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1.
影响印刷电路板(PCB)的特性阻抗的其它因素   总被引:2,自引:0,他引:2  
继文献^[1]后,本文进一步分析了影响特性阻抗的其它因素,重点讨论了介质常数对PCB特性阻抗的影响。  相似文献   

2.
影响印刷电路板(PCB)的特性阻抗因素及对策   总被引:6,自引:2,他引:4  
本文给出了印刷电路板(PCB)特性阻抗的定义,分析了影响特性阻抗的因素及PCB的构造参数对特性阻抗精度的影响,最后给出了一此对策。  相似文献   

3.
针对海洋沉积物中天然气水合物饱和度评价需求,提出了基于分段涂层TDR探针的沉积物介电常数和电导率同步测量新方法。针对无涂层探针、全涂层探针以及分段涂层探针分别建立了模拟TDR测量响应的有限元数值模型,仿真研究了涂层参数对介电常数和电导率测量性能的影响规律,继而应用于含水合物多孔介质的测量并对误差进行了分析与校正。研究结果表明:探针涂层的厚度和介电常数直接影响采集电压信号的衰减程度,因此需根据被测介质的电学性质对其进行优化设计;在涂层厚度和介电常数已确定的条件下,通过改变涂层间隙长度可以调节探针所适用的电导率测量范围;当测量非均匀介质时,可以通过增加涂层间隙的个数来提高电导率测量的准确度;采用分段涂层探针测量含水合物多孔介质的介电常数和电导率时,需要对涂层引起的误差进行校正。  相似文献   

4.
论述了高频信号在PCB中传输时,介质对于传输线损耗的影响。以此为基础,提出传输线介质参数校准流程,完成传输线测试板的设计,通过对测试板的仿真、测试,推导得出PCB介质的介电常数与损耗因子,提高高频传输线的仿真精度,同时验证了此流程方法的有效性。  相似文献   

5.
本文论述用电容传感器检测介质材料厚度,对测量灵敏度和检测厚度精度进行分析,指出减小介质介电常数变化影响的方法。本文提出的频率变换型测厚方法,所需设备结构简单,处理方法先进,精度高,还具有自校和自补偿功能。  相似文献   

6.
折叠偶极子阵列无芯标签极点特性分析   总被引:1,自引:1,他引:0  
标签极点提取的准确性受多种因素影响,以折叠偶极子阵列无芯标签为研究对象,开展无耗电介质材料(厚度、相对介电常数)对其极点分布的特性分析。仿真结果表明,随着介质厚度及其相对介电常数的增大,谐振极点的衰减因子及谐振频率将呈现变小的趋势,极点分布以类S型曲线向坐标原点靠近。  相似文献   

7.
一种微波介质谐振器介电常数测量方法   总被引:1,自引:0,他引:1  
针对现有平行板开式腔谐振法测量介电常数时会有一部分能量顺着馈线和上下金属板之间的结构传输形成辐射损耗的特点,提出了一种复介电常数测量方法,通过在馈电侧上下金属板之间增加短路板来阻挡辐射损耗。设计制作了具有短路板的介质谐振器测试系统,采用单端口工作,给出了工作在TE011模下的介电常数和损耗角正切的计算方法,并对一圆柱形介质样品进行了测量试验。  相似文献   

8.
为了优化设计时域反射技术(TDR)中的探针结构,建立基于TDR响应的含水/水合物测量模型,利用有限元数值模拟方法建立了TDR测量过程数值仿真模型。分别以空气、不同浓度氯化钠溶液以及不同水合物含量的石英砂为被测介质验证了模型的正确性、研究了被测介质电导率和介电常数对反射波形的影响规律。通过改变被测介质的介电常数来模拟含水/水合物饱和度不同的石英砂,随着石英砂中水合物含量的增加,含水量逐渐降低,表观介电常数随之减小,电磁波传播速度随之以非线性形式增加;与理论值相比较,仿真计算所得到的传播速度最大误差处于5%以内。下一步需要在数值模型中的被测区域中填充各相异性材料来更加真实地模拟含水合物沉积物被测介质。  相似文献   

9.
用电容探针测量铁磁介质 气固流化床的空隙率   总被引:1,自引:0,他引:1  
通过分析介质极化的微观机制,提出了消除外界电磁场对铁磁介质介电常数影响的方法,使电容法能应用于铁磁介质气固流化床空隙率的测量.介绍了提高电容探针测量灵敏度、稳定度的措施,并列举了测量实例.  相似文献   

10.
脊波导在传播电磁波的过程中伴随有能量损耗,为了研究填充介质脊波导的衰减特性,本文采用有限元法借助Matlab软件计算了TE模式下部分填充介质倒梯形对称双脊波导的衰减常数和功率容量.分析了脊波导衰减常数和功率容量与脊波导尺寸、工作频率、填充介质相对介电常数之间的关系,给出关系曲线图.这些结果将丰富现有的填充非均匀介质脊波导的数据,为填充介质脊波导的设计和优化提供有价值的依据.  相似文献   

11.
基于模糊控制的水温控制系统   总被引:4,自引:0,他引:4  
经温度传感器及有关电路将温度转化为电脉冲的脉宽,单片机将测得的脉冲宽度的值转化为与之对应的温度值。与设定的温度相比较后,以温度偏差及其变化量为输入,加热量为输出,通过模糊控制算法,就可达到水温自动调节的目的。对任意温度对应的脉宽还可进行自动测量,并加以显示。  相似文献   

12.
With the wide popularity of mobile devices such as smartphones and tablets, mobile shopping, which can be conducted anytime and anywhere, has received increased attention and strengthened beyond expectations. This study investigates the factors influencing the use of mobile shopping (m-shopping) value from personality, usability, and technology perspectives. The m-shopping value that users experience during m-shopping can be divided into utilitarian value and hedonic value. The results show that personalization, self-efficacy, intimacy, simplicity, mobility, and connectivity have considerable influence on m-shopping value. More specifically, the personalization, simplicity, and connectivity of m-shopping influence utilitarian value, as well as hedonic value and shopping value, influences m-shopping use.  相似文献   

13.
This article argues for a theoretical framework of alternative economics pertinent to Sustainable Development. The alternative economics requires an appropriate belief/value system based on a dynamic, sound and holistic society-specific culture (abbreviated as “Culture”). To represent the Culture-based belief/value system, a general framework for overarching Integral Harmony is introduced as an appropriate social value system for a paradigm shift toward sustainability. Such a social value system is now related to the value premises of the alternative economics. Then, the framework of alternative economics is explained in terms of basic theoretical construct that is simplified as a summary equation comprising value and real aspects. Finally, a typical working of the alternative economics is demonstrated diagrammatically as constant interactions of the value aspect and the real aspect (abbreviated as “Value-Real Interactions”).  相似文献   

14.
In this paper, we examine collaborative design projects in school contexts with many different stakeholders. We look at the value created for and by different stakeholders, focusing on value as a benefit, which is experienced – perceived and determined – by the beneficiaries themselves in the value co-creation process. As our focus is in “value-in-use”, i.e., value which emerges through activities taking place in a specific space, time, and context, we define value through subjective experience of people involved. We apply in our study the concept of value co-creation, where value is understood emerging from collaborative activity between actors participating in the activity. We see that the value co-creation lens provides a useful means for the CSCW community to scrutinize and make sense of collaborative design projects. We categorized the perceived value for each stakeholder and discuss how these categories can help in gaining a deeper understanding of the value gained in collaborative design work as well as how value co-creation lens in more general can be used as a tool in collaborative design projects.  相似文献   

15.
一种高效的基于阈值的图像滤波算法及其实现   总被引:6,自引:2,他引:4  
通过对均值滤波和中值滤波进行分析,提出并实现了一种新的滤波算法。该算法通过设置一阈值,当像素点的值和邻域均值的差值大于该阈值时,才取邻域均值为该点的缸,否则该点的值保持不变。那么图像就不会模糊又去除了噪音,也不用排序,就能取得和中值滤波一样的滤波效果,速度比中值滤波快得多。而且该算法能够克服均值滤波和中值滤波的不足,在均值滤波和中值滤波无法胜任的领域仍能大显身手,展现出良好的适应性和高效性。并可根据需要对滤波过程实现控制,具有很大的灵活性。  相似文献   

16.
Abstract

Theories of value are legion, few axe satisfactory, however. Scarcity as source of value is too relativistic and also unable to explain negative evaluation of scarce objects. Labor as a basis of value cannot take account of observed variations of the value of goods. The present approach is an attempt to see value as the result of two sociological processes: proliferation and status association. The first process determines the value of a commodity by its information content, the other by a perceptional process, the halo-effect. The value of a commodity is hence the result of its history, a string of inputs. They lend themselves to be represented in form of an automaton. A prototype of such an automaton is presented, the valuton. A critical assessment concludes the article.  相似文献   

17.
New innovations that can transform societies and improve life for people are increasingly being asked for. Unfortunately, some avenues of research indicate that users of these new innovations may be inaccurate when they predict or remember the value of such new offerings. For example, the rapid development of new ICT services in areas such as health care may imply opportunities for better life conditions and well-being, but may also involve complicated predictions for users about the value they will create. New innovations may face adoption difficulties if users make inaccurate predictions or remember falsely the value that such innovations might have. In this study, 48 nurses predicted, experienced, and remembered the value of a new ICT service they used to diagnose an external skin lesion on a patient. Results showed significant differences between predicted and experienced value as well as between a service with high technical quality and the same service with lower technical quality; the value was underestimated at the time of prediction, as compared to actual experience, and the value of a high-quality ICT service was substantially more underestimated than the value of a low-quality ICT service. The results provide a novel and comprehensive understanding of how employees predict and experience the value of ICT service innovations.  相似文献   

18.
文章从设计能否创造产品价值,以及如何实现产品价值这两个基本问题入手,从社会学、人类学和商业的角度比较了各种价值的表现方式,论述了对设计可能产生的影响,继而提出在MEC模型中加入使用环境因素和文化因素,作为建构产品价值理论模型的基本框架。文章认为:设计创造了产品的使用价值和交换价值,产品价值的整体实现是个人及社会体验与生态系统相互作用的一个过程。  相似文献   

19.
Uncertain coalitional game deals with situations in which the transferable payoffs are uncertain variables. The uncertain core has been proposed as the solution of uncertain coalitional game. This paper goes further by presenting two definitions of uncertain Shapley value: expected Shapley value and α-optimistic Shapley value. Meanwhile, some characterizations of the uncertain Shapley value are investigated. Finally, as an application, uncertain Shapley value is used to solve a profit allocation problem of supply chain alliance.  相似文献   

20.
A value of a game v is a function which to each coalition S assigns the value v(S) of this coalition, meaning the expected pay–off for players in that coalition. A classical approach of von Neumann and Morgenstern [6] had set some formal requirements on v which contemporary theories of value adhere to. A Shapley value of the game with a value v [14] is a functional Φ giving for each player p the value Φp(v) estimating the expected pay-off of the player p in the game. Game as well as conflict theory have been given recently much attention on the part of rough and fuzzy set communities [11,8,1,4,7,2]. In particular, problems of plausible strategies [1] in conflicts as well as problems related to Shapley's value [3,2] have been addressed.We confront here the problem of estimating a value as well as Shapley's value of a game from a partial data about the game. We apply to this end the rough set ideas of approximations, defining the lower and the upper value of the game and, respectively, the lower and upper Shapley value. We also define a notion of an exact coalition, on which both values coincide giving the true value of the game; we investigate the structure of the family of exact sets showing its closeness on complements, disjoint sums, and intersections of coalitions covering the set of players. This work sets open a new area of rough set applications in mining constructs from data. The construct mined in this case are values as well as Shapley values of games.  相似文献   

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