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21.
虚拟现实技术,是一种可以创建和体验虚拟环境的计算机系统技术,在军事、游戏、室内设计等诸多领域都有着广泛的应用。一个沉浸式的虚拟现实系统,可以让用户完全沉浸在虚拟世界中,得到与真实世界近似相同的感受。在高精度定位跟踪系统的辅助下,利用visual studio开发环境和3ds max、virtools软件构建了一个沉浸式场景漫游系统,并给出了一个游戏应用示例和一个室内设计应用示例。  相似文献   
22.
This paper reported the results of a study that aimed to construct a sensor and handheld augmented reality (AR)-supported ubiquitous learning (u-learning) environment called the Handheld English Language Learning Organization (HELLO), which is geared towards enhancing students' language learning. The HELLO integrates sensors, AR, ubiquitous computing and information technologies. It is composed of two subsystems: an English learning management system and a u-learning tool. In order to evaluate the effects of the proposed learning environment on the learning performance of students, a case study on English learning was conducted on a school campus. The participants included high school teachers and students. A learning course entitled 'My Campus' was conducted in the class; it included three activities, namely 'Campus Environment', 'Campus Life' and 'Campus Story'. The evaluation results showed that the proposed HELLO and the learning activities could improve the students' English listening and speaking skills.  相似文献   
23.
    
This article examines the deeper history of the dome-as-venue and considers what contemporary fulldome artists could learn from the past. It also looks at antecedents found in the work of the artists who sought to unify sound and image in special performance spaces, and how their holistic conception of ‘art’ involving all the senses might be applied to fulldome work.  相似文献   
24.
    
This paper describes a practical method that enables actual images to be converted so that they can be projected onto an immersive projection display (IPD) screen. IPD screens are particularly unique in that their angle of view is extremely wide; therefore, the images projected onto them need to be taken on a special format. In practice, however, it is generally very difficult to shoot images that completely satisfy the specifications of the targeting IPD environment due to cost, technical problems or other reasons. To overcome these problems, we developed a method to modify the images by abandoning geometrical consistency. We were able to utilize this method by assuming that the given image was shot according to a special projection model. Because this model differed from the actual projection model with which the image was taken, we termed it the pseudo‐projection model. Since our method uses simple geometry, and can easily be expressed by a parametric function, the degree of modification or the time sequence for modification can readily be adjusted according to the features of each type of content. Copyright © 2003 John Wiley & Sons, Ltd.  相似文献   
25.
    
Immersive virtual reality (IVR) is a new technology that could motivate learners, but also could contain distracting elements that increase cognitive demands on learners. In contrast, learning with conventional media, such as a narrated slideshow could be less motivating, but also less distracting.  相似文献   
26.
    
Construction workers’ ability to identify and assess risks is acquired through training and experience and is among the key factors that determine their behaviour and thus their safety. Yet researchers have questioned the effectiveness of conventional safety training. This research tested the hypotheses that safety training in a virtual reality (VR) construction site would be feasible and more effective, in terms of workers’ learning and recall in identifying and assessing construction safety risks, than would equivalent training using conventional methods. Sixty-six subjects were provided training in construction safety and their safety knowledge was tested prior to the training, immediately afterward, and one month later. Half of the subjects received traditional classroom training with visual aids; the other half were trained using a 3D immersive VR power-wall. Significant advantage was found for VR training for stone cladding work and for cast-in-situ concrete work, but not for general site safety. VR training was more effective in terms of maintaining trainees’ attention and concentration. Training with VR was more effective over time, especially in the context of cast-in-situ concrete works. Given the need for improved training and the advantages of training using VR, incorporation of VR in construction safety training is strongly recommended.  相似文献   
27.
    
Virtual reality and augmented reality (VR/AR) are evolving. The market demands and innovation efforts call for a shift in the key VR/AR technologies and engaging people virtually. Tele-haptics with multimodal and bilateral interactions are emerging as the future of the VR/AR industry. By transmitting and receiving haptic sensations wirelessly, tele-haptics allow human-to-human interactions beyond the traditional VR/AR interactions. The core technologies for tele-haptics include multimodal tactile sensing and feedback based on highly advanced sensors and actuators. Recent developments of haptic innovations based on active materials show that active materials can significantly contribute to addressing the needs and challenges for the current and future VR/AR technologies. Thus, this paper intends to review the current status and opportunities of active material-based haptic technology with a focus on VR/AR applications. It first provides an overview of the current VR/AR applications of active materials for haptic sensing and actuation. It then highlights the state-of-the-art haptic interfaces that are relevant to the materials with an aim to provide perspectives on the role of active materials and their potential integration in haptic devices. This paper concludes with the perspective and outlook of immersive multimodal tele-haptic interaction technologies.  相似文献   
28.
    
It has been noted that restricting field of view (FoV) is effective to mitigate virtual reality (VR) sickness, but it is prone to reduce the immersiveness. We propose an effective FoV restriction approach to mitigate VR sickness on mobile devices. The proposed approach includes a practical and reliable method for measuring VR sickness and a method of effectively limiting the FoV on mobile VR devices. Experimental result shows that the proposed method reduces VR sickness by 31.4%. The method was successfully applied to a VR application.  相似文献   
29.
    
To provide users with a sense of presence and experience, this study presents a maze‐based immersive virtual environment (MAVE). MAVE consists of a new immersive virtual scene and immersive interaction optimized for such maze. The algorithm for calculating a finite maze is defined to automatically generate diverse maze patterns; an interactive editing function and sketch‐based maze retrieval make it easier to generate maze patterns intuitively. With the integration of these procedures, MAVE proposes a user‐oriented maze terrain authoring system that can reconstruct two‐dimensional maze patterns into three‐dimensional maze terrains. It also provides an interaction system that enables users to be immersed in a broad virtual maze environment within a limited space. As an Arduino‐based portable walking simulator, this system detects the user's steps as he or she walks in place and controls the user's motions in the virtual environment. This study confirms through various technical and statistical experiments that MAVE can lead to new research on immersion enhancement without virtual reality sickness via virtual reality content.  相似文献   
30.
    
Since its inception, the metaverse has evolved drastically and opened up many opportunities for many stakeholders, including individuals and businesses. The agri-food supply chain is currently starting to incorporate metaverse technology. Retailers and prominent companies use this technology to achieve particular goals, such as ensuring traceability or boosting sales and reputation. Concurrently, there is an opportunity for the metaverse to affect food chain performance more broadly. Even so, the literature provides little evidence for this effect and primarily focuses on specific indicators, leaving little knowledge about it. By exploring the rapidly evolving field of metaverse technologies and their potential impacts on the security of agri-food supply chains, this study aims to fill this knowledge gap. The study aims to improve collaboration and communication throughout the agri-food supply chain by providing a structured framework covering a variety of metaverse technologies, from the development of immersive virtual worlds to the deployment of blockchain for traceability. The findings offer valuable insights, particularly for researchers, decision makers, and industry partners who aim to better comprehend the potential benefits and challenges related to integrating metaverse solutions into the agri-food industry. The study concludes with recommendations for future research directions and strategic factors that could assist in ensuring the effective adoption of metaverse technologies and the security and resilience of agri-food supply chains.  相似文献   
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