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1.
2D profile analysis has often in the past been considered sufficient to control the geometrical features of a surface and to ensure that they are compatible with the required functionalities. Yet, experience shows that 3D surface texture analysis is now essential wherever a complete assessment of the surface is required to enable the selection of the most appropriate surface texture to achieve a required functionality.This paper introduces measurement strategies and features considered as essential by SOMICRONIC when designing or developing 3D surface texture measuring instruments, knowing that the pursued aim is to assess the measured surface in a way to reveal the real surface. This is achieved without losing sight of existing ISO standardized concepts concerning surface texture profile analysis.Indeed, essentially for economical reasons, we consider that 31) surface texture stylus instruments must be designed to achieve classical surface texture profiles measurements and characterisations and to fulfil conditions and characteristics listed and described in existing surface texture ISO standards.We propose to develop in the next paragraphs, the following points:
- • - Design of the data acquisition unit of a 3D surface texture instrument
- • - Strategy for the measurement of the surface
- • - Application of these concepts - Examples.
2.
Virpi Oksman Ville Ollikainen Elina Noppari Carlos Herrero Antti Tammela 《Multimedia Systems》2008,14(2):105-114
Recently, mobile TV has been launched in several countries. While mobile TV integrates television contents into mobile phones,
the most personal of communication devices, it becomes interesting to know how this feature will be used throughout the day
and in varying contexts of everyday life. This paper presents empirical results on the use of mobile TV with different delivery
mechanisms and both quantitative and qualitative results on how end-users prefer to use mobile TV contents in different situations.
The data is based on ongoing empirical research in Finland in 2006 and 2007. The mobile TV services under study included both
news and entertainment contents, and were tested in 3G, DVB-H and Wi-Fi networks using different delivery paradigms: broadcast,
on-demand and download. To explore the use of different delivery methods and content consumption, we have developed a mobile
TV service protoype, called Podracing. The analysis shows that users appreciated up-to-date information and information-rich
media forms and contents especially for mobile news delivery. There was high demand for only the latest news on mobiles. The
real-time property was considered important. Most of the users looked at the headlines or followed the news several times
a day – much more often than the traditional TV and news prime times would allow. 相似文献
3.
Ville T. Heikkilä Maria Paasivaara Casper Lasssenius Daniela Damian Christian Engblom 《Empirical Software Engineering》2017,22(6):2892-2936
In a large organization, informal communication and simple backlogs are not sufficient for the management of requirements and development work. Many large organizations are struggling to successfully adopt agile methods, but there is still little scientific knowledge on requirements management in large-scale agile development organizations. We present an in-depth study of an Ericsson telecommunications node development organization which employs a large scale agile method to develop telecommunications system software. We describe how the requirements flow from strategy to release, and related benefits and problems. Data was collected by 43 interviews, which were analyzed qualitatively. The requirements management was done in three different processes, each of which had a different process model, purpose and planning horizon. The release project management process was plan-driven, feature development process was continuous and implementation management process was agile. The perceived benefits included reduced development lead time, increased flexibility, increased planning efficiency, increased developer motivation and improved communication effectiveness. The recognized problems included difficulties in balancing planning effort, overcommitment, insufficient understanding of the development team autonomy, defining the product owner role, balancing team specialization, organizing system-level work and growing technical debt. The study indicates that agile development methods can be successfully employed in organizations where the higher level planning processes are not agile. Combining agile methods with a flexible feature development process can bring many benefits, but large-scale software development seems to require specialist roles and significant coordination effort. 相似文献
4.
5.
It is shown that the (infinite) tiling problem by Wang tiles is undecidable even if the given tile set is deterministic by all four corners, i.e. a tile is uniquely determined by the colors of any two adjacent edges. The reduction is done from the Turing machine halting problem and uses the aperiodic tile set of Kari and Papasoglu. 相似文献
6.
Ferenets R Lipping T Anier A Jäntti V Melto S Hovilehto S 《IEEE transactions on bio-medical engineering》2006,53(6):1067-1077
Entropy and complexity of the electroencephalogram (EEG) have recently been proposed as measures of depth of anesthesia and sedation. Using surrogate data of predefined spectrum and probability distribution we show that the various algorithms used for the calculation of entropy and complexity actually measure different properties of the signal. The tested methods, Shannon entropy (ShEn), spectral entropy, approximate entropy (ApEn), Lempel-Ziv complexity (LZC), and Higuchi fractal dimension (HFD) are then applied to the EEG signal recorded during sedation in the intensive care unit (ICU). It is shown that the applied measures behave in a different manner when compared to clinical depth of sedation score--the Ramsay score. ShEn tends to increase while the other tested measures decrease with deepening sedation. ApEn, LZC, and HFD are highly sensitive to the presence of high-frequency components in the EEG signal. 相似文献
7.
8.
The neuroimaging community heavily relies on statistical inference to explain measured brain activity given the experimental paradigm. Undeniably, this method has led to many results, but it is limited by the richness of the generative models that are deployed, typically in a mass-univariate way. Such an approach is suboptimal given the high-dimensional and complex spatiotemporal correlation structure of neuroimaging data.Over the recent years, techniques from pattern recognition have brought new insights into where and how information is stored in the brain by prediction of the stimulus or state from the data. Pattern recognition is intrinsically multivariate and the underlying models are data-driven. Moreover, the predictive setting is more powerful for many applications, including clinical diagnosis and brain–computer interfacing. This special issue features a number of papers that identify and tackle remaining challenges in this field. The specific problems at hand constitute opportunities for future research in pattern recognition and neurosciences. 相似文献
9.
In high-speed rolling element bearings, the drag forces can be prominent and it is demonstrated in this investigation that the classical models may not be appropriate for correctly estimating this power loss contribution. A modification of the models is thus proposed, including the usual drag forces formulation relying upon the drag coefficient to be evaluated from a numerical computational fluid dynamics (CFD) approach. A three-dimensional approach that considers both the rings and the cylinder ends seems the only adequate approach to be used because a two-dimensional approach predicts a drag coefficient value that is too low. When using the former computed drag coefficient for the evaluation of the total power losses, high values of oil volume fraction must be employed to recover the measured power losses. 相似文献
10.
The present aim was to investigate the functionality of a new wireless prototype called Face Interface. The prototype combines the use of voluntary gaze direction and facial muscle activations, for pointing and selecting objects on a computer screen, respectively. The subjective and objective functionality of the prototype was evaluated with a series of pointing tasks using either frowning (i.e., frowning technique) or raising the eyebrows (i.e., raising technique) as the selection technique. Pointing task times and accuracies were measured using three target diameters (i.e., 25, 30, 40 mm), seven pointing distances (i.e., 60, 120, 180, 240, 260, 450, and 520 mm), and eight pointing angles (0°, 45°, 90°, 135°, 180°, 225°, 270°, and 315°). The results showed that the raising technique was faster selection technique than the frowning technique for the objects that were presented in the pointing distances from 60 mm to 260 mm. For those pointing distances the overall pointing task times were 2.4 s for the frowning technique, and 1.6 s for the raising technique. Fitts’ law computations showed that the correlations for the Fitts’ law model were r = 0.77 for the frowning technique and r = 0.51 for the raising technique. Further, the index of performance (IP) value was 1.9 bits/s for the frowning technique and 5.4 bits/s for raising the eyebrows technique. Based on the results, the prototype functioned well and was adjustable so that two different facial activations can be used in combination with gaze direction for pointing and selecting objects on a computer screen. 相似文献