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1.
根据室内飞艇导航应用的特点,介绍了超宽带(UWB)导航系统在室内无人飞艇自主飞行系统中的应用方法,根据室内场所等条件的要求,建立了室内飞艇系统的导航模型,以Matlab/Simulink为平台,对UWB进行了实时导航的仿真实验.实验结果不仅证明该导航方法具有较高的导航精度,而且为进一步研究室内飞行器导航系统开辟了一条比...  相似文献   

2.
Palm PC 语音识别算法及实现   总被引:4,自引:0,他引:4  
掌上型计算机(palm PC)是一种新型、灵巧的个人数字助理(PDA),由于其没有软健盘或手写体识别作为主要的输入手段,如果在该平台上提供类似于语音导航、声音拔号等功能,将大大改善人机交互界面,针对掌上型计算机这种应用需求,结合其运算速度慢、内存少等特点,讨论了最新设计的一个掌上型计算机语音识别核心算法及实现,包括基于时域能量的端点检测算法、基于神经网络的多可信度综合判决处理集外词、特征选择及定点  相似文献   

3.
摊铺机控制键盘设计原则与实现   总被引:4,自引:0,他引:4  
欧青立  何克忠 《计算机工程》2001,27(2):20-21,46
基于工业控制计算机的沥青混凝土自动摊铺机控制系统的操作键盘必须根据摊铺机控制对象及操作规程开发研制,标准PC键盘难以满足要求,针对自动摊铺要贩控制需求和操作规程,讨论了工控机实时控制键盘的设计原则,并给出了LTU125A沥青混凝土自动摊铺机专用控制键盘的软硬件设计方案。  相似文献   

4.
Current practices in the verification of commercial hardware designs (digital, synchronous, and sequential semiconductors) are described. Recent advances in verification by the mathematical technique called model checking are described, and requirements for the successful application of model checking in commercial design are discussed.  相似文献   

5.
介绍了基于PC104嵌入式系统的专用键盘接口设计,阐述了自制键盘与PC104主机板之间的数据通信以及通信过程,说明了专用键盘的功能与电路设计要点;提出了键盘管理软件的设计新方法,并给出了相应的流程框图.本文已实现了专用键盘口和PC104主机板以及与PC机之间的双向数据通信,其传送数据字节长度可任意设置,并在某微型定位导航系统中取得了应用。  相似文献   

6.
分析了常见的几种键入信号软件处理方式的基本工作原理 ,并根据系统的不同使用要求分几种情况详细讨论了键入信号的具体软件处理方法。  相似文献   

7.
Recent years have seen an increased interest in navigational services for pedestrians. To ensure that these services are successful, it is necessary to understand the information requirements of pedestrians when navigating, and in particular, what information they need and how it is used. A requirements study was undertaken to identify these information requirements within an urban navigation context. Results show that landmarks were by far the most predominant navigation cue, that distance information and street names were infrequently used, and that information is used to enable navigation decisions, but also to enhance the pedestrians confidence and trust. The implications for the design of pedestrian navigation aids are highlighted.  相似文献   

8.
This study constitutes a first attempt to design an alternative keyboard layout for the Greek language that satisfies ergonomic requirements. The criticisms leveled at the standard keyboard layout, the opportunities offered by recent changes in the technology of editing devices, and the increasing number of new keyboard users are among the reasons justifying this study. Ten ergonomie requirements were considered during the design process. The designed keyboard layout was compared to the standard Greek keyboard by two different evaluations. The first evaluation, which was analytical, was based on the ergonomie requirements and the frequencies of letters and digrams in the Greek language. The second evaluation, which was experimental, was aimed at comparing the typing performance as well as the ease of learning of the two keyboard layouts. The results showed that: (1) the designed keyboard layout satisfies the ergonomie requirements much better, and (2) there were no significant differences in the typing performance between the two keyboards, for equal typing training and for small typing periods. It is concluded that the improved layout could be used as a programmed alternative alongside the standard keyboard.  相似文献   

9.
Evaluating the usability of virtual reality user interfaces   总被引:1,自引:0,他引:1  
A walkthrough method for evaluating virtual reality (VR) user interfaces is described and illustrated with a usability assessment of a virtual business park application. The method is based on a theory of interaction that extends Norman's model of action. A walkthrough analysis method uses three models derived from the theory. The first model describes goal-oriented task action, the second exploration and navigation in virtual worlds, while the third covers interaction in response to system initiative. Each stage of the model is associated with generic design properties that specify the necessary support from the system for successful interaction. The evaluation method consists of a checklist of questions using the properties and following the model cycle. Use of the method uncovered several usability problems. Approaches to evaluation of VR applications and future work are discussed.  相似文献   

10.
个人导航服务的数据组织研究   总被引:1,自引:0,他引:1       下载免费PDF全文
成功的导航应用不仅需要稳定的通信技术,精确的定位方法和高效的路径选择算法,同时还需要合理高效的数据组织,主要包括:合理管理空间数据以实现多尺度数据表达,实时数据组织,不同层的数据安排,数据分区,支持高效的多模式个人导航算法,在数据传输中采用最有效的数据压缩算法。该文基于NAVISTAR的实例研究,讨论了数据组织方法。  相似文献   

11.
An efficient keyboard access to Web sites is highly important for many groups of disabled users. However, the current design of most Web sites makes the efficient keyboard navigation nearly impossible. This paper investigates the performance of the keyboard and mouse navigation in Web pages. The comparison is based on the theoretical arguments and on two small studies. The results show that the current amount of keyboard support in common Web sites is far from being sufficient. Typical problems concerning keyboard support in Web sites are discussed, along with possible solutions and the related constraints.
Martin SchreppEmail:
  相似文献   

12.
姜卫东  刘曙生 《微处理机》2000,(1):52-54,57
首先简述了计算机键盘和鼠标的原理,而后提出了一种利用双89C2051CPU实现远程键盘和鼠标的交互方法,并给出了电原理图,通信协议和软件流程图。实践表明,该方法具有结构简单,价格低,稳定可靠等特点。  相似文献   

13.
李楷  钟耳顺 《计算机工程》2009,35(7):245-246
支持实时交通信息是新一代动态导航应用的基本特征。该文以现有导航电子地图物理存储格式中较成熟的分层道路模型为基础,结合线性参照方法提出多层路网统一编码方法以及基于该方法的动态分层路网存储模型DyHiRD,解决交通信息在冗余数据模型下的一致性更新问题。实验结果表明,该模型的更新效率满足支持大型城市交通信息服务的终端动态导航应用需求。  相似文献   

14.
室内服务机器人导航方法研究   总被引:25,自引:0,他引:25  
陆新华  张桂林 《机器人》2003,25(1):80-87
本文对近年来室内服务机器人的导航研究进行了综述并给出了一些商业机器人的实例 .首先简单介绍了当前导航系统的特点、分类、工作原理等,然后比较详细的介绍了一些相 对较为成功的导航数据处理方法.最后根据该领域内已经取得的成果以及进展情况预测了今 后室内服务机器人的发展方向.  相似文献   

15.
对流层误差是卫星导航系统中十分重要的误差源之一,也是卫星导航系统仿真和应用的重要研究课题。介绍了对流层对卫星导航定位的影响,阐述了对对流层模型分析验证的重要意义,分析了UNB3模型、Hopfield模型和双指数模型的原理,并与实测双指数模型进行了比较分析,验证了UNB3模型和Hopfield模型在中国区域使用的有效性,为卫星导航系统仿真及信号模拟提供了有力的依据。  相似文献   

16.

A walkthrough method for evaluating virtual reality (VR) user interfaces is described and illustrated with a usability assessment of a virtual business park application. The method is based on a theory of interaction that extends Norman's model of action. A walkthrough analysis method uses three models derived from the theory. The first model describes goal-oriented task action, the second exploration and navigation in virtual worlds, while the third covers interaction in response to system initiative. Each stage of the model is associated with generic design properties that specify the necessary support from the system for successful interaction. The evaluation method consists of a checklist of questions using the properties and following the model cycle. Use of the method uncovered several usability problems. Approaches to evaluation of VR applications and future work are discussed.  相似文献   

17.
介绍了基于89C51系列单片机的键盘,LED显示接口设计原理 ,并给出了系统的软硬件设计方法和替代Intel 8279 键盘、显示接口芯片的应用环境。  相似文献   

18.
As mobile, handheld computing devices become more common and are used for an ever-increasing variety of tasks, new mechanisms for data entry must be investigated. Personal digital assistants often provide a small stylus-activated soft keyboard, as do some mobile phones that include touch screens. However, there is little data regarding the importance of keyboard size or the users' tasks, the effectiveness of these keyboards, or user reactions to these keyboards. In this article, an experiment designed to investigate these issues in the context of a palm-style QWERTY keyboard is described. In this study, 30 novices completed 6 realistic tasks using either a small, medium, or large soft keyboard. The results not only confirm that keyboard size does not affect data entry rates but that making the keyboard smaller does not increase error rates or negatively impact preference ratings. However, tasks that required users to switch between the alphabetic keyboard and the numeric keyboard do result in significantly slower data entry rates. A model that accurately predicts the time required to enter predefined text is presented, and directions for future research are discussed.  相似文献   

19.
Navigation is the process by which people control their movement in virtual environments and is a corefunctional requirement for all virtual environment (VE) applications. Users require the ability to move, controllingorientation, direction of movement and speed, in order to achieve a particular goal within a VE. Navigation israrely the end point in itself (which is typically interaction with the visual representations of data) but applicationsoften place a high demand on navigation skills, which in turn means that a high level of support for navigationis required from the application. On desktop systems navigation in non‐immersive systems is usually supportedthrough the usual hardware devices of mouse and keyboard. Previous work by the authors shows that many usersexperience frustration when trying to perform even simple navigation tasks — users complain about getting lost,becoming disorientated and finding the interface `difficult to use'. In this paper we report on work in progressin exploiting natural language processing (NLP) technology to support navigation in non‐immersive virtualenvironments. A multi‐modal system has been developed which supports a range of high‐level (spoken) navigationcommands and indications are that spoken dialogue interaction is an effective alternative to mouse and keyboardinteraction for many tasks. We conclude that multi‐modal interaction, combining technologies such as NLP withmouse and keyboard may offer the most effective interaction with VEs and identify a number of areas where furtherwork is necessary. ACM CSS: I.3.6 Computer Graphics Methodology and Techniques—Interaction and Techniques, I.3.7 Three‐DimensionalGraphics and Realism—Virtual Reality, I.2.7 Natural Language Processing—Speech Recognitionand Synthesis  相似文献   

20.
蒲勇  周兴社  王宇英 《计算机应用》2008,28(1):125-126,130
常用的足球机器人截球运动控制算法较少,通过类比机器人截球运动与导弹或鱼雷追踪目标的相似性,引入军事目标追踪导引算法中常用的比例导引算法,并给出了导引算法模型及其在足球机器人系统中的应用实现。仿真结果表明该算法效果明显,行之有效,并能够根据不同的应用要求灵活的调整导引系数,取得比较理想的截球控制效果。  相似文献   

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