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191.
本文介绍了一种基于3D扫描技术来实现先进高速雕刻的数控雕刻系统.即利用物体表面三维形状测量技术来获取实物模型表面的3D扫描数据,经计算机处理之后,存储为3D格式文件,再将该格式的文件转换成刀路NC格式文件,最后输入到数控雕刻系统的输入单元内雕刻出物体的3D模型.整个系统的软硬件自行设计搭建,并在文中给出了实例制作过程.  相似文献   
192.
复种指数遥感监测研究进展   总被引:3,自引:0,他引:3       下载免费PDF全文
复种指数是对耕地资源利用状况的一种度量,其对于指导农业生产及研究气候变化等具有重要意义。利用遥感技术进行复种指数监测,不仅客观、高效、低成本,而且可以获取更佳的空间分布信息,近些年已成为农业遥感领域的研究热点。对复种指数遥感监测进展进行了综述:首先归纳和梳理了已有的几种复种指数遥感监测方法,并分析了各种方法的优缺点;然后在总结该领域研究现存关键问题的基础上,探讨了未来的发展趋势:(1)在内容上丰富,加强特殊的作物熟制信息监测;(2)在空间上拓展,加强地形复杂区域的复种指数监测;(3)在时间上延伸,加强复种指数长期的动态变化监测。  相似文献   
193.
根据暂存式光电微能源系统组成器件的制备工艺特点,提出了基于SOI晶片的光电微能源片上集成方案。主要工艺包括绝缘沟槽刻蚀、离子注入、氧化等,具有较好的制备工艺兼容性。另外,根据片上集成方案,对器件特性进行了研究。结果表明,光伏电池的转换效率为9.7%,NMOS管阈值电压、漏极反向击穿电压VT分别为0.98 V和31.97 V,NPN三极管的电流放大倍数、集电极-发射极之间击穿电压约为83 V和12 V。各器件特性满足系统工作要求,集成方案具有较好的可行性。  相似文献   
194.
王蕾  包磊  袁景光 《传感器世界》2016,22(11):35-39
为了减少灰霾对人们健康的不利影响,对灰霾净化设备进行了研究,研制了一种PM2.5智能组合净化器.该净化器采用静电除尘和高效空气过滤技术(HEPA)组合方式实现空气净化,通过采用经济有效的净化材料降低成本,由单片机控制整个系统的运转,实现了根据当前不同污染物浓度智能调整工作模式的功能.实验结果表明,所研制的智能净化器有效解决了传统单一净化模式下的高能耗问题.  相似文献   
195.
In this paper, we address the problem of output regulation for a broad class of multi‐input multi‐output (MIMO) nonlinear systems. Specifically, we consider input–affine systems, which are invertible and input–output linearizable. This class includes, as a trivial special case, the class of MIMO systems which possess a well‐defined vector relative degree. It is shown that if a system in this class is strongly minimum phase, in a sense specified in the paper, the problem of output regulation can be solved via partial‐state feedback or via (dynamic) output feedback. The result substantially broadens the class of nonlinear MIMO systems for which the problem in question is known to be possible. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   
196.
197.
Online social platform, such as Wikipedia and Foursquare, has been increasingly exploded due to not only various useful services provided but also social gaming mechanisms that can keep users actively engaged. For example, users are awarded ”virtual goods” like badges and points when they contribute to the community in the network by voluntarily sharing ideas and other information. In this paper, we aim to examine the effectiveness of a social gamification mechanism, named user scores, designed in Foursquare which is one of most popular location-based social networks. A user’s score in Foursquare is an aggregate measure based on recent check-in activities of the user, which reflects a snapshot summary of the user’s temporal and spatial behaviors. Whenever a user checks in to a venue, a list of scores of the user’s friends are visible to the user via a ”leaderboard” which ranks these users’ scores in a descending order. Given a pair of friends who participate in a score competition in such a gimification mechanism, we identify if one user’s scores have significant influence on the other user’s scores by utilizing the Granger Causality Test. To understand what types of users and what types of friends tend to participate in the score competition (i.e., their check-ins are more likely driven by such a gamification mechanism), we extract users’ features (e.g. user’s degree) as well as the features of pairs of friends (e.g., number of common friends, score similarity and ranking difference) to examine whether these features have correlations with those pairs of users who are identified as being involved in the score game. The identified influence on user scores has the important implication on applications including friend and venue recommendations in location-based social networks.  相似文献   
198.
199.
This paper proposes a deep bidirectional long short-term memory approach in modeling the long contextual, nonlinear mapping between audio and visual streams for video-realistic talking head. In training stage, an audio-visual stereo database is firstly recorded as a subject talking to a camera. The audio streams are converted into acoustic feature, i.e. Mel-Frequency Cepstrum Coefficients (MFCCs), and their textual labels are also extracted. The visual streams, in particular, the lower face region, are compactly represented by active appearance model (AAM) parameters by which the shape and texture variations can be jointly modeled. Given pairs of the audio and visual parameter sequence, a DBLSTM model is trained to learn the sequence mapping from audio to visual space. For any unseen speech audio, whether it is original recorded or synthesized by text-to-speech (TTS), the trained DBLSTM model can predict a convincing AAM parameter trajectory for the lower face animation. To further improve the realism of the proposed talking head, the trajectory tiling method is adopted to use the DBLSTM predicted AAM trajectory as a guide to select a smooth real sample image sequence from the recorded database. We then stitch the selected lower face image sequence back to a background face video of the same subject, resulting in a video-realistic talking head. Experimental results show that the proposed DBLSTM approach outperforms the existing HMM-based approach in both objective and subjective evaluations.  相似文献   
200.
The original measurement device-independent quantum key distribution is reviewed, and a modified protocol using heralded pair coherent state (HPCS) is proposed to overcome the quantum bit error rate associated with the dark count rate of the detectors in long-distance quantum key distribution. Our simulation indicates that the secure transmission distance can be improved evidently with HPCS owing to the lower probability of vacuum events when compared with weak coherent source scenario, while the secure key rate can be increased with HPCS due to the higher probability of single-photon events when compared with heralded single-photon source scenario. Furthermore, we apply the finite key analysis to the decoy state MDI-QKD with HPCS and obtain a practical key rate.  相似文献   
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