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排序方式: 共有31条查询结果,搜索用时 15 毫秒
1.
Understanding how analysts use visual-analytics (VA) tools can help reveal their reasoning processes when using these tools. By examining analysts' interaction logs, the authors identified the analysts' strategies, methods, and findings when using a financial VA tool.  相似文献   
2.
We present a simplification algorithm for manifold polygonal meshes of plane-dominant models. Models of this type are likely to appear in man-made environments. While traditional simplification algorithms focus on generality and smooth meshes, the approach presented here considers a specific class of man-made models. By detecting and classifying edge loops on the mesh and providing a guided series of binary mesh partitions, our approach generates a series of simplified models, each of which better respects the semantics of these kinds of models than conventional approaches do. A guiding principle is to eliminate simplifications that do not make sense in constructed environments. This, coupled with the concept of “punctuated simplification”, leads to an approach that is both efficient and delivers high visual quality. Comparative results are given.  相似文献   
3.
Most of the algorithms used for research in mesh simplification and discrete levels of detail (LOD) work well for simplifying single objects with a large number of polygons. For a city-sized collection of simple buildings, using these traditional algorithms could mean the disappearance of an entire residential area in which the buildings tend to be smaller than those in commercial regions. To solve this problem, we developed a mesh-simplification algorithm that incorporates concepts from architecture and city planning. Specifically, we rely on the concept of urban legibility, which segments a city into paths, edges, districts, nodes, and landmarks. If we preserve these elements of legibility during the simplification process, we can maintain the city's image and create urban models that users can understand more effectively. To accomplish this goal, we divide our algorithm into five steps. During preprocessing, it performs hierarchical clustering, cluster merging, model simplification, and hierarchical texturing, at runtime, it employs LOD to select the appropriate models for rendering.  相似文献   
4.
Recent increases in terrorist activity around the world have made analyzing and understanding such activities more critical than ever. With the help of organizations such as the National Center for the Study of Terrorism and Responses to Terrorism (START), we now have detailed historical information on each terrorist event around the world since 1970. However, due to the size and complexity of the data, identifying terrorists' patterns and trends has been difficult. To better enable investigators in understanding terrorist activities, we propose a visual analytical system that focuses on depicting one of the most fundamental concepts in investigative analysis, the five W's (who, what, where, when, and why). Views in our system are highly correlated, and each represents one of the W's. With this approach, an investigator can interactively explore terrorist activities efficiently and discover reasons of attacks (why) by identifying patterns temporally (when), geo‐spatially (where), between multiple terrorist groups (who), and across different methods or modes of attacks (what). By coupling a global perspective with the details gleaned from asking these five questions, the system allows analysts to think both tactically and strategically.  相似文献   
5.
Many previous approaches to detecting urban change from LIDAR point clouds interpolate the points into rasters, perform pixel‐based image processing to detect changes, and produce 2D images as output. We present a method of LIDAR change detection that maintains accuracy by only using the raw, irregularly spaced LIDAR points, and extracts relevant changes as individual 3D models. We then utilize these models, alongside existing GIS data, within an interactive application that allows the chronological exploration of the changes to an urban environment. A three‐tiered level‐of‐detail system maintains a scale‐appropriate, legible visual representation across the entire range of view scales, from individual changes such as buildings and trees, to groups of changes such as new residential developments, deforestation, and construction sites, and finally to larger regions such as neighborhoods and districts of a city that are emerging or undergoing revitalization. Tools are provided to assist the visual analysis by urban planners and historians through semantic categorization and filtering of the changes presented.  相似文献   
6.
7.
System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in virtual environments (VEs), outlining its components and methods of experimental measurement and manipulation. Three studies of MSR and SDSR effects on performance of grasp and placement tasks are then presented. The studies used within-subjects designs with 11, 12, and 10 participants, respectively. Results showed that SDSR affected performance only if it was above 82 ms. Placement required more frequent visual feedback and was more sensitive to SR. We infer that VE designers need not tightly control SDSR and may wish to vary SR control based on required visual feedback frequency. These results may be used to improve the human-computer interface in a wide range of interactive graphical applications, including scientific visualization, training, mental health, and entertainment.  相似文献   
8.
Toward spontaneous interaction with the Perceptive Workbench   总被引:1,自引:0,他引:1  
Until now, we have interacted with computers mostly by using wire-based devices. Typically, the wires limit the distance of movement and inhibit freedom of orientation. In addition, most interactions are indirect. The user moves a device as an analog for the action created in the display space. We envision an untethered interface that accepts gestures directly and can accept any objects we choose as interactors. We discuss methods for producing more seamless interaction between the physical and virtual environments through the Perceptive Workbench. We applied the system to an augmented reality game and a terrain navigating system. The Perceptive Workbench can reconstruct 3D virtual representations of previously unseen real-world objects placed on its surface. In addition, the Perceptive Workbench identifies and tracks such objects as they are manipulated on the desk's surface and allows the user to interact with the augmented environment through 2D and 3D gestures  相似文献   
9.
Few existing visualization systems can handle large data sets with hundreds of dimensions, since high-dimensional data sets cause clutter on the display and large response time in interactive exploration. In this paper, we present a significantly improved multidimensional visualization approach named Value and Relation (VaR) display that allows users to effectively and efficiently explore large data sets with several hundred dimensions. In the VaR display, data values and dimension relationships are explicitly visualized in the same display by using dimension glyphs to explicitly represent values in dimensions and glyph layout to explicitly convey dimension relationships. In particular, pixel-oriented techniques and density-based scatterplots are used to create dimension glyphs to convey values. Multidimensional scaling, Jigsaw map hierarchy visualization techniques, and an animation metaphor named Rainfall are used to convey relationships among dimensions. A rich set of interaction tools has been provided to allow users to interactively detect patterns of interest in the VaR display. A prototype of the VaR display has been fully implemented. The case studies presented in this paper show how the prototype supports interactive exploration of data sets of several hundred dimensions. A user study evaluating the prototype is also reported in this paper  相似文献   
10.
We face the possibility and, in some cases, the results of acquiring accurate digital representations of our cities. The first challenge is to take data from multiple sources, which are often accurate but incomplete, and weave them together into comprehensive models. Because of the size and extent of the data that we can now obtain, this modeling task is daunting and must be accomplished in a semiautomated manner. Once we have comprehensive models, and especially if we can build them rapidly and extend them at will, the next question is what to do with them. Thus, the second challenge is making the models visible. In particular, they must be made interactively visible so users can explore, inspect, and analyze them. We discuss the nature of the acquired data and how we're beginning to meet these challenges and produce visually navigable models. We've developed 3D City, a semiautomated system that supports human intervention at key points to meet the challenge of constructing complete and extended urban models from several data sources. We've already built virtual environments (VEs) for urban planning and emergency response using 3D City.  相似文献   
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