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1.
Abstract

Industry 4.0 aims at providing a digital representation of a production landscape, but the challenges in building, maintaining, optimizing, and evolving digital models in inter-organizational production chains have not been identified yet in a systematic manner. In this paper, various Industry 4.0 research and technical challenges are addressed, and their present scenario is discussed. Moreover, in this article, the novel concept of developing experience-based virtual models of engineering entities, process, and the factory is presented. These models of production units, processes, and procedures are accomplished by virtual engineering object (VEO), virtual engineering process (VEP), and virtual engineering factory (VEF), using the knowledge representation technique of Decisional DNA. This blend of the virtual and physical domains permits monitoring of systems and analysis of data to foresee problems before they occur, develop new opportunities, prevent downtime, and even plan for the future by using simulations. Furthermore, the proposed virtual model concept not only has the capability of Query Processing and Data Integration for Industrial Data but also real-time visualization of data stream processing.  相似文献   
2.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   
3.
影视后期制作或图像合成中,动态实时改变显示画面的景深能进一步增强画面的真实感,但由于实时性要求较高,软件实现在处理速度方面容易产生瓶颈。为此,采用预处理的办法,分别对前景和背景进行低通滤波,得到前、背景各自的模拟帧序列,通过调节前景和背景帧序列的位置,模拟确定其各自的变焦程度,然后将前景和背景动态合成具有虚拟景深效果的画面。  相似文献   
4.
标识化语言的发展及在电子物流中的应用   总被引:1,自引:0,他引:1  
重点阐述了XML技术的发展和对EDI技术的有效补充与改进,并展望基于XML技术的电子商务物流数据交换技术的发展前景。  相似文献   
5.
金刚石膜的计算机虚拟制备技术中的分子动力学模拟   总被引:1,自引:0,他引:1  
综述了近年来金刚石薄膜形成过程的分子动力学(Molecular Dynamics,简称MD)模拟研究,详细地阐述了原子间相互作用势的选取,总结了不同沉积条件下MD的计算模型和几种典型情况下的模拟结果。研究表明:在原子尺度上,MD方法能较全面地提供有关膜生长的信息,对进一步了解金刚石膜形成的微观机制以及为细观层次仿真提供基本信息均具有重要意义。  相似文献   
6.
张洁 《有色矿冶》2003,19(6):59-60
介绍了现代企业的组织结构的类型与阶段,提出可为国有企业改革可借鉴的经验。  相似文献   
7.
结合工程概况及工程特点,从机械设备配置、劳动力组织、现场管理等方面介绍了大窝山隧道进口Ⅱ级,Ⅲ级围岩段的快速掘进施工组织与管理措施,为类似隧道的快速掘进施工组织与管理提拱了相关经验.  相似文献   
8.
An alternative approach to understanding innovation is made using two intersecting ideas. The first is that successful innovation requires consideration of the social and organizational contexts in which it is located. The complex context of construction work is characterized by inter-organizational collaboration, a project-based approach and power distributed amongst collaborating organizations. The second is that innovations can be divided into two modes: 'bounded', where the implications of innovation are restricted within a single, coherent sphere of influence, and 'unbounded', where the effects of implementation spill over beyond this. Bounded innovations are adequately explained within the construction literature. However, less discussed are unbounded innovations, where many firms' collaboration is required for successful implementation, even though many innovations can be considered unbounded within construction's inter-organizational context. It is argued that unbounded innovations require an approach to understand and facilitate the interactions both within a range of actors and between the actors and technological artefacts. The insights from a sociology of technology approach can be applied to the multiplicity of negotiations and alignments that constitute the implementation of unbounded innovation. The utility of concepts from the sociology of technology, including 'system building' and 'heterogeneous engineering', is demonstrated by applying them to an empirical study of an unbounded innovation on a major construction project (the new terminal at Heathrow Airport, London, UK). This study suggests that 'system building' contains outcomes that are not only transformations of practices, processes and systems, but also the potential transformation of technologies themselves.  相似文献   
9.
10.
图纸数据是企业间合作需交换的一种重要的信息。本文分析了虚拟企业环境下企业之间交换图纸数据的要求,提出了一种具体的解决方案,并给出实例。  相似文献   
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