作用,并通过对交互设计与界面设计之间的关系、软件界面特点等概念的探讨,说明了交互设计师在软件界面设计中的任务和其应该发挥的作用,指出了软件界面发展的方向以及将交互设计引入软件界面设计的意义。  相似文献   

4.
随着科学技术的快速发展,计算机技术也得到了飞速发展,这就带动着网页游戏得到了快速发展,因此人们对网页游戏中的UI界面设计提出了更高的要求。本文就于网页游戏UI界面的设计进行了详细的研究和分析,以便使其界面显得更加整洁、醒目。  相似文献   

5.
孙莹 《数码世界》2021,(1):39-40
随着新时代网络电子信息技术的不断发展和智能手机的不断普及,手机游戏成为越来越多人休闲娱乐的最佳选择.游戏的交互界面作为游戏与用户直接进行交流的界面,是一种特殊的语言,特别是交互界面的设计是整个游戏设计中的一项重点内容,优秀的交互界面设计可以为用户提供更好的操作体验,使其在游戏过程中收获轻松愉悦的体验感,沉浸到游戏中去....  相似文献   

6.
CEGUI(Crazy Eddie’s GUI)是一个开源的、完全面向对象的界面开发库,它为游戏用户提供了自由免费的界面设计框架。本文首先介绍CEGUI的整体架构,进而阐述其解析布局文件生成游戏界面的流程,最后,在结合图形用户界面(Graphical User Interface,GUI)库Qt和CEGUI的基础上,搭建界面编辑器QtCELayout。通过在QtCELayout中编辑制作游戏界面并导出相应的布局文件,用户能更方便地对CEGUI界面进行快速设计,从而极大地减少界面开发的时间和精力。  相似文献   

7.
计算机界面的设计中交互设计不仅关乎视觉,也关乎触觉和过程体检。分析其独特的审美经验,可以得到计算机互动网站设计应依据的技术美学特点,依据这些特点,利用互动产品审美经验可以更好的进行交互性的界面设计。  相似文献   

8.
计算机界面的设计中交互设计不仅关乎视觉,也关乎触觉和过程体检。分析其独特的审美经验,可以得到计算机互动网站设计应依据的技术美学特点,依据这些特点,利用互动产品审美经验可以更好的进行交互性的界面设计。  相似文献   

9.
在大型风电场中,SCADA系统是整个风场风机安全、可靠、经济运行的保证。在满足控制性能要求的前提下,良好的人机界面在提高运行人员的工作效率及积极性方面具有重要的作用。DOTA作为受众最广的竞技游戏,其游戏界面极具吸引力。本文介绍了SCADA系统主要功能、DOTA游戏界面特点及人机界面设计原则,并依据该原则将DOTA界面特点合理地应用到SCADA系统,提出了一种全新风格的风电场监控界面设计理念。  相似文献   

10.
界面模板是一种崭新的界面设计模式,提出了基于界面模型的界面模板概念,在支持界面自动生成的界面开发方法中实现从抽象界面到具体界面的转化。讨论了界面模板的构成与表达、界面模板的分类以及界面模板库体系结构,说明了界面模板的用法。  相似文献   

11.
Abstract This paper describes an approach to the design of interactive multimedia materials being developed in a European Community project. The developmental process is seen as a dialogue between technologists and teachers. This dialogue is often problematic because of the differences in training, experience and culture between them. Conditions needed for fruitful dialogue are described and the generic model for learning design used in the project is explained.  相似文献   

12.
European Community policy and the market   总被引:1,自引:0,他引:1  
Abstract This paper starts with some reflections on the policy considerations and priorities which are shaping European Commission (EC) research programmes. Then it attempts to position the current projects which seek to capitalise on information and communications technologies for learning in relation to these priorities and the apparent realities of the marketplace. It concludes that while there are grounds to be optimistic about the contribution EC programmes can make to the efficiency and standard of education and training, they are still too technology driven.  相似文献   

13.
融合集成方法已经广泛应用在模式识别领域,然而一些基分类器实时性能稳定性较差,导致多分类器融合性能差,针对上述问题本文提出了一种新的基于多分类器的子融合集成分类器系统。该方法考虑在度量层融合层次之上通过对各类基多分类器进行动态选择,票数最多的类别作为融合系统中对特征向量识别的类别,构成一种新的自适应子融合集成分类器方法。实验表明,该方法比传统的分类器以及分类融合方法识别准确率明显更高,具有更好的鲁棒性。  相似文献   

14.
Development of software intensive systems (systems) in practice involves a series of self-contained phases for the lifecycle of a system. Semantic and temporal gaps, which occur among phases and among developer disciplines within and across phases, hinder the ongoing development of a system because of the interdependencies among phases and among disciplines. Such gaps are magnified among systems that are developed at different times by different development teams, which may limit reuse of artifacts of systems development and interoperability among the systems. This article discusses such gaps and a systems development process for avoiding them.  相似文献   

15.
This paper presents control charts models and the necessary simulation software for the location of economic values of the control parameters. The simulation program is written in FORTRAN, requires only 10K of main storage, and can run on most mini and micro computers. Two models are presented - one describes the process when it is operating at full capacity and the other when the process is operating under capacity. The models allow the product quality to deteriorate to a further level before an existing out-of-control state is detected, and they can also be used in situations where no prior knowledge exists of the out-of-control causes and the resulting proportion defectives.  相似文献   

16.
Going through a few examples of robot artists who are recognized worldwide, we try to analyze the deepest meaning of what is called “robot art” and the related art field definition. We also try to highlight its well-marked borders, such as kinetic sculptures, kinetic art, cyber art, and cyberpunk. A brief excursion into the importance of the context, the message, and its semiotics is also provided, case by case, together with a few hints on the history of this discipline in the light of an artistic perspective. Therefore, the aim of this article is to try to summarize the main characteristics that might classify robot art as a unique and innovative discipline, and to track down some of the principles by which a robotic artifact can or cannot be considered an art piece in terms of social, cultural, and strictly artistic interest. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

17.
Although there are many arguments that logic is an appropriate tool for artificial intelligence, there has been a perceived problem with the monotonicity of classical logic. This paper elaborates on the idea that reasoning should be viewed as theory formation where logic tells us the consequences of our assumptions. The two activities of predicting what is expected to be true and explaining observations are considered in a simple theory formation framework. Properties of each activity are discussed, along with a number of proposals as to what should be predicted or accepted as reasonable explanations. An architecture is proposed to combine explanation and prediction into one coherent framework. Algorithms used to implement the system as well as examples from a running implementation are given.  相似文献   

18.
This paper provides the author's personal views and perspectives on software process improvement. Starting with his first work on technology assessment in IBM over 20 years ago, Watts Humphrey describes the process improvement work he has been directly involved in. This includes the development of the early process assessment methods, the original design of the CMM, and the introduction of the Personal Software Process (PSP)SM and Team Software Process (TSP){SM}. In addition to describing the original motivation for this work, the author also reviews many of the problems he and his associates encountered and why they solved them the way they did. He also comments on the outstanding issues and likely directions for future work. Finally, this work has built on the experiences and contributions of many people. Mr. Humphrey only describes work that he was personally involved in and he names many of the key contributors. However, so many people have been involved in this work that a full list of the important participants would be impractical.  相似文献   

19.
基于复小波噪声方差显著修正的SAR图像去噪   总被引:4,自引:1,他引:3  
提出了一种基于复小波域统计建模与噪声方差估计显著性修正相结合的合成孔径雷达(Synthetic Aperture Radar,SAR)图像斑点噪声滤波方法。该方法首先通过对数变换将乘性噪声模型转化为加性噪声模型,然后对变换后的图像进行双树复小波变换(Dualtree Complex Wavelet Transform,DCWT),并对复数小波系数的统计分布进行建模。在此先验分布的基础上,通过运用贝叶斯估计方法从含噪系数中恢复原始系数,达到滤除噪声的目的。实验结果表明该方法在去除噪声的同时保留了图像的细节信息,取得了很好的降噪效果。  相似文献   

20.
Abstract  This paper considers some results of a study designed to investigate the kinds of mathematical activity undertaken by children (aged between 8 and 11) as they learned to program in LOGO. A model of learning modes is proposed, which attempts to describe the ways in which children used and acquired understanding of the programming/mathematical concepts involved. The remainder of the paper is concerned with discussing the validity and limitations of the model, and its implications for further research and curriculum development.  相似文献   

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