首页 | 官方网站   微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   21篇
  免费   0篇
工业技术   21篇
  2014年   1篇
  2012年   2篇
  2011年   2篇
  2008年   2篇
  2007年   2篇
  2005年   1篇
  2004年   2篇
  2003年   1篇
  2001年   1篇
  2000年   2篇
  1996年   2篇
  1995年   1篇
  1984年   1篇
  1980年   1篇
排序方式: 共有21条查询结果,搜索用时 15 毫秒
1.
A global schema is a single, connected view of heterogeneous databases. Past research into the problem of global schema design has demonstrated the use of generalization for connecting disjoint schemas. Before generalization can be applied, the common attributes of the local schemas must be identified. We use the term attribute equivalence for the identification of such common attributes. This paper defines four types of attribute equivalences. The distinction between local and global equivalence is explained, and special attention is given to key attributes. We also discuss the placement of locally equivalent attributes in a global schema.  相似文献   
2.
Among the severe instructional shortcomings of lectures is their lack of interactivity. To overcome these problems, the learning environment of the interactive lecture is introduced, in which students and lecturer interact by using mobile computers in a wireless network. In an experimental study, 44 students participated in interactive and in conventional lecture meetings. A quiz service that allowed question to be posted, students’ answers to be evaluated, and the results to be presented graphically, was implemented on mobile computers. The participants rated the interactive condition better, also reporting higher levels of attention, activity and perceived learning success for this condition. Objective measures indicated a slight but insignificant difference toward better learning results in the interactive condition.  相似文献   
3.
In this paper, we investigate how consistency can be established for replicated applications changing their state in reaction to user-initiated operations as well as the passing of time. Typical examples of these applications are networked computer games and distributed virtual environments. We give a formal definition of the terms consistency and correctness for this application class. Based on these definitions, it is shown that an important tradeoff relationship exists between the responsiveness of the application and the appearance of short-term inconsistencies. We propose to exploit the knowledge of this tradeoff by voluntarily decreasing the responsiveness of the application in order to eliminate short-term inconsistencies. This concept is called local-lag. Furthermore, a timewarp scheme is presented that complements local-lag by guaranteeing consistency and correctness for replicated continuous applications. The computational complexity of the timewarp algorithm is determined in theory and practice by examining a simple networked computer game. The timewarp scheme is then compared to the well-known dead-reckoning approach. It is shown that the choice between both schemes is application-dependent.  相似文献   
4.
Nowadays, users not only want to watch digital videos on a PC but also use mobile devices to play back multimedia content. Video adaptation algorithms enable the visualization of recorded videos on mobile devices. Based on our Mobile Business system, we have developed a video adaptation application called Mobile Cinema which considers several characteristic features of mobile devices like screen resolution, bit rate or color depth of a display. The functionality of this system is high and it would be much easier to understand the system if the analysis and the design of the algorithms and the communication interfaces are based on predefined processes which we call canonical processes for media production. The definition of these processes would also make the comparison of two video adaptation applications or the exchange of modules between different systems much easier. In this paper, we describe the functionality and requirements of our existing video adaptation application and map them to the canonical processes for media production.  相似文献   
5.
Large video-on-demand databases consisting of thousands of digital movies are not easy to handle: the user must have an attractive means of retrieving his movie of choice. For analog video, movie trailers are produced to allow a quick preview and perhaps stimulate possible buyers. This paper presents techniques for automatically producing such movie abstracts of digital videos.  相似文献   
6.
An experiment in optimizing the physical storage structures of a DBTG-like database w.r.t. a given transaction load is described. It was carried out during a practical course on database administration. Logical data structures and transaction programs were kept fixed while the underlying storage structures could be varied according to a rich set of options and parameters. The preferences for certain search key and set mode options leading to surprising time differences are discussed. Properties of good optimization solutions are presented. A number of recommendations for the use of the set modes POINTER-ARRAY and CHAIN are given. Finally, some general observations concerning the learning pattern of the students are summarized.  相似文献   
7.
Recording systems and media servers for networked audio and video streams have become an important part of today's Internet. In contrast to this, only a few recording and playback solutions currently exist for the data streams of interactive media applications (e.g., shared whiteboards and distributed virtual environments). So far these solutions are application-specific: individual algorithms and implementations are required for each application that is to be recorded. In this paper, we are proposing generic algorithms for the recording and playback of interactive media streams. These algorithms are based on a common model for the class of interactive media. They enable full random access to recordings by initializing the replaying applications with the required state information (e.g., the current slide in a recorded presentation). We have implemented these algorithms in the Interactive Media on Demand (IMoD) system. In order to interpret the semantics of an interactive media stream, the system requires that the Real-Time Application-Level Protocol for Distributed Interactive Media (RTP/I) protocol is used for the framing of the transmitted data. Any application using RTP/I can be recorded directly using the system without any modification. Interactive media streams not using RTP/I can be recorded using the generic recording algorithms. However, they require an adaptation of the system so that it is able to extract a minimal set of information from the application-level protocol of these streams. In addition to the generic recording algorithms, we present the architecture and major design considerations of the system and discuss the experiences gained from recording different interactive media applications.  相似文献   
8.
Distributed interactive applications such as shared whiteboards and multiplayer games often support dynamic groups where users may join and leave at any time. A participant joining an ongoing session has missed the data that have previously been exchanged by the other session members. It is therefore necessary to initialize the application instance of the latecomer with the current state. In this paper, we propose a late join algorithm for distributed interactive applications that provides such an initialization of applications. The algorithm is scalable and robust and can be easily adapted to the needs of different applications by means of late join policies. The behavior of the late join algorithm and the impact of design alternatives are investigated in detail by means of an extensive simulation study. This study also shows that an improper handling of the late join problem can cause very high application and network load.  相似文献   
9.
At first glance, making electronic music seems to be a domain which is also well suited for people with limited eye-sight. However, a closer analysis reveals that standard software and hardware are both strongly dominated by graphical output. In order to close this gap for visually impaired musicians, we developed a MIDI (Musical Instrument Digital Interface) sequencer with audio-feedback and a new interaction paradigm which eliminates interaction with the PC??s keyboard and screen. The blind musician relies solely on input via the instrument itself. He can both, record and play music via the claviature??s black & white keys but at the same time control all functions of a multi-track MIDI sequencer without ever taking the hands off the instrument. We also use the MIDI-connection for coding different kinds of feedback to the user in an efficient way. The software which runs on a PC that is connected to an electronic instrument has been evaluated and improved extensively.  相似文献   
10.
The visualization of high resolution video on small mobile devices is still a great challenge today. Most critical are the limited display resolution and different aspect ratios of handheld mobile devices. So far, there is no retargeting algorithm available that guarantees good results for all videos. We introduce a new video retargeting approach that reduces the resolution while preserving as much of the relevant content as possible. A central component of the system selects the most suitable algorithm to adapt a given shot. We have implemented two retargeting algorithms: a region of interest (ROI) based technique, and a fast implementation of seam carving for size adaptation of videos (FSCAV). The ROI-based retargeting detects important regions like faces, objects, text, and contrast-based saliency regions. A rectangular window within the larger frame is selected that defines the visible area of the target video. If several relevant regions are detected, an artificial camera motion (pan, tilt, or zoom) may change the selected view within a shot. For seam carving, we present two extensions: The first reduces the distortion of straight lines (lines may become curved or disconnected); the second avoids jitter in the target video, limits the large memory requirements and computational effort of seam carving, and makes it applicable to video retargeting. In addition, we present a heuristic that estimates the visual quality of the target video. If the quality drops below a threshold, the ROI-based retargeting is used for this shot. User evaluations confirm a very high visual quality of our approach.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司    京ICP备09084417号-23

京公网安备 11010802026262号