期刊文献+
共找到7篇文章
< 1 >
每页显示 20 50 100
应用型高校“三·三”制校企协同育人模式研究与实践 被引量:8
1
作者 胡继荣 《高教学刊》 2020年第16期43-46,共4页
应用型高校,一般是指应用型本科院校。“三·三”制校企协同育人模式是应用型高校不断深化人才培养模式改革最好的注脚。在对国内外研究现状述评的基础上,首先阐述应用型高校“三·三”制校企协同育人模式的研究意义与必要性,... 应用型高校,一般是指应用型本科院校。“三·三”制校企协同育人模式是应用型高校不断深化人才培养模式改革最好的注脚。在对国内外研究现状述评的基础上,首先阐述应用型高校“三·三”制校企协同育人模式的研究意义与必要性,然后对其模式与途径进行了分析,然后提出了建议与对策。 展开更多
关键词 应用型高校 “三·三”制 协同育人 模式
下载PDF
构建“三·三”制中学历史学科能力目标的理性思考
2
作者 梁琼珍 梁小贺 《基础教育研究》 2002年第1期71-72,共2页
关键词 “三·三”制 中学 历史学科能力 能力目标 可行性原则
下载PDF
德昂族“三·三”制纠纷解决法的场域论解析 被引量:3
3
作者 赵天宝 《中央民族大学学报(哲学社会科学版)》 CSSCI 北大核心 2019年第4期69-79,共11页
理论和实证的结合是一种制度得以不断完善的保障,适宜的纠纷解决机制是实现社会治理目标的有力支撑。德昂族'三·三'制解纷机制的运作逻辑在布迪厄的场域论透视下得以清晰展现:纠纷当事人与解纷者在组、村、乡三级解纷场域... 理论和实证的结合是一种制度得以不断完善的保障,适宜的纠纷解决机制是实现社会治理目标的有力支撑。德昂族'三·三'制解纷机制的运作逻辑在布迪厄的场域论透视下得以清晰展现:纠纷当事人与解纷者在组、村、乡三级解纷场域所采用的策略取决于其不同的价值取向,当事人注重追求经济资本的利益维度,解纷者强调维护权力资本和社会资本的秩序维度,二者对解纷依据的选择均受这两种维度的规约,目的是实现'个体行动——社会结构'的有机平衡与政府追求的社会和谐目标。通过严格执行所定制度和强化法律知识及习惯规范的双向培训,能够促进国家法和习惯规范地良性互动,德昂族'三·三'制解纷法将更为完善,值得进一步推广。 展开更多
关键词 德昂族 “三·三”制 纠纷解决 场域
原文传递
Virtual Dressing Room Application with Virtual Human Using Kinect Sensor
4
作者 Muhammed Kotan Cemil OZ 《Journal of Mechanics Engineering and Automation》 2015年第5期322-326,共5页
This study proposes a real time 3D virtual model controll and a virtual dressing room application to enable users to try virtual garments and shoes on in front of a virtual mirror. A virtual representation of the user... This study proposes a real time 3D virtual model controll and a virtual dressing room application to enable users to try virtual garments and shoes on in front of a virtual mirror. A virtual representation of the user appears in a virtual changing room and the user's hand motions select the clothes from a list on the screen. Afterwards, the selected virtual clothes appear on a humanoid model in the virtual mirror. For the purpose of aligning the 3D garments and shoes with the model, 3D locations of the joints are used for positioning, scaling and rotating. By using our developed algorithm, small, medium, large or xlarge garment size is selected automatically and this information is shown on the screen. Then, we apply skin color detection to handle the unwanted occlusions between the user and the model. To create a more realistic effect, the system takes into account different images of the clothes according to different human poses and movements. Optional mirror selection buttons make it possible to have multiple viewing angles on the model. Additionally, we developed an algorithm for matching up all motions between the model and garments. In this study, we benefit from the Microsoft Kinect SDK (software development kit) in order to follow the user's movements, coordinate the suitable clothe try-ons and provide depth sort effect to the human body and clothes. In order to use the rapid calculation attributes of game engines, we used unity 3D game engine. 展开更多
关键词 Virtual mirror virtual try-on virtual reality virtual dressing room Kinect for windows human-computer interaction.
下载PDF
Heteroclinic and Homoclinic Connections between the Sun-Earth Triangular Points and Quasi-Satellite Orbits for Solar Observations
5
作者 Pedro J. Llanos Gerald R. Hintz +1 位作者 Martin W. Lo James K. Miller 《Journal of Earth Science and Engineering》 2013年第8期515-526,共12页
Investigation of new orbit geometries exhibits a very attractive behavior for a spacecraft to monitor space weather coming from the Sun. Several orbit transfer mechanisms are analyzed as potential alternatives to moni... Investigation of new orbit geometries exhibits a very attractive behavior for a spacecraft to monitor space weather coming from the Sun. Several orbit transfer mechanisms are analyzed as potential alternatives to monitor solar activity such as a sub-solar orbit or quasi-satellite orbit and short and long heteroclinic and homoclinic connections between the triangular points L4 and L5 and the collinear point L3 of the CRTBP (circular restricted three-body problem) in the Sun-Earth system. These trajectories could serve as channels through where material can be transported from L5 to L3 by performing small maneuvers at the departure of the Trojan orbit. The size of these maneuvers at L5 is between 299 m/s and 730 m/s depending on the transfer time of the trajectory and does not need any deterministic maneuvers at L3. Our results suggest that material may also be transported from the Trojan orbits to quasi-satellite orbits or even displaced quasi-satellite orbits. 展开更多
关键词 Quasi-satellite orbits HETEROCLINIC HOMOCLINIC Sun-Earth triangular points invariant manifolds solar observations.
下载PDF
A virtual 3D interactive painting method for Chinese calligraphy and painting based on real-time force feedback technology 被引量:4
6
作者 Chao GUO Zeng-xuan HOU +2 位作者 You-zhi SHI Jun XU Dan-dan YU 《Frontiers of Information Technology & Electronic Engineering》 SCIE EI CSCD 2017年第11期1843-1853,共11页
A novel 3D interactive painting method for Chinese calligraphy and painting based on force feedback technology is proposed. The relationship between the force exerted on the brush and the resulting brush deformation i... A novel 3D interactive painting method for Chinese calligraphy and painting based on force feedback technology is proposed. The relationship between the force exerted on the brush and the resulting brush deformation is analyzed and a spring-mass model is used to build a model of the 3D Chinese brush. The 2D brush footprint between the brush and the plane of the paper or object is calculated according to the deformation of the 3D brush when force is exerted on the 3D brush. Then the 3D brush footprint is obtained by projecting the 2D brush footprint onto the surface of the 3D object in real time, and a complete 3D brushstroke is obtained by superimposing 3D brush footprints along the painting direction. The proposed method has been suc- cessfully applied in a virtual 3D interactive drawing system based on force feedback technology. In this system, users can paint 3D brushstrokes in real time with a Phantom Desktop haptic device, which can effectively serve as a virtual reality interface to the simulated painting environment for users. 展开更多
关键词 3D brush model 3D brushstroke 3D interactive painting Real-time force feedback technology
原文传递
SOLUTION CLASSIFICATION FOR THE NONPERSPECTIVE-THREE-POINT PROBLEM
7
作者 Jianliang TANG Wensheng CHEN 《Journal of Systems Science & Complexity》 SCIE EI CSCD 2006年第2期219-226,共8页
In the PnP problem,the imaging devices follow the perspective rule and the imaging rays pass through a common point. However,there are many new imaging devices being developed for robot navigation or other fields with... In the PnP problem,the imaging devices follow the perspective rule and the imaging rays pass through a common point. However,there are many new imaging devices being developed for robot navigation or other fields with the advance in imaging technologies for machine vision. These devise are not necessarily being designed to follow the perspective rule in order to satisfy some design criterion and,thus, the imaging rays may not pass through a common point.Such generalized imaging devices may not be perspective and, therefore, their poses cannot be estimated with traditional perspective technique.Using the Wu-Ritt's zero decomposition method,the main component for the nonperspective-three-point problem is given. We prove that there are at most eight solutions in the general case and give the solution classification for the NP3P problem. 展开更多
关键词 Complete discrimination system Nonperspective-Three-Point Perspective-Three-Point Problem (P3P) revised sign lists Solution classification.
原文传递
上一页 1 下一页 到第
使用帮助 返回顶部