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1.
In this paper, a linear passive vehicle suspension model with eight DOF, including six vertical and two rotation motions is given. Considering road surface damage, and ride comfort, taking stiffness and damping of seat and suspension system as design variables; taking seat acceleration RMS, tire’s relative dynamic load and suspension’s maximum dynamic stroke as objective functions, it established a tri-objective optimization model; and it also gave a multi-objective method based on game theory, takes three design objectives as three players, by calculating the affecting factors of the design variables to objective functions and fuzzy clustering, the design variables are divided into different strategic spaces owned by each player. Bionic research on three kinds of male side-blotched lizard’s behavior and survival of multiply mechanism, it defines three lizards as opportunism, egoism and collectivism; sets the three behaviors as corresponding player, and takes self-adaptive function as objective as optimal mono-objective its own strategic spaces and obtains the best strategy to deal with the others. All the best strategies are combined as a game strategy set. By multi-gaming, the final solution meeting given convergence of criterion is obtained. Calculation results show the effectiveness and practicability of the proposed method.  相似文献   

2.
The design of distributed systems to support collaboration among groups of scientists raises new networking challenges that grid middleware developers are addressing. This field of development work, ‘e-Science’, is increasingly recognising the critical need of understanding the ordinary day-to-day work of doing research to inform design. We have investigated one particular area of collaborative social scientific work – the analysis of video data. Based on interviews and observational studies, we discuss current practices of social scientific work with digital video in three areas: Preparation for collaboration; Control of data and application; and Annotation configurations and techniques. For each, we describe how these requirements feature in our design of a distributed video analysis system as part of the MiMeG project: our security policy and distribution; the design of the control system; and providing freeform annotation over data. Finally, we review our design in light of initial use of the software between project partners; and discuss how we might transform the spatial configuration of the system to support annotation behaviour.  相似文献   

3.
An analytical model is proposed for input buffer router architecture Network-on-Chip (NoC) with finite size buffers. The model is developed based on M/G/1/K queuing theory and takes into consideration the restriction of buffer sizes in NoC. It analyzes the packet’s sojourn time in each buffer and calculates the packets average latency in NoC The validity of the model is verified through simulation. By comparing our analytical outcomes to the simulation results, we show that the proposed model successfully captures the performance characteristics of NoC, which provides an efficient performance analysis tool for NoC design.  相似文献   

4.
This paper deals with the design and evaluation of a nonlinear state feedback controller to improve the global asymptotic stabilization and transient performance of synchronous machines. The nonlinear Park’s model is developed around the working point on a third order polynomial system. An innovative technique is used to design a nonlinear polynomial controller, based on the Lyapunov’s direct method and Linear Matrix Inequalities (LMIs) approach. The control laws are derived from the resolution of a sufficient LMI stabilization condition. The proposed polynomial control has been tested numerically on a generator infinite-bus power system and the simulations results show an excellent damping of the system oscillations over a wide range of operating conditions whilst retaining good voltage control.  相似文献   

5.
A user-adaptive city guide system with an unobtrusive navigation interface   总被引:2,自引:1,他引:1  
In this paper, we describe an intelligent location-aware city guide system, which adapts to each user’s preferences, and uses an intuitive “metal detector” interface for navigation. Our system analyzes each user’s past location data history to estimate individual preferences, and allows users to find shops that match their tastes in the same way a metal detector would be used to detect metal objects. The procedure with which the system picks out shops that match each user’s preferences includes a newly developed place learning algorithm, which can efficiently find frequented places, complete with their proper names (e.g. “The Ueno Royal Museum”). We have conducted a series of evaluation tests at a popular shopping district inside Tokyo, and the results validate the effectiveness of our overall approach.  相似文献   

6.
针对现有小型飞行器组网通信的无线网络标准技术在接入模式、网络延迟和灵活性等方面存在的问题,提出了一种通视条件全空域无线组网的系统架构和方案,完成了相应组网终端的软硬件设计、实现及系统测试验证。方案在网络层采用动态时分多址(TDMA)接入技术,构建低时延的无中心网状网络,使网络节点可动态、快速地接入和退出网络,兼顾了时间敏感数据的实时传输和突发数据的大容量传输;在物理层采用基于频谱感知的自适应跳频通信技术,以保证不受干扰影响的可靠通信,增强了系统的抗干扰和抗截获能力。在组网终端的设计过程中,利用模块化和低功耗处理器集成设计,平衡了SWaP指标,满足了苛刻使用环境条件下的通信距离和数据传输速率等指标需求。系统测试验证表明该组网系统方案可行、性能良好。  相似文献   

7.
Password hardening based on keystroke dynamics   总被引:2,自引:0,他引:2  
We present a novel approach to improving the security of passwords. In our approach, the legitimate user’s typing patterns (e.g., durations of keystrokes and latencies between keystrokes) are combined with the user’s password to generate a hardened password that is convincingly more secure than conventional passwords alone. In addition, our scheme automatically adapts to gradual changes in a user’s typing patterns while maintaining the same hardened password across multiple logins, for use in file encryption or other applications requiring a long-term secret key. Using empirical data and a prototype implementation of our scheme, we give evidence that our approach is viable in practice, in terms of ease of use, improved security, and performance. Published online: 26 October 2001  相似文献   

8.
The increasing user mobility demands placed upon IT services necessitates an environment that enables users to access optimal services at any time and in any place. This study presents research conducted to develop a system that is capable of analyzing user IT service patterns and tendencies and provides the necessary service resources by sharing each user’s context information. First, each user’s context information is gathered to provide the multi-agent software training data necessary to describe user operations in a hybrid peer-to-peer (P2P) structured communication environment. Next, the data collected about each user’s mobile device is analyzed through a Bayesian based neural network system to identify the user’s tendency and extract essential service information. This information provides a communication configuration allowing the user access to the best communication service between the user’s mobile device and the local server at any time and in any place, thereby enhancing the ubiquitous computing environment.  相似文献   

9.
朱玉祜 《测控技术》2017,36(3):115-118
在对悬挂物管理系统的功能、性能进行地面检测时,为了提高测试设备的接口处理能力,设计了一种基于RTX(real time extension)的实时测试设备.设备硬件全部采用商用货架产品(COTS),设计了软件中间件以解决COTS模块引起的驱动软件接口不一致的问题,以提高设备的通用性;软件设计时,使对悬挂物管理系统进行激励及数据检测的功能性能测试软件运行在RTX系统下,以提高设备的实时性.传统基于Windows的测试设备只需要对软件进行升级,就可以转换为基于RTX的实时测试设备,并能够更“精准”地完成对悬挂物管理系统的测试.  相似文献   

10.
Dynamic situations are not fully controlled and affected by uncertain human factors. Anthropometric considerations are important in the design of systems. Present research work have considered the ‘angle of abduction’, whose effect on operator’s performance has been ergonomically evaluated in a CNC-EDM environment. In this work, the experimental data are analyzed through an ANOVA using SPSS statistical software. The result indicates that the angle of abduction significantly affects the operator’s performance in a CNC-EDM interaction environment. Further analysis revealed that a 45 degree abduction angle gives the optimal performance as far as a human–machine interaction environment is concerned.  相似文献   

11.
In Part B of this paper, planar collision theories, counterparts of the theory associated with Newton’s hypotheses described in Part A, are developed in connection with Poisson’s and Stronge’s hypotheses. First, expressions for the normal and tangential impulses, the normal and tangential velocities of separation, and the change of the system mechanical energy are written for five types of collision. These together with Routh’s semigraphical method and Coulomb’s coefficient of friction are used to show that the algebraic signs of the four parameters introduced in Part A span the same five cases of system configuration of Part A. For each, α determines the type of collision which once found allows the evaluation of the normal and tangential impulses and ultimately the changes in the motion variables. The analysis of the indicated cases shows that for Poisson’s hypothesis, a solution always exists which is unique, coherent and energy-consistent. The same applies to Stronge’s hypothesis, however, for a narrower range of application. It is thus concluded that Poisson’s hypothesis is superior as compared with Newton’s and Stronge’s hypotheses.  相似文献   

12.
In this paper, we propose an intelligent system that adapts itself to a user’s characteristics or habits. The proposed intelligent system is composed of two Learning Vector Quantisation (LVQ) networks, commonly used in the fields of pattern recognition and signal processing. From the external condition of the plant, the first LVQ network learns to recognise the pattern of the sensed signal, and then aids the second LVQ to learn the user’s characteristics or habits so as to automatically produce the user’s favoured output. To verify the usefulness of the proposed method, we simulated and experimented with a variable illuminator. Both simulation and experimental results showed that the proposed intelligent system learns to automatically produce the illuminator output that the user most favours for the circumstances.  相似文献   

13.
Amdahl’s Law is based upon two assumptions – that of boundlessness and homogeneity – and so it can fail when applied to single chip heterogeneous multiprocessor designs, and even microarchitecture. We show that a performance increase in one part of the system can negatively impact the overall performance of the system, in direct contradiction to the way Amdahl’s Law is instructed. Fundamental assumptions that are consistent with Amdahl’s Law are a heavily ingrained part of our computing design culture, for research as well as design. This paper points in a new direction. We motivate that emphasis should be made on holistic, system level views instead of divide and conquer approaches. This, in turn, has relevance to the potential impacts of custom processors, system-level scheduling strategies and the way systems are partitioned. We realize that Amdahl’s Law is one of the few, fundamental laws of computing. However, its very power is in its simplicity, and if that simplicity is carried over to future systems, we believe that it will impede the potential of future computing systems.  相似文献   

14.
15.
The paper presents the design and evaluation of an original Ambient Interactive Storybook (AIS) for children, including its platform, the background story, and 10 full body interactive games. The evaluation, which focused on the user’s physical experience and elements important to the designer, has been methodologically derived from the Kroflič’s and Laban’s framework Body, Space, Time and Relationship, and additionally supported by sport science measurements. An experiment with 8 participants playing 10 games for 20 min was conducted and recorded to a digital video. Participants’ physical experience was evaluated through the analysis of postures, the quality of the movement, the body parts used in the interaction, the playing area, the direction of movement, direction of gaze, tempo, dynamics and the quantity of motion (QoM). Results of the experiment are discussed in relation and with implications for game design. Conclusions are drawn with the summary of main findings, to better understand the mechanisms and principles involved the design of user’s physical activity in full body interactive games for children. The theoretical work of Laban and Kroflič proved to be useful for interaction and games design in the transition from desktop to full body interactive games.  相似文献   

16.
Tunneling is an important approach in IPv6 transition techniques. The tunnel broker model provides a way to build virtual IPv6 networks without manual configuration.However, neither it adapts performance variation on the IPv4 infrastructure,nor it is a scalable solution for a wide-area IPv6 networking environment. In this paper, a self-organizing tunnel peer (SOTP)model is presented. Tunnel peers are clustered in the SOTP system so that optimization is scalable. Four primitive operations related to cluster construction - arrest,release,division and death - endow the system with the nature of self-organization.Occurrence and behavior of the operations are decided by criteria on the IPv4 end-to-end performance; hence measurement is an indispensable component of the system. The metabolism of cluster relaxes the requirement to accuracy of measurement and optimization.  相似文献   

17.
Public self-service kiosks provide key services such as ticket sales, airport check-in and general information. Such kiosks must be universally designed to be used by society at large, irrespective of the individual users’ physical and cognitive abilities, level of education and familiarity with the system. The noble goal of universal accessibility is hard to achieve. This study reports experiences with a universally designed kiosk prototype based on a multimodal intelligent user interface that adapts to the user’s physical characteristics. The user interacts with the system via a tall rectangular touch-sensitive display where the interaction area is adjusted to fit the user’s height. A digital camera is used to measure the user’s approximate reading distance from the display such that the text size can be adjusted accordingly. The user’s touch target accuracy is measured, and the target sizes are increased for users with motor difficulties. A Byzantine visualization technique is employed to exploit unused and unreachable screen real estate to provide the user with additional visual cues. The techniques explored in this study have potential for most public self-service kiosks.  相似文献   

18.
19.
This paper takes a phenomenological approach to analysing people’s accounts of receiving phone calls, drawing on Heidegger and Feenberg. Accounts of calls received on a mobile phone are compared with those on landlines, charting progress from location-centred to person-centred phoning. A range of naturally-occurring contexts are discussed in terms of the experience of balancing the activities of talking on the phone with activities in the immediate environment, and the enchantment sustained or sacrificed. The study suggests that recipients’ enchantment with phoning is affected by their freedom and desire to project towards the caller and create shared spaces, and reveals some factors that impact on the transitions of attention required to do so. It concludes with the design implications of taking this view of interactions with and through phones.  相似文献   

20.
鉴于GSM/SMS网络的技术已比较成熟,又有开发方便、费用低廉、可靠性高、覆盖范围较广等诸多优点,本文研究了通过监测霓虹灯工作电流参数,利用GSM/SMS短信息服务,实现对霓虹灯远程报警和控制操作.该系统以AT89S52单片机为核心,使用MAX274、MAX125和TC35来构成整个系统.文章详细阐述了系统的结构、工作原理、软件设计和研制体会.该系统经实践验证,实时性强、可靠性高.  相似文献   

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