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1.
Avatar gender is a basic element of an MMORPG user's identity. Gender customisation in a virtual space is an expansion of identity, an attempt to express oneself in more diverse ways. A survey showed that numerous users manage gender-swapped avatars, and men in particular prefer using female avatars. This study analysed user attitudes toward gender using a Q methodology. In the process, it confirmed the generalisations and motivating factors of gender swapping. The advanced graphic technology and high degree of freedom available in recent MMORPGs has led to an increased demand for avatar physical qualities, and the motives that underlie gender selection have become more diverse and complex. In particular, the notion of experimental and playful creation through customisation has been illuminated and treated as the core consideration of game design.  相似文献   
2.
提出了基于剧本驱动的双主体可视语音的概念。传统的文本信息很难表达文本所包含的全部信息。将普通的文本转换为剧本,同时将文字语音化,把隐含在文字中的非语言信息,通过虚拟机器人以适当的肢体语言表达出来。虚拟机器人是剧本信息提供者的主体。通过提供者的主体,以剧本为驱动能更好的传达隐含在文本中的非语言信息,提高文本传输的效率。  相似文献   
3.
Social reciprocity deficits are a core feature of the autism spectrum conditions (ASCs). Many individual with ASCs have difficulty with social interaction due to a frequent lack of social competence. This study focuses on using a virtual learning environment to help the deficiencies of social competence for people with ASCs, and to increase their social interaction. Specifically, it primitively explores social competence in collaborative virtual learning environment (CVLE) systems, and behavioral performance in social and cognitive interactions. Thus, this CVLE-social interaction system involves a 3D expressive avatar, an animated social situation, and verbal as well as text-communication. A preliminary empirical study involved CVLE-social interaction systems. Three participants who had been diagnosed with ASCs were conducted using a multiple baseline research for evidence of improved social competence through usage of the system. The experimental study consisted of 17 days; and the results showed that using the CVLE-social interaction system had significant positive effects on participants’ performance, both within the CVLE-social interaction system and in terms of reciprocal social interaction learning.  相似文献   
4.
A generalized Bayesian inference framework in order to embed fuzzy sets and partial probabilistic information is provided. The general framework of reference is that of coherent conditional probabilities, which allows giving a rigorous interpretation of membership function as a conditional probability, regarded as a function of the conditioning event. The inferential problem needs to be studied in situations where the prior can be partial; moreover, membership and prior can be given on different classes of events. This inferential model is applied for the virtual representation of a female avatar.  相似文献   
5.
A multi-user 3-D virtual environment allows remote participants to have a transparent communication as if they are communicating face-to-face. The sense of presence in such an environment can be established by representing each participant with a vivid human-like character called an avatar. We review several immersive technologies, including directional sound, eye gaze, hand gestures, lip synchronization and facial expressions, that facilitates multimodal interaction among participants in the virtual environment using speech processing and animation techniques. Interactive collaboration can be further encouraged with the ability to share and manipulate 3-D objects in the virtual environment. A shared whiteboard makes it easy for participants in the virtual environment to convey their ideas graphically. We survey various kinds of capture devices used for providing the input for the shared whiteboard. Efficient storage of the whiteboard session and precise archival at a later time bring up interesting research topics in information retrieval.  相似文献   
6.
高层建筑自出现始就以其高耸的形体受到广泛的关注。现代主义建筑思潮兴起后,高层建筑更是如雨后春笋般涌现。伴随着技术、经济以及审美等方面的发展,高层建筑形态较之以前更为丰富多彩,尤其在信息爆炸、注意力日益稀缺的时代背景下,高层建筑形态需要更大创新来吸引注意力,实现其价值。  相似文献   
7.
Humanoid robot embodiment is a recently developed form of mediated embodiment. In 2 studies, we report and quantify a new haptic (touch) illusion during embodiment of a humanoid robot. Around 60% of the users in our studies reported haptic sensations in their real hand when they observed their robot avatar touching a curtain with its hand. Critically, our study shows for the first time that users can experience haptic sensations from a nonanthropomorphic embodied limb/agent with visual feedback alone (i.e. no haptic feedback provided). The results have important implications for the understanding of the cognitive processes governing mediated embodiment and the design of avatar scenarios.  相似文献   
8.
Various simulation applications for hair, clothing, and makeup of a 3D avatar can provide more useful information to users before they select a hairstyle, clothes, or cosmetics. To enhance their reality, the shapes, textures, and colors of the avatars should be similar to those found in the real world. For a more realistic 3D avatar color reproduction, this paper proposes a spectrum‐based color reproduction algorithm and color management process with respect to the implementation of the algorithm. First, a makeup color reproduction model is estimated by analyzing the measured spectral reflectance of the skin samples before and after applying the makeup. To implement the model for a makeup simulation system, the color management process controls all color information of the 3D facial avatar during the 3D scanning, modeling, and rendering stages. During 3D scanning with a multicamera system, spectrum‐based camera calibration and characterization are performed to estimate the spectrum data. During the virtual makeup process, the spectrum data of the 3D facial avatar is modified based on the makeup color reproduction model. Finally, during 3D rendering, the estimated spectrum is converted into RGB data through gamut mapping and display characterization.  相似文献   
9.
为了增强协同虚拟环境中化身行为控制的智能性和模块独立性,基于VRML和智能代理技术设计和实现了一种分层智能化身控制模型.该模型中化身模拟智能实体的形体和简单行为,代理模拟智能实体的高级行为控制,化身代理和化身之间通过统一的调用接口进行控制和通信,使得模型各层之间有很好的模块独立性,并采用了基于规则的推理和分层有限自动机实现智能行为.最后的实例分析表明了该控制模型的可行性.  相似文献   
10.
基于中国手语合成技术的虚拟人手语视频显示平台技术是一个全新的课题.为了满足广电新闻节目对手势运动流畅性要求,实现了一种上下文相关的手势运动平滑算法,该方法能够充分利用前后两帧的差异来实现手势运动的平滑过渡,其视觉感观效果较传统插值算法更加平滑自然;同时提出了一种基于统计和规则相结合的手势运动重定向算法,在统计方法的基础上针对不同骨架大小以及运动特性进行规则约束,使得标准模型手势运动数据应用到新模型上而不失其准确性;最后,通过扩展基本手语词表达形式并基于alpha融合技术实现了面向广电新闻节目的虚拟人手语合成显示平台并取得很好的结果.  相似文献   
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