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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   
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Sex differences in spatial skills are sometimes attributed to sex differences in spatial experience. This hypothesis rests on two assumptions: Spatial experience typically differs with sex, and spatial experience has lasting effects on spatial cognition. We tested the latter assumption in a controlled experiment with wild-caught prairie voles (Microtus ochrogaster) and their spatially deprived, laboratory-reared, first-generation offspring; we found the assumption to be unjustified. Although major differences in spatial experience had no effect on maze performance, relatively small differences in motivation produced a significant difference in error rates. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
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The ability of single-stranded DNA oligomers to form adjacent triplex and duplex domains with two DNA structural motifs was examined. Helix-coil transition curves and a gel mobility shift assay were used to characterize the interaction of single-stranded oligomers 12-20 nt in length with a DNA hairpin and with a DNA duplex that has a dangling end. The 12 nt on the 5'-ends of the oligomers could form a triplex structure with the 12 bp stem of the hairpin or the duplex portion of the DNA with a dangling end. The 3'-ends of the 17-20 nt strands could form Watson-Crick pairs to the five base loop of the hairpin or the dangling end of the duplex. Complexes of the hairpin DNA with the single-stranded oligomers showed two step transitions consistent with unwinding of the triplex strand followed by hairpin denaturation. Melting curve and gel competition results indicated that the complex of the hairpin and the 12 nt oligomer was more stable than the complexes involving the extended single strands. In contrast, results indicated that the extended single-stranded oligomers formed Watson-Crick base pairs with the dangling end of the duplex DNA and enhanced the stability of the adjacent triplex region.  相似文献   
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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   
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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   
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We present a probe‐based interface for the exploration of the results of a geospatial simulation of urban growth. Because our interface allows the user great freedom in how they choose to define regions‐of‐interest to examine and compare, the classic geospatial analytic issue known as the modifiable areal unit problem (MAUP) quickly arises. The user may delineate regions with unseen differences that can affect the fairness of the comparisons made between them. To alleviate this problem, our interface first alerts the user if it detects any potential unfairness between regions when they are selected for comparison. It then presents the dimensions with potential problematic outliers to the user for evaluation. Finally, it provides a number of semi‐automated tools to assist the user in correcting their regions' boundaries to minimize the inequalities they feel could significantly impact their comparisons.  相似文献   
8.
The hypothesis that sex differences in maze learning result from sex differences in activity was tested with wild-caught prairie (Microtus ochrogaster) and meadow (M. pennsylvanicus) voles. For 38 voles error production and activity were simultaneously measured in a series of 7 symmetrical mazes. Repeated-measures analyses of variance (ANOVAs) examined species, sex, maze, and interaction effects for 3 dependent variables: errors, activity, and errors/activity. The pattern of significant effects was very different for the errors and activity ANOVAs, which suggests that differential activity cannot explain differential error rates. In contrast, the pattern of effects was very similar for errors and errors/activity ANOVAs, which suggests that controls for activity do not remove differences in error production. These results fail to support the activity hypothesis. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
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This paper concerns stereoscopic virtual reality displays in which the head is tracked and the display is stationary, attached to a desk, tabletop or wall. These are called stereoscopic HTDs (head-tracked displays). Stereoscopic displays render two perspective views of a scene, each of which is seen by one eye of the user. Ideally, the user's natural visual system combines the stereo image pair into a single, 3D perceived image. Unfortunately, users often have difficulty fusing the stereo image pair. Researchers use a number of software techniques to reduce fusion problems. This paper geometrically examines and compares a number of these techniques and reaches the following conclusions: In interactive stereoscopic applications, the combination of view placement, scale, and either false eye separation or α-false eye separation can provide fusion control that is geometrically similar to image shifting and image scaling. However, in stereo HTDs, image shifting and image scaling also generate additional geometric artifacts that are not generated by the other methods. We anecdotally link some of these artifacts to exceeding the perceptual limitations of human vision. While formal perceptual studies are still needed, geometric analysis suggests that image shifting and image scaling may be less appropriate than the other methods for interactive, stereo HTDs  相似文献   
10.
Traditional geospatial information visualizations often present views that restrict the user to a single perspective. When zoomed out, local trends and anomalies become suppressed and lost; when zoomed in for local inspection, spatial awareness and comparison between regions become limited. In our model, coordinated visualizations are integrated within individual probe interfaces, which depict the local data in user-defined regions-of-interest. Our probe concept can be incorporated into a variety of geospatial visualizations to empower users with the ability to observe, coordinate, and compare data across multiple local regions. It is especially useful when dealing with complex simulations or analyses where behavior in various localities differs from other localities and from the system as a whole. We illustrate the effectiveness of our technique over traditional interfaces by incorporating it within three existing geospatial visualization systems: an agent-based social simulation, a census data exploration tool, and an 3D GIS environment for analyzing urban change over time. In each case, the probe-based interaction enhances spatial awareness, improves inspection and comparison capabilities, expands the range of scopes, and facilitates collaboration among multiple users.  相似文献   
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