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1.
《水浒传·聚义篇》是前导软件公司天道工作室根据中国古典文学名著《水浒传》改编而成的电脑游戏软件“水浒系列”的第一作。本软件以电脑游戏特有的形式再现了古典名著的内容,充分表现了水浒故事结构复杂、情节曲折、人物众多、形象丰富、可塑性很强的特点。 《水浒传·聚义篇》选用SRPG这种形式,既能够表现  相似文献   

2.
饱受争议的“《女神异闻录PERSoNA》系列”作为Atlus公司的几款看家游戏之一,前后七作见证了时代的变迁,从认真严谨设定考究的游戏风格变革为轻松时尚迎合市场的风格后。开拓出大量新用户群体,但也招致了原系列玩家的不满。  相似文献   

3.
新片速递     
《微型计算机》2008,(5):55-55
投名状一词,出自施耐庵的《水浒传》,指兄弟间的契约,是手足情、兄弟义的像征。而《投名状》的故事则套用了清末刺马案的时代和迷局,讲述了个看似世俗,实则深邃的话题——什么是“义”。  相似文献   

4.
《水浒Q传》是一款由光通自主研发的Q版2D网络游戏。它以中国古典四大名著《水浒》作为时代背景,由开发过著名网游《大话西游Online》的火石团队与著名音乐制作人卢小旭联手打造,可谓来头不小。那么这道看上去很美的大餐到底味道如何呢?故事背景顾名思义,《水浒Q传》自然以《水浒传》为蓝本,《水浒传》中梁山好汉与奸臣高俅之间的争斗自然是游戏主线之一。游戏在《水浒传》的基础上对剧情进行了想象加工:在游戏中,梁山108好汉乃是上天派遣镇妖除恶的108星将,而奸臣高俅也不仅仅是一个一肚子坏水的奸诈小人。他勾结邪魔歪道,封印了108星将…  相似文献   

5.
国内网络游戏开发商“火石软件”继《大话西游》之后,呕心沥血、历经3年研发了又一款中国古典名著《水浒传》为背景的大型动作多人网络游戏——《水浒传online》。  相似文献   

6.
该文以包括《红楼梦》在内的51部当代及明清文学作品为语料集,利用文档嵌入算法,根据文档嵌入向量的酉不变性定义了不同作者作品文档嵌入矩阵及文档嵌入损失函数,构建了文档嵌入模型中最优维度及最优窗口的选择模型,并根据文本用词和文档主题语义特征构建了高维空间中的文档嵌入向量。通过无监督的流形学习降维映射以及有监督的分类算法多组实验,验证了通过文档嵌入得到的向量空间模型可以有效区分不同作者的写作风格,对于已知确定作者的作品分类准确率达99.6%,对于风格较为接近的作者也可以有效识别,例如,文风相似的路遥和陈忠实。并在此分类模型的基础上,构建了变尺度滑动窗口分类模型对《红楼梦》进行深入分析,印证了“红楼梦”前80回与后40回可能来自不同作者,还发现了前100回与后20回也存在着较大的风格差异,不排除有再次更换作者的可能。该文在计算机技术层面上为《红楼梦》的作者辨析问题提供了一种支持意见和新的见解。  相似文献   

7.
通过对文学巨著《三国志演义》所描写的一系列经典战例的解析,阐述了古代兵法对战争成败的重要作用,作者罗贯中对小说中 的军事斗争进行了大胆革新和创造,体现了其对古代军事理论的深刻理解、创新思维和新颖独到的军事思想。  相似文献   

8.
国内网络游戏开发商“火石软件”继《大话西游》之后,呕心沥血、历经3年研发了又一款中国古典名著《水浒传》为背景的大型动作多人网络游戏——《水浒传online》。遵循原著《水浒传》是一部著名的描写宋代农民起义的长篇小说,如一幅长长的历史画卷,展示了宋代的政治文化,市井风情,社会景观。梁山好汉最引人注目的,是他们侠肝义胆,敢抱天下不平,性格光彩照人,令世人敬仰。《水浒传Online》游戏取材于这部自中国古典文学名著,以鲁智深大闹桃花村,林冲雪夜上梁山,武松景阳冈打虎等108名好汉梁山聚义为游戏内容,在原著的基础上进行了全新演绎。…  相似文献   

9.
阿鱼 《电脑迷》2011,(11):72-72
《西游记》、《水浒传》、《三国演义》、《封神演义》等中国古典名著故事,历来是网游研发的热门题材。这不,网游新军擎天柱网络科技有限公司的开山之作——封神,就是一款以《封神演义》为游戏背景的2D回合制网游。在2D回合制游戏中,网易的"西游"系列是众人皆知的经典之作。而后诞生的多款回合制网游,或多或少都借鉴了"西游"的成功元素。网易的"西游"系列一直在被模仿,却从未被超越。如今,《封神》这款新近诞生的游戏能否给我们带来些许创新元素?为了解答心中的疑惑,笔者特地去《封神》的世界游历了一番。  相似文献   

10.
《狂暴》     
《狂暴》是id Software(后简称id)在2004年《毁灭战士3》和2005年的《雷神之锤4》之后的第一款FPS重头作品。id之前作品阴暗的室内风格虽然也在本作中有所体现,不过以废土为大背景的本作,开放的户外环境则是重头戏。使用全新的引擎开发的游戏厕面,在家用机平台上的表现之优让人惊讶。  相似文献   

11.
当前对现代汉语史的研究多借用政治-社会史的分期方式将现代汉语分为新文化运动至1949年、1950—1966年、1967—1976年和1977—至今四个时期,并在这一基础上开展了许多研究。语言尤其是书面语虽然与社会政治生活有密切联系,但语言系统有其自身的演化规律。从语言数据出发对语言进行分期是更加合适的选择。该文将语言的分期问题视作历时语料的分期问题,进而成为历时文本的聚类问题。该文工作基于历时报刊语料库遴选出的时间敏感程度较好的词汇。使用机器学习领域中广泛使用的K均值和期望最大算法进行聚类,以该部分词汇频率为特征对70年跨度(1945—2015)的历时报刊语料进行聚类,并在不同的聚类数量下绘制了具有层次性的词汇使用分期树。据此构建了过去70年现代汉语的词汇层次分期模型,揭示了改革开放的开始作为词汇使用变迁最重要分水岭的地位。  相似文献   

12.
Inspired by requirements traceability problems, we present a method for implementing fast and effective hypertext links to specific locations within documents. These soft links do not depend on tags, markup, or closed tool sets, yet they can generally survive extensive edits to a document collection, allowing the targets of these links to be located in real collections after years of ongoing and frequent changes. We base our implementation of soft links on an existing passage retrieval algorithm, originally designed for question answering. The method treats the text surrounding the target of a soft link as a passage to be retrieved, creates a signature for that passage, and resolves the link by searching for the passage. The method is evaluated over a large collection of text and two large collections of source code, one written in the C programming language and one written in Java. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

13.
In this study we investigated the influence of text modality on learning with static and dynamic visualizations in a dynamic domain, namely the physical principles underlying fish locomotion. A 2 × 2-design with type of visualization (static vs. dynamic) and text modality (spoken vs. written) as independent variables was used. Concerning learning outcomes, it was hypothesized that (1) learners presented with dynamic visualizations would outperform learners presented with static visualizations, (2) learners presented with spoken text would outperform learners presented with written text, and (3) an interaction between type of visualization and modality would occur: the superiority of dynamic over static visualizations was expected to be more pronounced for spoken compared to written text. Subjective cognitive load measures were assessed and expected to mirror the aforementioned pattern of learning outcomes in accordance with Cognitive Load Theory (i.e., higher extraneous cognitive load (ECL) related to lower learning outcomes). For transfer tasks, the first two hypotheses could be confirmed. However, there was no interaction. Moreover, ECL was rated higher by subjects when learning with static compared to dynamic visualizations, but there were no differences for ECL with respect to the text modality. The results are discussed within the framework of Cognitive Load Theory.  相似文献   

14.
Nautilus is a high-level specification and programming language having abstraction mechanisms not commonly found in other programming languages inspired by its semantic domain (a categorial model named Nonsequential Automata). It constitutes an elegant solution for concurrency and non-determinism as well as for synchronization of concurrent systems. The role as specification language highlights the diagrammatic syntax (it was originally text based).The diagrammatic syntax for Nautilus allows complete programs to be written using symbols and graphical diagrams. The graphical notation was elaborated in order to be able to express all the structures in the language, yet trying to improve the visualization of written programs. A brief comparison with UML is included. To support Nautilus as a programming language, a mapping to Java is constructed, setting the basis for an execution environment of Nautilus specifications.  相似文献   

15.
16.
As communication technologies continue to evolve, more people will engage in virtual social interactions. With this trend comes an increasing need for research on behavior within virtual worlds. This study contributes to that agenda by focusing on the influence of physical attributes of a virtual setting and gender on verbal behavior expressed by mixed-gender dyads in a virtual world. Computerized text analyses revealed linguistic differences as a function of both the physical and social complexity of virtual settings and gender. The latter differences included both quantitative and qualitative features of written communication. These results add important new discoveries to the literature on virtual psychology and highlight the value of using text analysis tools to investigate virtual interactions.  相似文献   

17.
《Advanced Robotics》2013,27(17):2173-2187
In this paper, we propose a model for recognizing written text through prediction of a handwriting sequence. The approach is based on findings in the brain sciences field. When recognizing written text, humans are said to unintentionally trace its handwriting sequence in their brains. Likewise, we aim to create a model that predicts a handwriting sequence from a static image of written text. The predicted handwriting sequence would be used to recognize the text. As the first step towards the goal, we created a model using neural networks, and evaluated the learning and recognition capability of the model using single Japanese characters. First, the handwriting image sequences for training are self-organized into image features using a self-organizing map. The self-organized image features are used to train the neuro-dynamics learning model. For recognition, we used both trained and untrained image sequences to evaluate the capability of the model to adapt to unknown data. The results of two experiments using 10 Japanese characters show the effectivity of the model.  相似文献   

18.
杜雨奇  郑津  王杨  黄诚  李平 《计算机应用》2022,42(12):3692-3699
文本分割的主要任务是将文本按照主题相关的原则划分为若干个相对独立的文本块。针对现有文本分割模型提取文本段落结构信息、语义相关性及上下文交互等细粒度特征的不足,提出了一种基于图卷积网络(GCN)的文本分割模型TS-GCN。首先,基于文本段落的结构信息与语义逻辑构建出文本图;然后,引入语义相似性注意力来捕获文本段落节点间的细粒度相关性,并借助GCN实现文本段落节点高阶邻域间的信息传递,以此增强模型多粒度提取文本段落主题特征表达的能力。将所提模型与目前常用作文本分割任务基准的代表模型CATS及其基础模型TLT-TS进行对比。实验结果表明在Wikicities数据集上,TS-GCN在未增加任何辅助模块的情况下比TLT-TS的评价指标Pk 值下降了0.08个百分点;在Wikielements数据集上,相较于CATS和TLT-TS,所提模型的Pk 值分别下降了0.38个百分点和2.30个百分点,可见TLT-TS取得了较好的分割效果。  相似文献   

19.
ORGPLAN is a problem-oriented language for organization problems (published in Vol. 10, No. 1 of Computers in Industry). In the present article, a proposition has been formulated that an examination of the semantic correctness of a text in the ORGPLAN language may be transformed into an examination of the consistency of the constraints systems generated by this text. An analysis of the constraint systems is realized on the grounds of the concept introduced for a type of constraint, and of the consistency rules formulated for the types of constraints.  相似文献   

20.
In any learnability setting, hypotheses are conjectured from some hypothesis space. Studied herein are the influence on learnability of the presence or absence of certain control structures in the hypothesis space. First presented are control structure characterizations of some rather specific but illustrative learnability results. The presence of these control structures is thereby shown essential to maintain full learning power. Then presented are the main theorems. Each of these non-trivially characterizes the invariance of a learning class over hypothesis space V and the presence of a particular projection control structure, called proj, in V as: V has suitable instances of all denotational control structures. In a sense, then, proj epitomizes the control structures whose presence need not help and whose absence need not hinder learning power.  相似文献   

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