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明清戏曲境界论的美学意蕴 被引量:3
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作者 田根胜 《江西师范大学学报(哲学社会科学版)》 1999年第1期83-89,共7页
明清戏曲境界所呈现的美学意蕴与诗歌意境不同。戏曲境界主要有叙事性境界、抒情性境界两类。在情境的追求上,戏境侧重求真,在具体的艺术实践中,又归纳为“意趣神色”四要素。在戏境的审美创造上,重在人物形象与景、事的交融。对戏... 明清戏曲境界所呈现的美学意蕴与诗歌意境不同。戏曲境界主要有叙事性境界、抒情性境界两类。在情境的追求上,戏境侧重求真,在具体的艺术实践中,又归纳为“意趣神色”四要素。在戏境的审美创造上,重在人物形象与景、事的交融。对戏境的审美观照,追求“笔墨之外”的想象性意味。而戏境的审美表现则要求“自然本色”,“明白如画”。对于舞台表演,提出“以情写情”、“代人立心”。 展开更多
关键词 美学意蕴 戏境 本色 传神
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用“境、堂、戏”的水文化教育模式培育新时代职业精神
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作者 王顺克 蒋涛 +1 位作者 秦素粉 张军红 《重庆广播电视大学学报》 2020年第6期54-64,共11页
中华优秀传统文化是中华民族的"根"和"魂",中华优秀传统水文化是中华优秀传统文化的重要组成部分。针对高职院校文化育人目标支持体系、职业精神培育理论构架及载体、实施路径等存在的系列问题,重庆水利电力职业技... 中华优秀传统文化是中华民族的"根"和"魂",中华优秀传统水文化是中华优秀传统文化的重要组成部分。针对高职院校文化育人目标支持体系、职业精神培育理论构架及载体、实施路径等存在的系列问题,重庆水利电力职业技术学院尝试将中华优秀水文化与社会主义核心价值观及时代精神结合起来,形成高职学生新时代职业精神培养的理论构架,探索"境、堂、戏"水文化育人模式。 展开更多
关键词 中华优秀水文化 高职学生 职业精神 、堂、
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论诗歌意境的创造
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作者 陈达光 《华南师范大学学报(社会科学版)》 1993年第3期91-95,共5页
本文根据我国诗歌意境理论,阐述了诗歌意境的涵义,分折诗歌意境的要素即情趣和意象,并着重探讨在诗歌创作中创造意境的主要方法.
关键词 戏境 情趣 意象 创造
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赵德平又写出一部好戏
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作者 李江 《大舞台》 北大核心 1996年第1期14-15,共2页
赵德平写的戏,老百姓爱看。《水墙》又是一出老百姓爱看的好戏。 剧情简简单单,明明白白:于家庄夏日奇旱,村民求雨心切。时逢天气转旱为雨,雨量骤增,县长周国良不许提闸放水,及至暴雨成灾,酿成祸端。面对百姓忿怨,周县长屈膝下跪,向村... 赵德平写的戏,老百姓爱看。《水墙》又是一出老百姓爱看的好戏。 剧情简简单单,明明白白:于家庄夏日奇旱,村民求雨心切。时逢天气转旱为雨,雨量骤增,县长周国良不许提闸放水,及至暴雨成灾,酿成祸端。面对百姓忿怨,周县长屈膝下跪,向村民请罪,一场箭在弦上、倾刻就将爆发的官民冲突终得以平息。 展开更多
关键词 水墙 县长 评剧 提闸 剧情 观众 戏境 愣头青 清官 包公
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Implementing Virtual Reality Environment for Bicycling in an Eco-Campus Application
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作者 Riri Fitri Sari Anna Gianty Citra Parameswari Prima Dewi Purnamasari, Alfa Shefildi Manaf Bayu Ananto Burhan Adi Wicaksana Kalamullah Ramli 《Computer Technology and Application》 2011年第2期158-164,共7页
This paper reviews virtual reality interface, application and design concept in relation with our experience in implementing a virtual bicycling environment application of the University of Indonesia Green Eco-campus.... This paper reviews virtual reality interface, application and design concept in relation with our experience in implementing a virtual bicycling environment application of the University of Indonesia Green Eco-campus. The implementation of the Virtual Reality VR used 3D-Games Studio with Lite-C software. The authors also experiment with the use of a VR device, i.e. 3D E-Dimensional wireless goggle to improve the feel of presence for the user of our application. The authors created the original elements of UI campus environment, such as, buildings, trees, campus buses, cars, and bike tracks, as well as obstacle in the pathways into 3D virtual shape that resembles the real UI campus environment. The bicycle movement, camera perceptions, and object collision handling have also been implemented. Our application is subsequently tested by the users in terms of the general object condition, user's respond to the virtual reality environment and the future development. Some result of implementing the same environment using Alice has also been shown. 展开更多
关键词 Virtual reality ENVIRONMENT eco-campus 3D games studio Alice.
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Linking a Game Engine Environment to Architectural Information on the Semantic Web 被引量:2
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作者 Pieter Pauwels Ronald De Meyer Jan Van Campenhout 《Journal of Civil Engineering and Architecture》 2011年第9期787-798,共12页
Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualization technology and information management technolo... Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualization technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. Virtual environments, however, tend not to make this information available. The sparse number of applications that present additional information furthermore tend to limit their scope to pure construction information and do not incorporate information from loosely related knowledge domains, such as cultural heritage or architectural history information. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualization for architectural design and construction. 展开更多
关键词 3D BIM construction industry game engines INFORMATION semantic web virtual environments visualization.
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SPECTRUM SHARING IN ITERATED PRISONER'S DILEMMA GAME BASED ON EVOLUTIONARY STRATEGIES FOR COGNITIVE RADIOS
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作者 Tian Feng Yang Zhen 《Journal of Electronics(China)》 2009年第5期588-599,共12页
We study a spectrum sharing problem where multiple systems coexist and interfere with each other. First, an analysis is proposed for distributed spectrum sharing based on Prisoners' Dilemma (PD) in Cognitive Radio... We study a spectrum sharing problem where multiple systems coexist and interfere with each other. First, an analysis is proposed for distributed spectrum sharing based on Prisoners' Dilemma (PD) in Cognitive Radios (CRs). In one-shot game, selfish and rational CRs greedily full spread their own spectrum space in order to maximize their own rates, which leads to Nash Equilibrium (N.E.). But with long term interaction, i.e., Iterated Prisoner's Dilemma (IPD), CRs can come to cooperate and acquire the social optimal point by using different evolutionary strategies such as Tit For Tat (TFT), Generous TFT (GTFT), etc. Also we compare the performances of the different evolutionary strategies in noise-free and noisy environments for two-player games. Finally, N-player IPD (N-IPD) is simulated to verify our conclusions that TFT is a good strategy for spectrum sharing in CRs. 展开更多
关键词 Cognitive Radio (CR) Iterated Prisoner's Dilemma (IPD) Spectrum sharing Evolutionary strategies Gaussian interference channel
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Mario Paint: An Accessible Environment of Musical Creativity and Sound Exploration
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作者 Dr. Christopher Hopkins 《Journal of Literature and Art Studies》 2015年第10期847-858,共12页
Mario Paint, the 1992 Nintendo game for the Super NES, remains an accessible environment for musical creativity and sound exploration within its music mode. Although developed for a gaming system, the game's music mo... Mario Paint, the 1992 Nintendo game for the Super NES, remains an accessible environment for musical creativity and sound exploration within its music mode. Although developed for a gaming system, the game's music mode is a streamlined tool built upon basic music theory and music composition. Through familiar video game sounds and icon and Westem music notation, players are able to compose chipttme works and explore the nature of sound through an inviting interface. Similar music composition software upgrades the process of composition established in Mario Paint, allowing for digital distribution and dissemination. Mario Paint continues to inspire new projects in the areas of video games and scholastic studies. Mario Paint and its successors are very reasonable entry-level programs for chiptune composers and fledgling music students 展开更多
关键词 music composition Super NES NINTENDO music theory music production sound chip
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Evolution of Cooperation in Continuous Prisoner's Dilemma Games on Barabasi-Albert Networks with Degree-Dependent Guilt Mechanism 被引量:3
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作者 王先甲 全吉 刘伟兵 《Communications in Theoretical Physics》 SCIE CAS CSCD 2012年第5期897-903,共7页
This paper studies the continuous prisoner's dilemma games (CPDG) on Barabasi-Albert (BA) networks.In the model,each agent on a vertex of the networks makes an investment and interacts with all of his neighboring ... This paper studies the continuous prisoner's dilemma games (CPDG) on Barabasi-Albert (BA) networks.In the model,each agent on a vertex of the networks makes an investment and interacts with all of his neighboring agents.Making an investment is costly,but which benefits its neighboring agents,where benefit and cost depend on the level of investment made.The payoff of each agent is given by the sum of payoffs it receives in its interactions with all its neighbors.Not only payoff,individual's guilty emotion in the games has also been considered.The negative guilty emotion produced in comparing with its neighbors can reduce the utility of individuals directly.We assume that the reduction amount depends on the individual's degree and a baseline level parameter.The group's cooperative level is characterized by the average investment of the population.Each player makes his investment in the next step based on a convex combination of the investment of his best neighbors in the last step,his best history strategies in the latest steps which number is controlled by a memory length parameter,and a uniformly distributed random number.Simulation results show that this degree-dependent guilt mechanism can promote the evolution of cooperation dramatically comparing with degree-independent guilt or no guilt cases.Imitation,memory,uncertainty coefficients and network structure also play determinant roles in the cooperation level of the population.All our results may shed some new light on studying the evolution of cooperation based on network reciprocity mechanisms. 展开更多
关键词 continuous prisoner's dilemma game Barabasi-Albert network degree-dependent guilt cooperation
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