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基于声控游戏的儿童言语障碍康复系统设计 被引量:2
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作者 司博宇 高栋 +1 位作者 周林灿 黄昭鸣 《现代教育技术》 CSSCI 2013年第5期103-107,共5页
根据言语障碍儿童学习能力的发展,提出基于声控游戏的儿童言语障碍康复系统。该系统基于Visual C++语言开发,内容专门针对儿童言语障碍患者设计,将日常康复训练所使用的声学参数与游戏中的动画主角建立联系,使患儿在游戏中逐步锻炼言语... 根据言语障碍儿童学习能力的发展,提出基于声控游戏的儿童言语障碍康复系统。该系统基于Visual C++语言开发,内容专门针对儿童言语障碍患者设计,将日常康复训练所使用的声学参数与游戏中的动画主角建立联系,使患儿在游戏中逐步锻炼言语能力,恢复正常功能。 展开更多
关键词 游戏 儿童言语康复 游戏治疗 语音信号处理
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游戏因你而精彩—Microsoft Side Winder Game Voice游戏声控制
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作者 张好 《微型计算机》 北大核心 2000年第23期21-21,20,共2页
关键词 游戏 语音 游戏软件 SideWinderGameVoice
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另类游戏欣赏
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《计算机应用文摘》 2004年第13期33-33,共1页
虽然大多数玩家的大部分时间都花在了如第一人称射击,即时战略和角色扮演等游戏上。但实际上在我们身边有着许多另类的游戏类型,没有庞大的体积、复杂的操作,深奥的剧情,一样能带给你轻松的享受,休闲的乐趣——最重要的不一样的操... 虽然大多数玩家的大部分时间都花在了如第一人称射击,即时战略和角色扮演等游戏上。但实际上在我们身边有着许多另类的游戏类型,没有庞大的体积、复杂的操作,深奥的剧情,一样能带给你轻松的享受,休闲的乐趣——最重要的不一样的操作感受。 展开更多
关键词 角色扮演游戏 音乐类模拟游戏 游戏 《跳舞革命》 游戏类型
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全球半导体工业新阶段即将来临
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作者 Danny Biran 《电子经理世界》 2006年第5期14-16,共3页
十多年前.全球半导体工业似乎面临着一个不可逾越的挑战。不断变窄的工艺技术带来的开发和制造成本的快速提升威胁着全球半导体工业的继续增长。
关键词 半导体工业 制造成本 芯片公司 工艺技术 初创公司 风险投资家 半导体市场 晶圆厂 摩尔定律 游戏控
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Towards SDN Based Queuing Delay Estimation 被引量:3
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作者 MA Haiyan YAN Jinyao +1 位作者 Panagiotis Georgopoulos Bernhard Plattner 《China Communications》 SCIE CSCD 2016年第3期27-36,共10页
As one of Qo S(Quality of Service) metrics, delay is critical important to delay sensitive applications, such as interactive video, network game and online surgery. In this paper, we exploit SDN(Software Defined Netwo... As one of Qo S(Quality of Service) metrics, delay is critical important to delay sensitive applications, such as interactive video, network game and online surgery. In this paper, we exploit SDN(Software Defined Networking) advantages to solve delay Qo S problem. Our work mainly focuses on SDN based queuing delay estimation with real traffic and end-to-end delay control. First, we propose a queuing estimation model and extended it for end-to-end delay of the whole path. It is proved to be feasible and accurate with experimental results in SDN environment. Second, in order to demonstrate the use of our proposed model, we also implement an end-to-end delay control application in SDN. It fulfills specific delay Qo S requirements by dynamically switching flows to a suitable queue based on estimation results and delay requirements. 展开更多
关键词 autonomic Qo S dynamic model delay performance SDN
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A Game-Theoretic Approach to Elastic Control in Software-Defined Networking 被引量:6
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作者 Hongchang Chen Guozhen Cheng Zhiming Wang 《China Communications》 SCIE CSCD 2016年第5期103-109,共7页
Elastic control could balance the distributed control plane in Software-Defined Networking(SDN). Dynamic switch migration has been proposed to achieve it. However, existing schemes mainly focus on how to execute migra... Elastic control could balance the distributed control plane in Software-Defined Networking(SDN). Dynamic switch migration has been proposed to achieve it. However, existing schemes mainly focus on how to execute migration operation, but not why. This paper designs a decision-making mechanism based on zero-sum game theory to reelect a new controller as the master for migrated switches. It first chooses a switch for migration in the heavy controller which invites its neighbors as the game players to compete for the master role of this switch in the game-playing field(GPF) which is an occasional and loose domain for game-playing. Second, based on the concept of GPF, we design a decentralized strategy to play the game and determine which player as the final master. We implement it by extending the Open Flow protocol. Finally, numerical results demonstrate that our distributed strategy can approach elastic control plane with better performance. 展开更多
关键词 software-defined networking master election game theory OpenFlow
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Research on the interaction design of somatosensory games——With the original game "Dream" in the center
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作者 YANG Yuan WANG Ziyan +1 位作者 SHEN Jiadan FANG Yichen 《International English Education Research》 2016年第12期83-86,共4页
The emergence of the somatosensory interactive technology has changed the ways of the interaction between the users and the computers, so that people can control the computers more freely. This paper focuses on the in... The emergence of the somatosensory interactive technology has changed the ways of the interaction between the users and the computers, so that people can control the computers more freely. This paper focuses on the interactive design of the somatosensory games, and combines the Kinect interactive devices with the popular Unity 3D game engines, and analyzes and designs the realization principles of the somatosensory games, the somatosensory games and the digital somatosensory interactive display. Through the design and production of the original game "Dream", the author discusses the design methods of the game interactive experience while abandoning the traditional human-comouter interactive mode. 展开更多
关键词 Somatosensory game human-computer interaction Kinect equipment
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On the mechanism of coal mine safety monitor based on game analysis
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作者 ZHANG Hong-bo 《Journal of Coal Science & Engineering(China)》 2011年第1期52-54,共3页
Analyzed the monitor results under current systems concerning game and then pointed out that a way-out to improve chinese coal mine production safety control is to implement system innovation and punish the monitor's... Analyzed the monitor results under current systems concerning game and then pointed out that a way-out to improve chinese coal mine production safety control is to implement system innovation and punish the monitor's lazy behaviors strictly. 展开更多
关键词 coal mine production safety MONITOR GAME
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Grasping AI in Videogames Distinguishing Human-Computer-Interaction from Human-Human-Interaction
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作者 Matteo Riatti 《Journalism and Mass Communication》 2014年第7期411-421,共11页
Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction video... Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance. 展开更多
关键词 HCI-human computer interaction artificial intelligence VIDEOGAMES interactive storytelling interactivity LUDOLOGY
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TOWARDS A THEORY OF GAME-BASED NON-EQUILIBRIUM CONTROL SYSTEMS
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作者 Yifen MU Lei GUO 《Journal of Systems Science & Complexity》 SCIE EI CSCD 2012年第2期209-226,共18页
This paper considers optimization problems for a new kind of control systems based on non-equilibrium dynamic games.To be precise,the authors consider the infinitely repeated games between a human and a machine based ... This paper considers optimization problems for a new kind of control systems based on non-equilibrium dynamic games.To be precise,the authors consider the infinitely repeated games between a human and a machine based on the generic 2×2 game with fixed machine strategy of finite k-step memory.By introducing and analyzing the state transfer graphes(STG),it will be shown that the system state will become periodic after finite steps under the optimal strategy that maximizes the human’s averaged payoff,which helps us to ease the task of finding the optimal strategy considerably. Moreover,the question whether the optimizer will win or lose is investigated and some interesting phenomena are found,e.g.,for the standard Prisoner’s Dilemma game,the human will not lose to the machine while optimizing her own averaged payoff when k = 1;however,when k≥2,she may indeed lose if she focuses on optimizing her own payoff only The robustness of the optimal strategy and identification problem are also considered.It appears that both the framework and the results are beyond those in the classical control theory and the traditional game theory. 展开更多
关键词 Heterogeneous players non-equilibrium dynamical games optimization state transfer graph win-loss criterion.
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HOTFIVE
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《数字时代》 2013年第12期8-13,共6页
游戏摇杆大变身VALVE再造游戏触控板 在过去的17年里,传统的游戏摇杆始终都离不开两根拇指控制棒、两个触发器和61个按键的设计。
关键词 游戏 游戏摇杆 产品介绍 设计方案
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Control and Nash Games with Mean Field Effect
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作者 Alain BENSOUSSAN Jens FREHSE 《Chinese Annals of Mathematics,Series B》 SCIE CSCD 2013年第2期161-192,共32页
Mean field theory has raised a lot of interest in the recent years (see in particular the results of Lasry-Lions in 2006 and 2007,of Gueant-Lasry-Lions in 2011,of HuangCaines-Malham in 2007 and many others).There are ... Mean field theory has raised a lot of interest in the recent years (see in particular the results of Lasry-Lions in 2006 and 2007,of Gueant-Lasry-Lions in 2011,of HuangCaines-Malham in 2007 and many others).There are a lot of applications.In general,the applications concern approximating an infinite number of players with common behavior by a representative agent.This agent has to solve a control problem perturbed by a field equation,representing in some way the behavior of the average infinite number of agents.This approach does not lead easily to the problems of Nash equilibrium for a finite number of players,perturbed by field equations,unless one considers averaging within different groups,which has not been done in the literature,and seems quite challenging.In this paper,the authors approach similar problems with a different motivation which makes sense for control and also for differential games.Thus the systems of nonlinear partial differential equations with mean field terms,which have not been addressed in the literature so far,are considered here. 展开更多
关键词 Mean field Dynamic programming Nash games EQUILIBRIUM Calculus of variations
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