956 resultados para Windows:2023


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随着计算机应用从桌面环境扩展到移动环境,计算机用户从专业化走向大 众化,传统的 WIMP界面的缺点逐渐体现出来。笔式用户界面作为 Post-WIMP 界面的一种重要形式,具有自然、和谐的交互特性,成为当前研究的热点之一。 针对这一方向,本文对笔式用户界面范式展开了研究。首先,本文阐述了一种 新的基于笔交互的界面范式 PGIS,定义了纸、小工具等交互组件,以及各种组 件的显示形态及交互形式。然后,实现了 PGIS 界面,包括交互对象的管理、 显示等内容。最后,详细介绍了 PGIS 界面的使用过程,并用一个应用实例加 以验证。为了支持上层应用程序的可移植性和可维护性,PGIS界面的使用采用 了模型驱动构架的开发思想。目前,我们基于 PGIS 界面开发了几款优秀的笔 式交互软件,如幼儿教学系统、便签本系统、篮球战术板系统等。这些系统完 全满足用户对笔交互应用程序的需求,目前可在 Linux 系统、Windows 系统等 多种系统上运行。PGIS界面范式的可行性也因此得到了很好的验证。 本文的主要内容有以下几点: 1. 阐述了一种 Post-WIMP范畴下的新的界面范式:PGIS。 本文在对Post-WIMP界面做了充分地理解和分析的基础上,阐述了一种新 的界面范式:PGIS。这是一种基于笔交互的界面范式,文中对该范式的纸笔隐 喻方式、所包含的内容、各交互组件的表现形式、以及各组件间的静态及动态 关系做出了详细的描述。 2. 实现了PGIS界面。 为了验证PGIS界面范式的可行性,并直接支持基于 PGIS范式的应用程序 开发,本文详细介绍了PGIS界面的实现细节,其中包括PGIS界面中所包含的 元素、PGIS界面中交互对象的显示、交互对象的管理、以及交互对象对基本原 语的转换和响应。 3. 介绍了 PGIS界面的使用过程。 整个使用过程采用模型驱动架构的思想,引入对以下三个子模块的调用: 与平台相关的底层核心库和 PGIS 引擎、与平台无关的场景设计工具。这三个 子模块决定了上层应用程序的可移植性和可维护性。另外,场景设计工具提供 了代码自动生成的功能,大幅度缩短了应用程序的开发周期。 4. 实现了一个基于 PGIS界面的幼儿教学系统。 为了说明 PGIS界面的使用流程,本文设计并实现了一个基于PGIS界面的 幼儿教学系统。在开发过程中,大部分工作在场景设计工具中快速完成,小部 分工具集中在数据管理库、场景任务库的开发上。该系统的评估结果很好地验 证了 PGIS界面范式的可行性。

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在深入剖析操作系统内部的磁盘碎片产生过程的基础上,提出一种新的解决磁盘碎片方案。首先给计算机新添一个磁盘来保存Windows操作系统中容易产生碎片的目录,然后定期对这个新增磁盘进行碎片整理,从而有效提高操作系统的性能。进而,描述优先地使用固态硬盘作为新增磁盘,将具有更大的优势。经实验证明,这种新增磁盘来解决磁盘碎片问题的方案具有很好的实用价值。

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While Histograms of Oriented Gradients (HOG) plus Support Vector Machine (SVM) (HOG+SVM) is the most successful human detection algorithm, it is time-consuming. This paper proposes two ways to deal with this problem. One way is to reuse the features in blocks to construct the HOG features for intersecting detection windows. Another way is to utilize sub-cell based interpolation to efficiently compute the HOG features for each block. The combination of the two ways results in significant increase in detecting humans-more than five times better. To evaluate the proposed method, we have established a top-view human database. Experimental results on the top-view database and the well-known INRIA data set have demonstrated the effectiveness and efficiency of the proposed method. (C) 2010 Elsevier B.V. All rights reserved.

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Structural complexity is an inherent feature of the human telomeric sequence, and it presents a major challenge for developing ligands of pharmaceutical interest. Recent studies have pointed out that the induction of a quadruplex or change of a quadruplex conformation on binding may be the most powerful method to exert the desired biological effect. In this study, we demonstrate a quadruplex ligand that binds selectively to different forms of the human telomeric G-quadruplex structure and regulates its conformational switch. The results show that not only can oxazine750 selectively induce parallel quadruplex formation from a random coil telomeric oligonucleotide, in the absence of added cations, it also can easily surpass the energy barrier between two structures and change the G-quadruplex conformation in Na+ or K+ solution. The combination of its unique properties, including the size and shape of the G-quadruplex and the small molecule, is proposed as the predominant force for regulating the special structural formation and transitions.

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A series of new titanium complexes bearing beta-diiminato ligands [(Ph)NC(R-1)CHC(R-2)N(Ph)](2)TiCl2 (4a: R-1 = R-2 = CH3; 4b: R-1 = R-2 = CF3; 4c: R-1 = Ph, R-2 = CH3; 4d: R-1 = Ph, R-2 = CF3) has been synthesized and characterized. X-ray crystal structures reveal that complexes 4a and 4c adopt distorted octahedral geometry around the titanium center. With modified methylaluminoxane (MMAO) as a cocatalyst, complexes 4a-d are active catalysts for ethylene polymerization, and produce high molecular weight polyethylenes. Catalyst activities and the molecular weights of polymers are considerably influenced by the steric and electronic effects of substituents on the catalyst backbone under the same polymerization condition. With the strong electron-withdrawing groups (CF3) at R-1 or/and R-2 position, complexes 4b and 4d show higher activities than complexes 4a and 4c, respectively.

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The multicolour three-photon resonant ionization spectra of U-238 were measured by using the pulsed dye lasers system synchronously pumped by a frequency doubled Nd:YAG-laser 532 nm output(operated at 10 Hz),a device for atomic beam of U, time-of-flight mass spectrometer and boxcar integrator. The dye laser pulses have a 6 ns duration. Beams from the dye lasers, which have the same polarization direction and are focused by lenses, entered an interaction chamber through opposite windows on a common axis and spatialy overlapped the U atomic beam. The optical pulse from dye laser DL2 was delayed to arrive at the interaction region 8 ns after the pulse from dye laser DL1; in the same way,the pulse from DL3 was delayed 8 ns after from DL2. The atomic beam device was made from stainless steel. We generated the U vapor by heating solid U in a graphite crucible by e-type electron -field on first excited states were studied in uranium atom. The question how to determine single-colour, two-colour and three-colour three-photon resonant ionization peak in the three-colour three-photon resonant ionization spectra diagram were solved.

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The potential windows of the system water/pure solvent (W/P) and water/solvent mixtures(W/S) have been investigated by cyclic voltammetry with solvents whose dielectric constants lie between 5.87 and 34.82. In the presence of LiCI in the aqueous phase and tetrabutytammoniumtetraphenylborate(TBATPB) in the organic phase, the systems water/allyl iso-thiocyanate (W/AIT) and water/nitrobensene (W/NB) show a same wide epotential window. thermodynamic parameters of ion transfer W/AIT interface were determined. In systems of W/P and V/S the influence solvent effect on the standard gibbs energies of transfer of was discussed.

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Identification of protein interaction interfaces is very important for understanding the molecular mechanisms underlying biological phenomena. Here, we present a novel method for predicting protein interaction interfaces from sequences by using PAM matrix (PIFPAM). Sequence alignments for interacting proteins were constructed and parsed into segments using sliding windows. By calculating distance matrix for each segment, the correlation coefficients between segments were estimated. The interaction interfaces were predicted by extracting highly correlated segment pairs from the correlation map. The predictions achieved an accuracy 0.41-0.71 for eight intraprotein interaction examples, and 0.07-0.60 for four interprotein interaction examples. Compared with three previously published methods, PIFPAM predicted more contacting site pairs for 11 out of the 12 example proteins, and predicted at least 34% more contacting site pairs for eight proteins of them. The factors affecting the predictions were also analyzed. Since PIFPAM uses only the alignments of the two interacting proteins as input, it is especially useful when no three-dimensional protein structure data are available.

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设计并实现了基于Pocket PC的互联网遥操作机器人足球比赛系统,按照需求分析、系统设计与实现,以及实验结果的思路描述了整个过程,建立了无线网络环境下遥操作理论研究的实验平台,并以此为基础对遥操作机器人足球背景下的操作者策略与自主智能的融合作了一些探索。

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人脸检测作为自动人脸识别系统的第一个环节具有非常重要的作用,为了解决目前大部分人脸检测方法存在的分类器训练困难和检测计算量大等问题,提出了一种人脸检测的混合方法。该方法由两级分类器组成,第一级为粗分类器主要过滤大部分非人脸区域,第二级为核心分类器,在由第一级粗分类的基础上利用非线性SVM算法进行人脸检测。在CMU数据库上的实验结果表明,该方法具有较高的人脸检测率,检测速度得到大幅提高。

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针对实时序列图像多目标识别问题提出了一种快速图像处理方法。该方法依据一定的先验知识和准则,对复杂背景图像进行窗口化,对每一个窗口独立进行自适应快速中值滤波,及基于局部图像灰度信息的自适应重新量化和最大熵分割处理,实现了对全景视场内预定目标的快速准确提取和识别。为动态环境中多目标条件下移动机器人的视觉定位、导航和目标跟踪所需图像处理技术提供了一种新的方法。

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根据心理物理学、神经生理学、认知神经学等学科在视觉认知领域的部分研究成果,结合机器视觉、图像处理领域在图像增强方面已经提出的一些方法,提出了结合先验知识的多窗口结构下的分块中值滤波方法,在每一个窗口内单独进行处理与分析,突出了视觉处理目的,减少了运算量, 节省数据存储空间,达到了令人满意的滤波效果,能够在原始图像比较复杂的情况下,较好地对其进行预处理,可以改善、提高后期图像处理过程,如图像分割、图像分析的正确性和有效性。

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月球探测对于我国有着长远的战略意义,移动机器人将在我国“二”期月球探测计划中发挥举足轻重的作用。因为月面环境恶劣、机器人自主性有限,所以基于虚拟现实的遥操作技术将在月球探测任务中发挥重要作用。它给操作者提供一种三维的、逼真的和可交互的机器人仿真平台。在此平台上,操作者可以借助科学家的智能来解决月球探测机器人自主和遥操作的结合问题,可以验证路径规划、机械臂运动规划及控制指令等。 本文分析了月球探测机器人和真实三维地形几何拓扑信息的交互过程,借助基于虚拟现实的遥操作技术,开发了基于真实地形场景的移动机器人运动仿真平台。在此平台上,运动仿真反应了机器人真实的运动状态。 首先通过对真实地形三维点云的三角剖分和纹理影射,我们得到了真实三维地形场景。然后借助OpenGL软件库和Solidworks软件我们对月球探测机器人进行了精确的几何建模。 本文在分析国内外星球探测机器人仿真系统基础上,提出了一种轮式移动机器人轮子与地形几何拓扑信息交互的方法,此方法解释了地形变化如何影响到机器人姿态的变化。通过在虚拟地形上实验和分析机器人状态数据,证明了此方法的合理性。 本文还推导了六轮移动机器人的运动学模型,确定了机器人车体位姿及其变化与轮子接地点位姿及其变化之间的关系,为机器人如何调整姿态以适应变化的三维崎岖地形提供了理论基础。并利用速度投影法,得到了轮式移动机器人运动学模型新的形式。 最后结合运动学模型和几何模型,我们在Windows平台上利用VC++OpenGL 开发了基于真实地形场景的星球探测机器仿真系统,实现了月球探测机器人的实时仿真。该系统具有较强的交互性和实时性,为星球探测机器人虚拟导航、路径验证、遥操作等提供了验证平台。

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介绍多水下机器人(UUV)数字仿真平台的硬件结构以及单体UUV和多UUV系统的水动力计算流程,在此基础上利用Windows多线程技术实现多UUV的水动力计算,该方法已经用于多UUV数字仿真平台虚拟环境节点的设计中。系统仿真实验表明该方法设计的应用程序具有良好的执行效率和实时响应能力,为以后多UUV半物理仿真平台的水动力计算和实体多UUV系统水动力系数的验证奠定了基础。