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1.
基于虚拟现实技术的三维河流仿真系统   总被引:1,自引:0,他引:1  
虚拟现实技术是当今计算机科学研究的一个热点,该文将这一技术应用到三维河流的虚拟仿真系统中,阐述了创建三维河流虚拟仿真系统的三个具体环节:即三维河流的实体建模,模型数据的读取预处理,虚拟场景的渲染实现,以及在各环节中用到的关键技术。  相似文献   

2.
面向制造系统的有向图仿真建模方法研究   总被引:3,自引:0,他引:3  
通过对制造系统虚拟仿真的需求进行分析,提出将“面向对象的分析方法、三维几何模型和仿真机制”统一起来的有向图仿真建模机制,详细讨论了虚拟仿真建模中涉及到的面向对象建模、图形化建模、运动建模和层次化建模等技术。  相似文献   

3.
基于VRML的三维虚拟仿真场景的构建   总被引:2,自引:3,他引:2  
建立以人为中心的和谐的人-机环境是开发仿真系统的关键之一,而虚拟现实技术是实现仿真和人-机交互的有利工具。为了使用户产生相当的融人感和身临其境的感觉,需要充分利用虚拟现实技术,建立三维虚拟仿真场景,拓宽人-机交流渠道。本文根据作者研究开发的基于虚拟现实建模语言VRML的三维虚拟仿真场景系统,详细阐述了利用VRML构建具有动态性和交互性的三维虚拟仿真场景的设计要点和关键技术。  相似文献   

4.
张臻 《微计算机信息》2007,23(25):209-211
本文评述了虚拟制造技术和三维数控仿真的含义和发展,结合虚拟制造技术对数控仿真系统进行了研究,提出了三维可视化虚拟加工环境的系统结构,通过对设计过程中相关技术要点的探讨,运用OpenGL、VB和VC 等软件,开发出基于虚拟制造的三维数控仿真系统。  相似文献   

5.
基于3DMouse的虚拟仿真系统人机交互技术   总被引:1,自引:0,他引:1  
为了提高虚拟仿真系统的人机交互性,增强虚拟现实的沉浸感,并结合对虚拟装备仿真系统人机交互性能的需求分析,提出了一种基于Open Inventor技术的三维鼠标视点控制方法.利用三维鼠标的操作模式与工作原理,建立了一种新的仿真系统人机交互模型,从而解决了三维鼠标作为人机交互设备与虚拟仿真系统集成的问题,实现了操作者操纵三位鼠标在虚拟场景中的漫游和装备三维对象模型的动态控制.三维鼠标浏览路径数据的保存和导入功能可实现反复多角度的观察虚拟装备的装配和工艺过程,使装备的操作和维护培训效果显著,该技术可应用在多种虚拟装备仿真系统中.  相似文献   

6.
基于虚拟现实的城市规划三维仿真设计系统   总被引:9,自引:0,他引:9  
方小峰 《计算机仿真》2007,24(3):230-234,285
传统的规划设计CAD系统的三维功能很弱,难以进行空间关系分析和效果表达;而现有的城市仿真系统不具备规划设计能力,不能应用到规划设计过程中.结合CAD、3D、VR技术开发了一套规划仿真设计系统,,采用了基于专业对象的三维建模技术和虚拟现实技术,实现了二维设计过程中的规划设计对象的自动三维建模以及实时进行三维设计场景的虚拟呈现.结果表明,系统能极大地提高设计效率,能很好地进行空间关系分析,优化设计方案,并能通过虚拟场景以及系统输出的效果图和三维动画很好地表达设计意图,从而将城市规划设计技术从二维图纸阶段提升到三维仿真设计阶段.  相似文献   

7.
虚拟仿真校园漫游技术是虚拟技术其中的一支分支。虚拟仿真是依靠计算机软硬件的强大支持才得以实现。虚拟仿真离不开三维模型的支持,三维模型不仅应用于影视动画、建筑设计和工业设计中,越来越多的应用于人工智能、游戏、3D打印、教育等新兴产业。该文通过阳光学院虚拟仿真校园漫游系统来研究三维模型的创建和优化,以及三维模型在虚拟仿真技术中的应用模式。  相似文献   

8.
面向仿真的流域三维地形加工过程研究   总被引:2,自引:1,他引:2  
谢莉  李利军 《计算机仿真》2003,20(11):78-80
三维地形是虚拟自然环境中不可缺少的因素,也是虚拟仿真视景系统的重要组成部分,但是地形真实性和虚拟仿真系统的快速性构成矛盾。针对这一矛盾,结合“数字清江”项目,介绍了流域三维地形模型两种加工方法(即地形图数字化和摄影测量),增强了三维地形真实性;并针对仿真系统的要求进行模型再加工,提出了三维地形按照层次细节模型进行数据简化和地形分块调度的思想,提高仿真系统速度。  相似文献   

9.
杨桂华  孙健 《计算机工程》2003,29(1):104-106
介绍了灌装生产线三维布置虚拟仿真系统,详细论述了实现灌装生产线仿真系统的关键技术,包括立体建模、三维立体布局、工艺流程建模。在上述计算机仿真系统的基础上,论述了从计算机仿真系统到虚拟现实系统的连接和基于PC的灌装生产线虚拟现实系统的构成,包括系统软件、硬件的组成及系统评价。  相似文献   

10.
以江西师范大学人文生态校园虚拟仿真系统为例,提出了以虚拟现实技术和三维仿真技术为核心,基于虚拟仿真平台,综合利用360度全景技术、GIS、多媒体信息和Web网络技术,建立富有人文生态元素的三维虚拟场景的方法。结果表明,这种方法建立的大规模虚拟场景在虚拟逼真度、仿真效果、运行效率和人机交互方面具有很好的优势。这一研究将虚拟仿真技术与人文生态理念相结合,为建设数字校园提供新思路,同时可以推广到园林、山河、湿地景观等虚拟现实应用中。  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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