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1.
Four experiments investigated the influence of a sudden social request on the kinematics of a preplanned action. In Experiment 1, participants were requested to grasp an object and then locate it within a container (unperturbed trials). On 20% of trials, a human agent seated nearby the participant unexpectedly stretched out her arm and unfolded her hand as if to ask for the object (perturbed trials). In the remaining 3 experiments, similar procedures were adopted except that (a) the human was replaced by a robotic agent, (b) the gesture performed by the human agent did not imply a social request, and (c) the gaze of the human agent was not available. Only when the perturbation was characterized by a social request involving a human agent were there kinematic changes to the action directed toward the target. Conversely, no effects on kinematics were evident when the perturbation was caused by the robotic agent or by a human agent performing a nonsocial gesture. These findings are discussed in the light of current theories proposed to explain the effects of social context on the control of action. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
2.
The aim of the present study was to investigate interactions between vision and audition during a visual target acquisition task performed in a virtual environment. In two experiments, participants were required to perform an acquisition task guided by auditory and/or visual cues. In both experiments the auditory cues were constructed using virtual 3-D sound techniques based on nonindividualized head-related transfer functions. In Experiment 1 the visual cue was constructed in the form of a continuously updated 2-D arrow. In Experiment 2 the visual cue was a nonstereoscopic, perspective-based 3-D arrow. The results suggested that virtual spatial auditory cues reduced acquisition time but were not as effective as the virtual visual cues. Experiencing the 3-D perspective-based arrow rather than the 2-D arrow produced a faster acquisition time not only in the visually aided conditions but also when the auditory cues were presented in isolation. Suggested novel applications include providing 3-D nonstereoscopic, perspective-based visual information on radar displays, which may lead to a better integration with spatial virtual auditory information.  相似文献   
3.
This study used a natural task, with no emphasis placed on speeded responses, to investigate unconscious information processing. Using the ELITE system, a kinematic analysis was performed of the upper limb reach-to-grasp movement. Nine experiments explored how the presence of distractors affects the transport and grasp component of this movement. Experiment 1showed that the kinematics for grasping apples, mandarins, cherries, and bananas were measurably different. Experiments 2A–D, 3, and 4 showed that these kinematics were not affected by the presence of nearby distractor fruits of either the same or a different kind. In Experiment 5, interference effects became evident when participants were required to perform a subsidiary task involving the distractor (counting the number of times a laterally placed fruit was illuminated). Experiment 6, requiring both grasping a target fruit and counting the number of times that this fruit was illuminated, revealed no interference effects. Taken together, these results suggest that selection for action does not involve substantial passive processing of distractors. However, dual-action processing of simultaneously presented objects does appear to involve automatic processing of even the task-irrelevant properties of the distractor. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
4.
In four experiments, the influence of distractor objects on the temporal evolution of the reach-to-grasp movement toward a target object (an apple) was examined. In the first experiment, the distractor was another apple, which moved laterally behind the target and occasionally changed direction toward the target, thus becoming the to-be-grasped object. In the second and third experiments, the distractor was a stationary piece of fruit, which sometimes became the to-be-grasped object because of a change in illumination. The fourth experiment was a combination of the first two experiments. In all cases, selective interference effects on the transport and manipulation components were observed only when attention to the distractor was covert rather than overt. It is proposed that covert visuospatial attention selects information about distracting but potentially important stimuli, such that a registration of significance is accomplished without the need to process all available information.  相似文献   
5.
The aim of the present study is to investigate interactions between vision and audition during a target acquisition task performed in a virtual environment. We measured the time taken to locate a visual target (acquisition time) signalled by auditory and/or visual cues in conditions of variable visual load. Visual load was increased by introducing a secondary visual task. The auditory cue was constructed using virtual three-dimensional (3D) sound techniques. The visual cue was constructed in the form of a 3D updating arrow. The results suggested that both auditory and visual cues reduced acquisition time as compared to an uncued condition. Whereas the visual cue elicited faster acquisition time than the auditory cue, the combination of the two cues produced the fastest acquisition time. The introduction of secondary visual task differentially affected acquisition time depending on cue modality. In conditions of high visual load, acquiring a target signalled by the auditory cue led to slower and more error-prone performance than acquiring a target signalled by either the visual cue alone or by both the visual and auditory cues.  相似文献   
6.
In computing with words (CWW), knowledge is linguistically represented and has an explicit semantics defined through fuzzy information granules. The linguistic representation, in turn, naturally bears an implicit semantics that belongs to users reading the knowledge base; hence a necessary condition for achieving interpretability requires that implicit and explicit semantics are cointensive. Interpretability is definitely stringent when knowledge must be acquired from data through inductive learning. Therefore, in this paper we propose a methodology for designing interpretable fuzzy models through semantic cointension. We focus our analysis on fuzzy rule-based classifiers (FRBCs), where we observe that rules resemble logical propositions, thus semantic cointension can be partially regarded as the fulfillment of the “logical view”, i.e. the set of basic logical laws that are required in any logical system. The proposed approach is grounded on the employment of a couple of tools: DCf, which extracts interpretable classification rules from data, and Espresso, that is capable of fast minimization of Boolean propositions. Our research demonstrates that it is possible to design models that exhibit good classification accuracy combined with high interpretability in the sense of semantic cointension. Also, structural parameters that quantify model complexity show that the derived models are also simple enough to be read and understood.  相似文献   
7.
This study investigated the extent to which observation of an action performed by a human actor or a robotic arm may kinematically prime the performance of an observer subsequently required to perform a similar action. In Experiment 1, an actor reached for a target presented in isolation or flanked by a distractor object. Subsequently, an observer was required to perform a similar action toward the target object, but always in the absence of the distractor. The kinematics of both the human actor and the observer were affected by the presence of the distractor. Unexpectedly, similar effects were found in the observer's kinematics during the trials in which the actor was seated in front of the observer but no action was demonstrated (catch trials). Results from 4 subsequent experiments suggest that the motor intentions of the actor can be inferred by monitoring his or her gaze. To support this conclusion, results are discussed in terms of recent work spanning many disciplines involved in combining gaze direction and body movements. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
8.
Common inductive learning strategies offer tools for knowledge acquisition, but possess some inherent limitations due to the use of fixed bias during the learning process. To overcome the limitations of such base-learning approaches, a research trend explores the potentialities of meta-learning, which is oriented to the development of mechanisms based on a dynamical search of bias. This may lead to an improvement of the base-learner performance on specific learning tasks, by profiting of the accumulated past experience. In this paper, we present a meta-learning framework called Mindful (Meta INDuctive neuro-FUzzy Learning) which is founded on the integration of connectionist paradigms and fuzzy knowledge management. Due to its peculiar organisation, Mindful can be exploited on different levels of application, being able to accumulate learning experience in cross-task contexts. This specific knowledge is gathered during the meta-learning activity and it is exploited to suggest parametrisation for future base-learning tasks. The evaluation of the Mindful system is detailed through an ensemble of experimental sessions involving both synthetic domains and real-world data.  相似文献   
9.
Collagen, a natural macromolecular protein from renewable resources, is widely used in many industrial applications. Mixtures of low‐density polyethylene (LDPE) with collagen hydrolizate derived from the tannery industry were investigated to assess the feasibility of producing polymeric materials suitable for production of thermoplastic items for applications in packaging and agricultural segments. Different grades of polyethylenes and collagen hydrolizates characterized by different molecular weight and salinity were investigated to develop optimal blends. The physical–chemical properties of the obtained blends were assessed by thermal–mechanical, spectroscopical analysis. Following the ongoing research activity, the reutilization of collagen hydrolizate derived from the leather industry for the production of environmental degradable polyethylene‐based thermoplastic films appears feasible and promising. Blends of collagen hydrolizate and LDPE up to 20–30 wt % of collagen hydrolizate allow obtaining slightly opaque, cohesive and flexible films that show satisfactory thermal–mechanical responses. © 2009 Wiley Periodicals, Inc. J Appl Polym Sci, 2009  相似文献   
10.
PLA‐based nanocomposites filled with the commercial organomodified montmorillonite Dellite 43B (D43B) and containing acetyl tri‐n‐butyl citrate (ATBC) as plasticizer were prepared by extrusion in a pilot‐scale twin‐screw extruder and melt casted into flexible films. A preliminary investigation was carried out in a laboratory batch mixer by varying blending conditions and addition procedures of the components. Indeed, the method of addition of ATBC and D43B considerably affected thermo‐mechanical properties and morphology of the resultant nanocomposites. The simultaneous introduction of both ATBC and D43B during the extrusion process allowed producing clearly exfoliated nanocomposite materials with modulated mechanical and thermal properties. Moreover, rheological results, obtained during melt extrusion, assessed the processability of nanofilled‐plasticized PLA, making this simple procedure interesting in view of the industrial production of nanostructured biomaterials based on plasticized PLA. © 2012 Wiley Periodicals, Inc. J. Appl. Polym. Sci. 2013  相似文献   
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