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排序方式: 共有178条查询结果,搜索用时 31 毫秒
1.
Jaroslaw Kochanowicz Ah‐Hwee Tan Daniel Thalmann 《Computer Animation and Virtual Worlds》2016,27(3-4):330-339
This paper presents a semi‐automatic method of parameterizing an existing social context cognition model. It discusses benefits of the social context cognition models for example in personality modeling and their key issue that is parametrization. It briefly introduces social context cognition model and describes a new method of its crowd‐sourcing‐based parametrization. Later, validation is provided, and ability to recreate social context cognition in the provided samples is presented with good generalization for the unknown cases. Finally, model's stability for the continuous stream of dynamic social context input data is shown. Presented system contributes to the believable agent modeling and social simulations by making much needed applications of social context cognition models easier by addressing the so far unsolved troublesome parametrization issues. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
2.
Schubert R. Carvalho Ronan Boulic Creto A. Vidal Daniel Thalmann 《The Visual computer》2013,29(3):171-188
We explore an approach to full-body motion editing with linear motion models, prioritized constraint-based optimization and latent-space interpolation. By exploiting the mathematical connections between linear motion models and prioritized inverse kinematics (PIK), we formulate and solve the motion editing problem as an optimization function whose differential structure is rich enough to efficiently optimize user-specified constraints within the latent motion space. Performing motion editing within latent motion spaces has the advantage of handling pose transitions and consequently motion flow by construction from single key-frame editing. To handle motion adjustments from multiple key-frame and trajectory constraints, we developed a latent-space interpolation technique by exploiting spline functions. Such an approach handles per-frame adjustments generating smooth animations, while avoiding the computational expense of joint space interpolations. We demonstrate the usefulness of this approach by editing and generating full-body reaching and walking jump animations in challenging environment scenarios. 相似文献
3.
Andreas Leemann Barbara Lothenbach Cédric Thalmann 《Construction and Building Materials》2011,25(1):344-350
The use of superplasticizers (SP) is widespread in today’s concrete production. Usually, SP are used when specific demands in regard to workability, strength or durability have to be met. As they contain sodium sulphate, they have the potential to increase the alkalinity in the pore solution and the risk of damages due to alkali-silica reaction. In this study, the effect of two SP on the potential reactivity of concrete is examined by analyzing pore solutions of pastes and mortars and by measuring concrete expansion. The use of a naphthalene–sulphonate-based SP (Na content referred to liquid: 2.8%) leads to an increase in hydroxide concentration in the pore solution during the first two weeks going together with an accelerated concrete expansion during this period. The effects of a polycarboxylate-based SP (Na content referred to liquid: 0.5%) are less pronounced and do not result in an increased concrete expansion. 相似文献
4.
Stephane Gobron Junghyun Ahn Georgios Paltoglou Michael Thelwall Daniel Thalmann 《The Visual computer》2010,26(6-8):505-519
This paper presents a novel concept: a graphical representation of human emotion extracted from text sentences. The major contributions of this paper are the following. First, we present a pipeline that extracts, processes, and renders emotion of 3D virtual human (VH). The extraction of emotion is based on data mining statistic of large cyberspace databases. Second, we propose methods to optimize this computational pipeline so that real-time virtual reality rendering can be achieved on common PCs. Third, we use the Poisson distribution to transfer database extracted lexical and language parameters into coherent intensities of valence and arousal—parameters of Russell’s circumplex model of emotion. The last contribution is a practical color interpretation of emotion that influences the emotional aspect of rendered VHs. To test our method’s efficiency, computational statistics related to classical or untypical cases of emotion are provided. In order to evaluate our approach, we applied our method to diverse areas such as cyberspace forums, comics, and theater dialogs. 相似文献
5.
Hardware and software codesign and flexibility requirements often necessitate embedded application-specific instruction-set processors in system-on-chip designs. Spaceman, a reusable stack-processor virtual component, offers a customer-configurable instruction set; parameterizable bus widths, stack depths, and stack access ranges; and selectable bus interfaces 相似文献
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Raquel Urtasun Pascal Glardon Ronan Boulic Daniel Thalmann Pascal Fua 《Computer Graphics Forum》2004,23(4):799-812
Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion had not yet been recorded when building the database: it would take an expert to adjust the PCA weights to obtain a motion style that is indistinguishable from his. Consequently, when realism is required, the current practice is to perform a full motion capture session each time a new person must be considered. In this paper, we extend the PCA approach so that this requirement can be drastically reduced: for whole classes of cyclic and noncyclic motions such as walking, running or jumping, it is enough to observe the newcomer moving only once at a particular speed or jumping a particular distance using either an optical motion capture system or a simple pair of synchronized video cameras. This one observation is used to compute a set of principal component weights that best approximates the motion and to extrapolate in real‐time realistic animations of the same person walking or running at different speeds, and jumping a different distance. 相似文献
10.
An evolving system for simulating clothes on virtual actors 总被引:7,自引:0,他引:7
Volino P. Thalmann N.M. Shen Jianhua Thalmann D. 《Computer Graphics and Applications, IEEE》1996,16(5):42-51
This cloth modeling and animation system aims to support virtual actors who can dress and undress themselves. It now creates autonomous clothes, independent of the synthetic human wearing them. The interactive editor, proportion box and body-scaling feature provide a set of intuitive tools for animators to design a rich variety of human shapes, and we have shown how to dress them with autonomous clothes. The new software considerably improves system performance, versatility and ease of use, and our goal of simulating actors that can dress and undress themselves is significantly closer 相似文献