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91.
The technique of Level of Detail (LOD) offers a powerful method of reducing the computational burden of a virtual reality (VR) system. As a result, it represents a valuable and important facility which one would expect to find in all serious VR graphics systems. This survey aims to present many of the rendering engines commonly employed in state-of-the-art VR solutions and details the degree of support which these systems provide for LOD. The investigation reveals a significant lack of support for this facility over the range of packages reviewed. Consequently, a call is made for improved LOD support in future VR products.  相似文献   
92.
WEAVER + + has no backward links in its form-production network and yet is able to explain the lexical and mixed error biases and the mixed distractor latency effect. This refutes the claim of B. Rapp and M. Goldrick (2000) that these findings specifically support production-internal feedback. Whether their restricted interaction account model can also provide a unified account of the error biases and latency effect remains to be shown. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
93.
We explore a communication paradigm for video on demand, called Range Multicast. This schemeis a shift from the conventional thinking about multicast where every receiver must obtain the same data packet at any time. A range multicast allows new members to join at their specified time and still receive the entire video stream without consuming additional server bandwidth. Clients enjoy better service latency since they can join an existing multicast instead of waiting for the next available server stream. We also present techniques to support video-cassette-recorder-like interactivity in this environment. Unlike existing methods which require clients to cache data in a private buffer, the Range Multicast solution utilizes the shared network storage to make more efficient and cost-effective use of the caching space. Furthermore, since a range multicast can accommodate clients with different play points in the video, a client has a better chance to join an on-going multicast for normal playback after finishing a VCR operation. This strategy avoids the need for a new server stream, and thus further alleviates the server load. Our simulation results confirm the aforementioned benefits.  相似文献   
94.
提出了一种基于衍生树的P2P 系统框架,以支持交互式流媒体应用.该系统利用分布式发现服务来进 行资源定位,并通过基于衍生树的缓存结构来维护数据传输拓扑.使用基于衍生树的系统管理策略可以显著地降低 节点动态加入和退出等交互操作的开销.另外,通过使用分布式散列表(distributed hash table,简称DHT)来维护会话, 可以较低的代价实现资源查找、服务重构和拓扑维护等任务.仿真实验结果表明,与现有的P2P 流媒体系统相比,该 系统具有良好的性能,其用户交互操作的开销可以降低超过50%.  相似文献   
95.
This paper discusses key issues which arose during the creation of Sensuous Geographies, a multi-user interactive/responsive installation created in 2003/4. In particular it will refer to the way in which the design of the installation was intended to draw attention to bodily sensation, facilitate collaborative interactivity between participants and bring about an emergent choreography, and to the collaborative methodology used in developing this work.  相似文献   
96.
传统的工作流管理系统无法解决分布异构环境中数据传递与表示的问题,难以适应我国信息化建设中对原有系统进行流程整合的需求。研究了Web Services、XForms、EJB以及JBPM开源工作流项目等技术与标准,并结合使用Facade和Delegate模式提高工作流的可扩展性,在广泛的研究与技术实践的基础上提出了一种交互接口设计模型。在该模型的应用中证实了传统工作流必须结合Web Services等技术,对交互性进行改造,才能满足我国企事业单位流程整合与管理的需求。  相似文献   
97.
本文针对现代信息时代具有视觉冲击力的平面广告设计研究,分析了具有视觉冲击力的平面广告的信息传达特点,目的在于对现代的平面广告设计师有一定的启示作用。  相似文献   
98.
Abstract

The article discusses the role of technology in integrating acoustic instruments within soundscape composition in a live and interactive context, thus encouraging an engagement with the sonic environment. The approaches to two compositions that combine instruments with live electronics and pre-composed soundscapes – Cold Wood (bass trombone) and Arcando (alto saxophone) – are considered. These pieces create unique live performance scenarios in order to investigate how acoustic instruments might be positioned within, and reframed by, soundscape composition practice. Potential pitfalls inherent in mixed media works are explored, proposing technological solutions through sound processing and use of microphones, whilst ensuring that 'liveness' remains more aesthetic than procedural. Aspects of field recording practice influence the behaviour of the instruments, and improvisation is encouraged in both pieces to ensure unpredictability. Consequently, it is also proposed that the process of listening to, capturing, and processing the sound of the instrument in a live performance scenario is analogous to the practice of field recording, in which there is little control over the sound events.  相似文献   
99.
给出分布式游戏服务器中一种基于智能体的消息处理结构,提出一种公平的消息处理方法,使不同用户在不同网络时延的条件下,不需要用户和服务器之间的时间同步,就能够从游戏中获得一个相对公平的游戏效果,用户通过选择较近的服务器可以获得更好的公平性。实验结果表明,用户和服务器之间的时延抖动越小,消息的公平率越高。  相似文献   
100.
ACTIVEMATH is an open web-based learning environment for mathematics. It dynamically generates interactive mathematical courses adapted to the student's goals, preferences, capabilities, and knowledge. The content authored for ACTIVEMATH is represented in an extended OMDoc which in turn is an extension of the OpenMath XML-language. ACTIVEMATH is the first system that uses OMDoc. It makes use of this knowledge representation in several knowledge management tasks, among them the web-presentation of mathematical text including formulæ, the communication with the integrated mathematical systems, the user-adaptive composition of a course, the dynamic generation of learning suggestions, and the dictionary facility. This article describes the knowledge representation and management in ACTIVEMATH and emphasizes its bias toward mathematics.  相似文献   
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