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1.
教育创新与改革可以推动职业教育迈入新的发展征程而深入研究职业院校计算机专业学生的学习效能能够提升职业教育水平为计算机行业提供更多高素质复合型人才从研究意义与价值入手利用多元化调研方法了解目前计算机专业教学现状基于学生发展需要推动计算机专业教学改革以此提升学生学习效能与学生学习能力有助于计算机教学的进一步发展.  相似文献   

2.
We use case-injected genetic algorithms (CIGARs) to learn to competently play computer strategy games. CIGARs periodically inject individuals that were successful in past games into the population of the GA working on the current game, biasing search toward known successful strategies. Computer strategy games are fundamentally resource allocation games characterized by complex long-term dynamics and by imperfect knowledge of the game state. CIGAR plays by extracting and solving the game's underlying resource allocation problems. We show how case injection can be used to learn to play better from a human's or system's game-playing experience and our approach to acquiring experience from human players showcases an elegant solution to the knowledge acquisition bottleneck in this domain. Results show that with an appropriate representation, case injection effectively biases the GA toward producing plans that contain important strategic elements from previously successful strategies.  相似文献   

3.
This study combined virtual reality (VR) technology, the 6E (Engage, Explore, Explain, Engineer, Enrich, and Evaluate) model, and STEM (Science, Technology, Engineering, and Mathematics) education to develop a hands-on activity aimed at helping students to achieve “learning by doing.” The participants were 162 tenth-grade students, divided into the Experimental Group (hands-on activity using VR technology) and the Control Group (hands-on activity via lectures). Using sequential analysis, this study investigated how the hands-on activity influenced the students' behavioral patterns in learning. The results showed that all of the students' learning performances and hands-on abilities were enhanced. Moreover, the students who used VR technology achieved both significantly better learning performances and hands-on abilities, indicating that VR might be able to help the students understand abstract scientific concepts and build mental models, which they used to internalize and organize knowledge structures. Furthermore, this study discovered that the students who learned using VR technology formed a cyclical learning pattern, starting with a group discussion (G), moving on to solving problems (S) and developing a product (D), and then going back to another group discussion. However, the students who learned via lectures produced a linear learning pattern in the order of G→S→D.  相似文献   

4.
In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static learning materials for teaching such concepts. Undergraduate computer game development courses are currently a growing area of UK higher education. Computer game development can often involve the use of mathematical modelling of two-dimensional and three-dimensional computer game objects and their interactions. Overall, it appeared that animated learning materials appeared to be perceived as being more useful to undergraduate computer games students than traditional learning materials for learning such concepts.  相似文献   

5.
使用Alpha Beta搜索和proof number (pn) 搜索解决计算机围棋的吃子问题.对吃子问题形式化并给出了简单有效的评估函数.Alpha Beta搜索使用了包括置换表在内的各种扩展技术.Pn搜索使用了包括df pn在内的4种变体.研究结果显示,对于解决吃子问题pn搜索优于Alpha Beta搜索.并且搜索过程中所产生的数据的一些模式可以帮助在结果未知的情况下对结果进行预测.所设计的算法可以用于解决单独的吃子问题或者计算机围棋比赛中的吃子计算.  相似文献   

6.
7.
近年来基于物理的流体模拟成为计算机动画领域中的一个极具有挑战性的问题,针对有限差分方法和有限元方法对流体动画模拟的局限性,利用光滑流体动力学方法实现了流体的动画模拟,该方法不依赖网格,适合于计算具有极大变形的流体计算,溃坝坍塌现象的模拟实验表明:方法既能模拟流体的整体演进特征,又能表现流体飞溅、破碎的现象,能够真实有效地模拟水流运动情况。  相似文献   

8.
The dynamic constraints technique has been proposed for building geometrical models composed of rigid bodies, which are made to act naturally, according to Newtonian laws, by specifying constraints on their states. In computer animation, the dynamic constraints technique alleviates the work-load of animators who formerly had to plan animated sequences in detail by intuition alone. Nevertheless, for some real-world applications, it is desirable to have a mechanism that makes physically-based elements move according to a given scenario by providing some control states. The control states can be represented by transient constraints that are to be met and then released immediately. In this paper, a technique called the sequential-goal constraints technique is proposed to provide such a mechanism. With the sequential-goal constraints technique, it is easy to specify transient constraints according to a given scenario and derive proper forces and torques to drive an element to meet each transient constraint exactly at a specified time so that the whole motion of the element is continuous and integral.  相似文献   

9.
This paper describes the usage of dimensionality reduction techniques for computer facial animation. Techniques such as Principal Components Analysis (PCA), Expectation-Maximization (EM) algorithm for PCA, Multidimensional Scaling (MDS), and Locally Linear Embedding (LLE) are compared for the purpose of facial animation of different emotions. The experimental results on our facial animation data demonstrate the usefulness of dimensionality reduction techniques for both space and time reduction. In particular, the EMPCA algorithm performed especially well in our dataset, with negligible error of only 1-2%.  相似文献   

10.
Recently, the dynamics of linked articulated rigid bodies has become a valuable tool for making realistic three-dimensional computer animations. An exact treatment of rigid body dynamics, however, is based on rather non-intuitive results from classical mechanics (e.g. the Euler equations for rotating bodies) and it relies heavily on sophisticated numerical schemes to solve (large) sets of coupled non-linear algebraic and differential equations. As a result, articulated rigid bodies are not yet supported by most real-time animation systems. This paper discusses an approach to rigid body dynamics which is based on (both conceptually and algorithmically much simpler) point mechanics; this gives rise to an asymptotically exact numerical scheme (NSI) which is useful in the context of real-time animation, provided that the number of degrees of freedom of the simulated system is not too large. Based on NSI, a second scheme (NS2) is derived which is useful for approximating the motions of linked articulated rigid bodies; NS2 turns out to be sufficiently fast to give at least qualitative results in real-time simulation. In general, the algorithm NS2 is not necessarily (asymptotically) exact, but a quantitative analysis shows that in the absence of reaction forces it conserves angular momentum.  相似文献   

11.
提出了一种针对于同构三角网格图形的快速插值方法。在三角网格中,每个三角形均用三角形的质心和三个顶点连线表示的向量来代替这个三角形,在插值每个三角形时均对这三个向量进行插值;然后将所有插值产生的三角形按照预先定义好的规则组合成中间的插值图形。该算法简单、计算速度快,能够达到实时的要求。实验结果表明,该算法能够得到令人满意的变形效果,可以避免中间图形的扭曲和变形,适用于计算机动画、几何造型、CAD等领域。  相似文献   

12.
Gecsei  Jan  Girard  Paul 《The Visual computer》1990,6(4):210-218
The experiments described in this paper aim at expanding computer interfaces by an audio-visual dimension: an animated display of a human speaker synchronized with synthesized message. The basic elements of the approach are a sophisticated text-to-speech synthesizer and a videodisc with instant jump capability. They are controlled by a specially programmed synchronizing microcomputer. This system works nearly in real time. Two series of animation experiments were carried out: (a) animation by means of instant jumps to frames corresponding to individual phonemes in the pronounced text, and (b) animation of audio and video segments by means of elastic stretching and compression in time. The quality of the results can be improved, but it is acceptable for many interface applications, such as in tutoring systems.  相似文献   

13.
The paper describes the Antics computer animation package—the first such package to be developed entirely by an animation studio specifically for use by animators and graphic designers in film and television production. Input is by drawing tablet and keyboard, controlled by an interactive program that converses in simple ordinary language and needs no technical knowledge to use. Output is full-colour raster-scanned images of quality equal to painted cel artwork, in a format suitable for direct recording on colour film or videotape. Animation is done with a range of 40 effects and controls whose possible combinations are unlimited in scope, giving unprecedented richness and flexibility, yet remaining simple to use—suitable for almost all kinds of graphic and diagram animation, for many kinds of cartoon character animation, and even for some kinds of 3-dimensional ‘solid’ perspective animation. Compared with conventional techniques, Antics offers a saving of around 50% on cost and up to 90% on time. The package is in FORTRAN for maximum portability.  相似文献   

14.
计算机人脸表情动画技术综述   总被引:1,自引:0,他引:1  
姚俊峰  陈琪 《计算机应用研究》2008,25(11):3233-3237
真实感的计算机人脸表情动画是计算机图形学领域最基本的问题之一。由于其具有广阔的应用前景,引起了越来越多的研究者的关注与极大的兴趣。针对近几十年来该领域的发展状况,对计算机人脸表情动画技术进行综述。通过将人脸表情动画技术分为基于几何学的方法和基于图像的方法,详细阐述并比较了相关的研究成果,分析和讨论了它们的优缺点,并对人脸表情动画技术的未来发展进行了展望。  相似文献   

15.
The work presented in this paper shows how the association of proprioceptive and exteroceptive stimuli can enable a Kohonen neural network, controlling a robot arm, to learn hand-eye co-ordination so that the arm can reach for and track a visually presented target. The approach presented in this work assumes no a priorimodel of arm kinematics or of the imaging characteristics of the cameras. No explicit representation, such as homogeneous transformations, is used for the specification of robot pose, and camera calibration and triangulation are done implicitly as the system adapts and learns its hand-eye co-ordination by experience. This research is validated on physical devices and not by simulation.  相似文献   

16.
In examining graduate student teaching assistants’ (TAs’) adjustment to their first teaching experience in first-year composition (FYC) classrooms, scholars have recently noted that the experience mirrors that of their FYC students. Both groups—new TAs and new FYC students—are grappling with instantiations of Courtney Cazden’s (1988) notion of performance before competence. Specifically, both new groups work within initially uncomfortable but ultimately developmentally positive levels of ambiguity, multiplicity, and open-endedness. Because the computer classroom experience of new TAs is generally not examined, in this qualitative study several first- and second-year TAs recount, in personal narratives, some of their early personal and educational experiences with computers and recall their perceptions of their first semester teaching FYC in the computer classroom. Their voices, combined with computers-and-composition theory and learning theory, suggest that the temptation to respond to new TAs’ feelings of dissonance with more intensive computer training prior to their teaching may not ameliorate their discomfort and may, in fact, be counterproductive. After examining these new TAs’ experiences, a perspective on TA preparation for computer pedagogy, based on Etienne Wenger’s (1998) notion of communities of practice, is presented.  相似文献   

17.
Software visualization and algorithm animation have been tackled almost exclusively from the visual point of view; this means representation and control occur through the visual channel. This approach has its limitations. To achieve better comprehension, we deal with multimodal interfaces that include the extended facilities of interaction together with those of the standard systems for data visualization and algorithm animation. The notion of specific concept keyboards is introduced. As a consequence, modern information and learning systems for algorithm animation are enhanced in such a way that control and interaction take place through appropriate interfaces designed and semi-automatically generated for this special purpose. In this paper, we provide some examples and report on a thorough evaluation to show the relevance of this new approach.  相似文献   

18.
人脸动画中语音可视化算法研究进展   总被引:1,自引:1,他引:0       下载免费PDF全文
从人脸动画合成技术的发展、特点及应用出发,介绍了五种主要的人脸动画合成技术,重点对语音驱动的人脸动画中矢量量化、高斯混合模型、神经网络、隐马尔可夫等四种语音可视化算法的特点进行了对比分析,展望了语音可视化算法的发展与应用前景。 [关键词]:人脸动画;语音可视化  相似文献   

19.
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N = 173) of two learning games (Quantum Spectre: N = 134 and Spumone: N = 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.  相似文献   

20.
This paper describes a combination of approaches to provoke deeper comprehension in various topics in computer architecture details to computer science students. It also presents the outcome of this effort. The proposed educational approaches apply to a sequence of two courses on computer architecture and organization. The first course explains basic notions of execution on a processor, as well as hardware details. The tools used are simulation, assembly language and C programming. The second course deals with more advanced matters of computer organization. There, the authors introduced building a simple Linux device driver as a new approach for getting hands-on experience, on issues related to interactions of the operating system kernel with the memory, I/O, peripherals, and bus system components.  相似文献   

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