用户化
- 与 用户化 相关的网络例句 [注:此内容来源于网络,仅供参考]
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According to the users' requirement and visualization target of ocean information extraction, a visualization modeling system for ocean remote sensing information extraction is designed which includes its software structure, users' requirement use-case structure, class structure and flow-chart representation using the unified modeling language and object-oriented analysis method. The related flow definer and flow attemperment are designed and implemented.
根据海洋遥感信息提取可视化建模应用需求,以用户可视化模型建立及流程设计实现为目标,采用统一建模语言UML面向对象分析方法,设计海洋遥感信息提取可视化建模系统软件结构、用户需求用例结构、类结构及流程图表示法,同时完成流程定义器、流程调度的设计和实现。
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If T is a class type (clause 9) with a user-declared constructor (12.1), then the default constructor for T is called and the initialization is ill-formed if T has no accessible default constructor
也就是说如果T这个类具有用户自定义构造函数的话,那么"值初始化"(value-initialize)将会调用它;如果这个类是non-union类型且没有用户自定义的构造函数,则每一个非静态数据成员将会进行"值初始化"。
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The number of desired signals is detected by using singular value decomposition. And the array input is transformed into the signal subspace. Orthogonality is derived for the weight vectors in multiple beamforming on this subspace. According to which, an orthogonal constant modulus algorithm is proposed by introducing the orthonormalization procedure into the static least square constant modulus algorithm.
利用奇异值分解确定了用户信号的个数,并把天线阵接收的数据矩阵映射到信号子空间上,进而在该空间中讨论波束形成问题并导出了多用户波束形成的必要条件,依据此条件将正交化过程引入最小二乘恒模算法并提出了正交化恒模算法。
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Phosphide liquid of normal temperature and dipping phosphide liquid are the latest developed products of our company.
常温磷化液常温磷化液和浸浴式磷化液,是我公司最新研制和开发的最新产品,常温磷化液主要针对没有系统加热条件,规模小的用户,同时也是磷化液技术发展趋势。
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Phosphide liquid of normal temperature is suitable for those small-scale customers without systemic heating conditions, which is also the developmental tendency of phosphide liquid technique.
常温磷化液和浸浴式磷化液,是我公司最新研制和开发的最新产品,常温磷化液主要针对没有系统加热条件,规模小的用户,同时也是磷化液技术发展趋势。
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Therefore, in order to guarantee the QoS requirements of each user, we proposed novel power allocation schemes to i minimize the maximum outage probability over all users, and ii to maximize the minimum rate under the outage probability and total power constraints.
由于每个用户的信道状态不同,采用传统的平均功率分配策略并非最优,为了满足用户的QoS要求,首先建立了在总功率受限条件下最小化最大用户中断概率的功率分配方案。
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This paper introduces the concepts of CSCW, describes the present state and discusses the problems to be solved, primarily focusing on human computer interaction, concurrency control and collaboration management. According to the research on cooperative characteristics of user actions in CSCW systems, this paper proposes a software architecture model of cooperative systems, Arbor. Its main contents include: Layered structure The Arbor model divides a cooperative system into five layers according to functional decomposition: device layer, concept layer, intention layer, cooperation layer, and computation layer. It deifies user actions and reifies the results of the actions to implement multi-level collaboration among multiple users. Multi-level collaboration obtains finegrained collaboration of the cooperative system and improves its collaboration efficiency.
本文首先介绍了计算机辅助协同工作的基本概念,着重从人机接口,并发控制和协同管理等功能方面介绍了协同系统的现状及其软件结构存在的问题,然后,基于对协同系统中用户动作的协同需求和协同特性的研究,针对目前协同软件系统存在的问题,提出了一种协同系统软件结构模型Arbor,它的主要内容包括:层次结构 Arbor模型从功能上将协同软件系统分为五层:设备层、概念层、意图层、协同层和计算层,它通过对用户动作的多层抽象和对动作结果的多层例化,实现多用户之间的多层次协同及感知,层次结构增强了系统的灵活性和适应性,方便了系统的开发,同时,多层次协同的方法获得了细粒度的协同感知,提高了协同效率。
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In fact, most interactive story experiences built to date have either been highly episodic (generally those narrative experiences built by the game industry, e.g., adventure games), have employed a hypertextual logic of association rather than a logic of dramatic probability and causality (generally those experiences built by fine artists and writers), or have focused on story not as a highly structured experience created by an author for consumption by an audience, but rather as a shared social construction facilitating human communication (e.g., multiuser worlds such as MUDs, MOOs,and avatar spaces ; massive multiplayer games such as Everquest and Ultima Online ; and games such as Purple Moon's Rocket series or Will Wright's The Sims).
实际上,目前大多数的互动故事经验都是高度段落化的(一般这些故事性体验来自于游戏产业,例如,冒险游戏),有意或无意使用超文本的组成逻辑而不是戏剧的逻辑(一般这种体验都由艺术家和作家营造);聚焦到一个并非由作家为观众消费而创造的高度结构化的故事上,而是一种社团式的共同创造的公共结构(例如多用户系统 MUDs, MOOs 或者替身空间;大型多用户游戏 Everquest 和 Ultima Online ;或者 Purple Moon 公司的 Rocket 系列、 Will Wright 公司的 The Sims 游戏)。
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Because the diagrammatic representation of aspect models effectively visualises the patterns of users' experiences and the problems in use situations, the scenario development with this mechanism can easily represent the important user information like those problems and requirements extracted from user studies, which can be directly utilized for generating new product concepts.
因为特征模型的表述图表有效的可视化了用户体验的样式和在用户使用环境下的问题,用这个机制进行典型场景的发展能很容易的表述重要用户信息,像那些从用户研究里萃取出来的问题和需求,这些问题和需求能直接利用与产生新产品的概念。
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The main content of research on interactive visualization grid includes building grid to aggregate large-scale resources, creating visualization applications on the grid and providing interactive visualization services to end users. Among the current work on visualization grid, few have been done systematically, and most are based on existing parallel visualization systems, which are often platform dependent and not scalable. Besides, interactiveness is often neglected in a certain degree.
通过引入网格技术构建交互式可视化网格,在更广的范围内聚集和利用计算机资源并向更广范围内的用户提供交互式的可视化服务,已经成为可视化研究中一个新的重要研究方向;由于其强烈的用户交互性特点,交互式可视化网格研究也成为网格研究领域内的一个新方向。
- 推荐网络例句
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The split between the two groups can hardly be papered over.
这两个团体间的分歧难以掩饰。
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This approach not only encourages a greater number of responses, but minimizes the likelihood of stale groupthink.
这种做法不仅鼓励了更多的反应,而且减少跟风的可能性。
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The new PS20 solar power tower collected sunlight through mirrors known as "heliostats" to produce steam that is converted into electricity by a turbine in Sanlucar la Mayor, Spain, Wednesday.
聚光:照片上是建在西班牙桑路卡拉马尤城的一座新型PS20塔式太阳能电站。被称为&日光反射装置&的镜子将太阳光反射到主塔,然后用聚集的热量产生蒸汽进而通过涡轮机转化为电力