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The Transformation,Challenges and Path Reconstruction of Interaction Between Teachers and Students in Higher Education Institutions in the Era of Intelligent Media
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作者 ZHANG Zhanjun 《Cultural and Religious Studies》 2026年第1期43-46,共4页
In the era of intelligent media,the interaction between teachers and students in higher education is undergoing a profound transformation.The model has shifted from one-way transmission to multi-agent,two-way collabor... In the era of intelligent media,the interaction between teachers and students in higher education is undergoing a profound transformation.The model has shifted from one-way transmission to multi-agent,two-way collaboration involving“teacher-student-AI(artificial intelligence)”.Interaction depth moves from surface Q&A to deep thought engagement,supported by instant,precise feedback and a blended virtual-physical space.New forms such as data-driven personalized interaction and immersive collaborative learning have emerged.However,this evolution brings significant challenges:over-reliance on technology may weaken cognitive autonomy;virtual interaction risks emotional detachment and trust erosion;ethical concerns like algorithmic bias and data privacy arise;teachers’roles become blurred;and evaluation systems lag behind technological advances.Future pathways should position AI as a supportive tool while upholding human centrality.Strengthening emotional connection through online-offline blending,reforming assessment to value process and growth,and empowering teachers as digitally literate“learning guides”and“emotional connectors”are key to building a healthy,sustainable interactive ecosystem. 展开更多
关键词 intelligent media era teacher-student interaction human-ai collaboration emotional engagement educational transformation digital literacy
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Multimodal interaction design and application in augmented reality for chemical experiment 被引量:3
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作者 Mengting XIAO Zhiquan FENG +2 位作者 Xiaohui YANG Tao XU Qingbei GUO 《Virtual Reality & Intelligent Hardware》 2020年第4期291-304,共14页
Background Augmented reality classrooms have become an interesting research topic in the field of education,but there are some limitations.Firstly,most researchers use cards to operate experiments,and a large number o... Background Augmented reality classrooms have become an interesting research topic in the field of education,but there are some limitations.Firstly,most researchers use cards to operate experiments,and a large number of cards cause difficulty and inconvenience for users.Secondly,most users conduct experiments only in the visual modal,and such single-modal interaction greatly reduces the users'real sense of interaction.In order to solve these problems,we propose the Multimodal Interaction Algorithm based on Augmented Reality(ARGEV),which is based on visual and tactile feedback in Augmented Reality.In addition,we design a Virtual and Real Fusion Interactive Tool Suite(VRFITS)with gesture recognition and intelligent equipment.Methods The ARGVE method fuses gesture,intelligent equipment,and virtual models.We use a gesture recognition model trained by a convolutional neural network to recognize the gestures in AR,and to trigger a vibration feedback after a recognizing a five finger grasp gesture.We establish a coordinate mapping relationship between real hands and the virtual model to achieve the fusion of gestures and the virtual model.Results The average accuracy rate of gesture recognition was 99.04%.We verify and apply VRFITS in the Augmented Reality Chemistry Lab(ARCL),and the overall operation load of ARCL is thus reduced by 29.42%,in comparison to traditional simulation virtual experiments.Conclusions We achieve real-time fusion of the gesture,virtual model,and intelligent equipment in ARCL.Compared with the NOBOOK virtual simulation experiment,ARCL improves the users'real sense of operation and interaction efficiency. 展开更多
关键词 augmented reality Gesture recognition Intelligent equipment Multimodal interaction augmented Reality Chemistry Lab
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A multichannel human-swarm robot interaction system in augmented reality 被引量:1
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作者 Mingxuan CHEN Ping ZHANG +1 位作者 Zebo WU Xiaodan CHEN 《Virtual Reality & Intelligent Hardware》 2020年第6期518-533,共16页
Background A large number of robots have put forward the new requirements for human robot interaction.One of the problems in human-swarm robot interaction is how to naturally achieve an efficient and accurate interact... Background A large number of robots have put forward the new requirements for human robot interaction.One of the problems in human-swarm robot interaction is how to naturally achieve an efficient and accurate interaction between humans and swarm robot systems.To address this,this paper proposes a new type of human-swarm natural interaction system.Methods Through the cooperation between three-dimensional(3D)gesture interaction channel and natural language instruction channel,a natural and efficient interaction between a human and swarm robots is achieved.Results First,A 3D lasso technology realizes a batch-picking interaction of swarm robots through oriented bounding boxes.Second,control instruction labels for swarm-oriented robots are defined.The instruction label is integrated with the 3D gesture and natural language through instruction label filling.Finally,the understanding of natural language instructions is realized through a text classifier based on the maximum entropy model.A head-mounted augmented reality display device is used as a visual feedback channel.Conclusions The experiments on selecting robots verify the feasibility and availability of the system. 展开更多
关键词 Human-swarm interaction augmented reality Multichannel integration
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基于Augmented Reality技术的气象科普互动平台设计与应用研究
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作者 邓丽霞 林珊珊 +2 位作者 李思玲 李培锋 何巧茹 《气象水文海洋仪器》 2025年第5期135-137,140,共4页
基于增强现实技术,文章设计并实现了一套集知识学习、现象模拟和数据可视化于一体的气象科普互动平台。通过分层架构设计和多维度交互场景构建,平台实现了气象知识的立体化呈现和沉浸式体验。实践应用表明,该平台在提升用户学习兴趣、... 基于增强现实技术,文章设计并实现了一套集知识学习、现象模拟和数据可视化于一体的气象科普互动平台。通过分层架构设计和多维度交互场景构建,平台实现了气象知识的立体化呈现和沉浸式体验。实践应用表明,该平台在提升用户学习兴趣、促进知识理解和提高科普效果等方面具有显著成效,为创新气象科普模式提供了新思路。 展开更多
关键词 增强现实 气象科普 交互设计 沉浸式学习
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Designing interactive glazing through an engineering psychology approach:Six augmented reality scenarios that envision future car human-machine interface
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作者 Wei LIU Yancong ZHU +5 位作者 Ruonan HUANG Takumi OHASHI Jan AUERNHAMMER Xiaonan ZHANG Ce SHI Lu WANG 《Virtual Reality & Intelligent Hardware》 2023年第2期157-170,共14页
Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Severa... Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Several studies have addressed car HMI but were less attentive to designing and implementing interactive glazing for every day(autonomous)driving contexts.Methods Reflecting on the literature,we describe an engineering psychology practice and the design of six novel future user scenarios,which envision the application of a specific set of augmented reality(AR)support user interactions.Additionally,we conduct evaluations on specific scenarios and experiential prototypes,which reveal that these AR scenarios aid the target user groups in experiencing a new type of interaction.The overall evaluation is positive with valuable assessment results and suggestions.Conclusions This study can interest applied psychology educators who aspire to teach how AR can be operationalized in a human-centered design process to students with minimal pre-existing expertise or minimal scientific knowledge in engineering psychology. 展开更多
关键词 augmented reality interactive glazing Engineering psychology Car human-machine interface Human-computer interaction Human-centered design User experience Generation Z
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Prior-guided GAN-based interactive airplane engine damage image augmentation method 被引量:4
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作者 Rui HUANG Bokun DUAN +1 位作者 Yuxiang ZHANG Wei FAN 《Chinese Journal of Aeronautics》 SCIE EI CAS CSCD 2022年第10期222-232,共11页
Deep learning-based methods have achieved remarkable success in object detection,but this success requires the availability of a large number of training images.Collecting sufficient training images is difficult in de... Deep learning-based methods have achieved remarkable success in object detection,but this success requires the availability of a large number of training images.Collecting sufficient training images is difficult in detecting damages of airplane engines.Directly augmenting images by rotation,flipping,and random cropping cannot further improve the generalization ability of existing deep models.We propose an interactive augmentation method for airplane engine damage images using a prior-guided GAN to augment training images.Our method can generate many types of damages on arbitrary image regions according to the strokes of users.The proposed model consists of a prior network and a GAN.The Prior network generates a shape prior vector,which is used to encode the information of user strokes.The GAN takes the shape prior vector and random noise vectors to generate candidate damages.Final damages are pasted on the given positions of background images with an improved Poisson fusion.We compare the proposed method with traditional data augmentation methods by training airplane engine damage detectors with state-ofthe-art object detectors,namely,Mask R-CNN,SSD,and YOLO v5.Experimental results show that training with images generated by our proposed data augmentation method achieves a better detection performance than that by traditional data augmentation methods. 展开更多
关键词 Airplane engine Damage detection Data augmentation GAN interactIVE
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Gesture-based target acquisition in virtual and augmented reality 被引量:3
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作者 Yukang YAN Xin YI +1 位作者 Chun YU Yuanchun SHI 《Virtual Reality & Intelligent Hardware》 2019年第3期276-289,共14页
Background Gesture is a basic interaction channel that is frequently used by humans to communicate in daily life. In this paper, we explore to use gesture-based approaches for target acquisition in virtual and augment... Background Gesture is a basic interaction channel that is frequently used by humans to communicate in daily life. In this paper, we explore to use gesture-based approaches for target acquisition in virtual and augmented reality. A typical process of gesture-based target acquisition is: when a user intends to acquire a target, she performs a gesture with her hands, head or other parts of the body, the computer senses and recognizes the gesture and infers the most possible target. Methods We build mental model and behavior model of the user to study two key parts of the interaction process. Mental model describes how user thinks up a gesture for acquiring a target, and can be the intuitive mapping between gestures and targets. Behavior model describes how user moves the body parts to perform the gestures, and the relationship between the gesture that user intends to perform and signals that computer senses. Results In this paper, we present and discuss three pieces of research that focus on the mental model and behavior model of gesture-based target acquisition in VR and AR. Conclusions We show that leveraging these two models, interaction experience and performance can be improved in VR and AR environments. 展开更多
关键词 Gesture-based interaction Mental model Behavior model Virtual reality augmented reality
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Classification and Selection of Prototyping Activities for Interaction Design
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作者 Stefano Filippi Daniela Barattin 《Intelligent Information Management》 2012年第4期147-156,共10页
Because of the evolution of markets and technologies, prototyping concerns should be kept updated almost day by day. Moreover, user centered design moves the focus towards interaction issues. Prototyping activities ma... Because of the evolution of markets and technologies, prototyping concerns should be kept updated almost day by day. Moreover, user centered design moves the focus towards interaction issues. Prototyping activities matching such characteristics are already available, but they are not so diffused in the industrial domain. This is due to many reasons;an important one is that a rigorous classification of them is missing, as well as an effective helping tool for the selection of the best activities, given the design context. The research described in this paper aims at defining a new classification of prototyping activities, as well as at developing a selection algorithm to choose the best ones in an automatic way. These goals are pursued by defining a set of characteristics that allow describing accurately the prototyping activities. The resulting classification is made by five classes, based on eighteen characteristics. This classification is exploited by the first release of an algorithm for the selection of the best activities, chosen in order to satisfy design situations described thanks to a different set of eleven indices. Five experiences in the field have been used up to now as a starting point for validating the research outcomes. 展开更多
关键词 PROTOTYPING ACTIVITIES interaction Design VIRTUAL REALITY augmented REALITY
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Investigation of Inside-Out Tracking Methods for Six Degrees of Freedom Pose Estimation of a Smartphone in Augmented Reality
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作者 Chanho Park Takefumi Ogawa 《Computers, Materials & Continua》 SCIE EI 2024年第5期3047-3065,共19页
Six degrees of freedom(6DoF)input interfaces are essential formanipulating virtual objects through translation or rotation in three-dimensional(3D)space.A traditional outside-in tracking controller requires the instal... Six degrees of freedom(6DoF)input interfaces are essential formanipulating virtual objects through translation or rotation in three-dimensional(3D)space.A traditional outside-in tracking controller requires the installation of expensive hardware in advance.While inside-out tracking controllers have been proposed,they often suffer from limitations such as interaction limited to the tracking range of the sensor(e.g.,a sensor on the head-mounted display(HMD))or the need for pose value modification to function as an input interface(e.g.,a sensor on the controller).This study investigates 6DoF pose estimation methods without restricting the tracking range,using a smartphone as a controller in augmented reality(AR)environments.Our approach involves proposing methods for estimating the initial pose of the controller and correcting the pose using an inside-out tracking approach.In addition,seven pose estimation algorithms were presented as candidates depending on the tracking range of the device sensor,the tracking method(e.g.,marker recognition,visual-inertial odometry(VIO)),and whether modification of the initial pose is necessary.Through two experiments(discrete and continuous data),the performance of the algorithms was evaluated.The results demonstrate enhanced final pose accuracy achieved by correcting the initial pose.Furthermore,the importance of selecting the tracking algorithm based on the tracking range of the devices and the actual input value of the 3D interaction was emphasized. 展开更多
关键词 SMARTPHONE inside-out tracking 6DoF pose 3D interaction augmented reality
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Application of Natural Language Processing in Virtual Experience AI Interaction Design
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作者 Ziqian Rong 《Journal of Intelligent Learning Systems and Applications》 2024年第4期403-417,共15页
This paper investigates the application of Natural Language Processing (NLP) in AI interaction design for virtual experiences. It analyzes the impact of various interaction methods on user experience, integrating Virt... This paper investigates the application of Natural Language Processing (NLP) in AI interaction design for virtual experiences. It analyzes the impact of various interaction methods on user experience, integrating Virtual Reality (VR) and Augmented Reality (AR) technologies to achieve more natural and intuitive interaction models through NLP techniques. Through experiments and data analysis across multiple technical models, this study proposes an innovative design solution based on natural language interaction and summarizes its advantages and limitations in immersive experiences. 展开更多
关键词 Natural Language Processing Virtual Reality augmented Reality interaction Design User Experience
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人机交互、知识域耦合与突破性创新——基于新能源汽车产业的实证研究
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作者 陈敏灵 乔进国 薛静 《科技创业月刊》 2026年第2期31-42,共12页
人工智能正在深刻重塑组织实现突破性创新的驱动机制。从人机交互视角出发,旨在揭示人机交互对突破性创新的影响,并结合知识基础观论证知识域耦合在人机交互和突破性创新关系中的中介作用。将人机交互分为增强式人机交互和自主式人机交... 人工智能正在深刻重塑组织实现突破性创新的驱动机制。从人机交互视角出发,旨在揭示人机交互对突破性创新的影响,并结合知识基础观论证知识域耦合在人机交互和突破性创新关系中的中介作用。将人机交互分为增强式人机交互和自主式人机交互,将知识域耦合分为互补性知识耦合和迭代性知识耦合。通过对340名员工的问卷调查数据的实证分析发现:①增强式人机交互和自主式人机交互对突破性创新均有正向影响;②知识域耦合在人机交互与突破性创新之间起中介作用;③知识吸收能力正向调节知识域耦合对突破性创新的促进作用。主要理论贡献在于,从人机交互视角揭示了人工智能驱动创新的微观机制,构建并验证了“人机交互—知识域耦合—突破性创新”的理论链条,深化了知识基础观在人工智能情境下的理论内涵。实践上,为企业管理者加强人机交互应用、优化知识资源管理及提升组织学习能力,以系统性培育突破性创新,提供了明确的理论依据和实践路径。 展开更多
关键词 人工智能 增强式人机交互 自主式人机交互 互补性知识耦合 迭代性知识耦合 知识吸收能力 突破性创新
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数字媒体环境下校园文创产品设计创新
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作者 陈东 《上海包装》 2026年第1期106-108,共3页
以数字媒体环境为背景,结合国内高校文创产品设计实践与相关学科理论,分析当前大学校园文创产品在数字化设计、交互体验、知识产权(intellectual property,IP)打造等方面存在的优缺点,从“技术赋能设计”“数据驱动需求”“场景重构体验... 以数字媒体环境为背景,结合国内高校文创产品设计实践与相关学科理论,分析当前大学校园文创产品在数字化设计、交互体验、知识产权(intellectual property,IP)打造等方面存在的优缺点,从“技术赋能设计”“数据驱动需求”“场景重构体验”3个维度提出创新思路。最终构建“数字创意—交互体验—全链运营”的校园文创产品设计体系,以期为高校借助数字媒体技术增强校园文化传播力、学校品牌社会影响力及校友凝聚力提供理论参考与实践范式。 展开更多
关键词 数字媒体 校园文创产品 交互设计 增强现实技术 用户体验
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基于检索增强生成与对话历史管理的标准智能问答系统研究
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作者 甘克勤 高亮 +1 位作者 肖宝坤 林良红 《中国标准化》 2026年第2期43-47,共5页
为应对标准专业问答中答案精确性要求高、上下文依赖性强以及用户需求个性化等难题,本文研发了一个基于检索增强生成架构并集成对话历史管理的智能问答系统。系统以构建的标准语义知识库作为精准知识源,采用“检索-生成”双路并行策略:... 为应对标准专业问答中答案精确性要求高、上下文依赖性强以及用户需求个性化等难题,本文研发了一个基于检索增强生成架构并集成对话历史管理的智能问答系统。系统以构建的标准语义知识库作为精准知识源,采用“检索-生成”双路并行策略:首先,利用稠密向量检索技术从知识库中快速召回与用户问题最相关的标准条款或知识子图;随后,将检索到的精准知识片段与原始问题一同输入到经过大规模标准文本预训练并微调的生成式模型中,生成结构清晰、语言流畅的自然语言答案,有效保证了答案的准确性与可读性。此外,系统创新性地设计了基于主题建模与序列编码的对话历史管理模块,能够动态分析用户会话的对象、主题和结构,实现历史对话的智能储存与情境化检索,使系统具备多轮、连贯的问答能力。在油田安全环保标准场景下的应用验证表明,该系统在单轮问答准确率极高,并且在多轮交互中能够有效理解指代与上下文,显著提升了标准知识服务的智能化水平。 展开更多
关键词 智能问答 检索增强生成 预训练语言模型 对话管理 标准数字化 人机交互
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Mixed Reality-based Interactive Technology for Aircraft Cabin Assembly 被引量:12
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作者 LI Shiqi PENG Tao +1 位作者 WANG Junfeng XU Chi 《Chinese Journal of Mechanical Engineering》 SCIE EI CAS CSCD 2009年第3期403-409,共7页
Due to the narrowness of space and the complexity of structure,the assembly of aircraft cabin has become one of the major bottlenecks in the whole manufacturing process.To solve the problem,at the beginning of aircraf... Due to the narrowness of space and the complexity of structure,the assembly of aircraft cabin has become one of the major bottlenecks in the whole manufacturing process.To solve the problem,at the beginning of aircraft design,the different stages of the lifecycle of aircraft must be thought about,which include the trial manufacture,assembly,maintenance,recycling and destruction of the product.Recently,thanks to the development of the virtual reality and augmented reality,some low-cost and fast solutions are found for the product assembly.This paper presents a mixed reality-based interactive technology for the aircraft cabin assembly,which can enhance the efficiency of the assemblage in a virtual environment in terms of vision,information and operation.In the mixed reality-based assembly environment,the physical scene can be obtained by a camera and then generated by a computer.The virtual parts,the features of visual assembly,the navigation information,the physical parts and the physical assembly environment will be mixed and presented in the same assembly scene.The mixed or the augmented information will provide some assembling information as a detailed assembly instruction in the mixed reality-based assembly environment.Constraint proxy and its match rules help to reconstruct and visualize the restriction relationship among different parts,and to avoid the complex calculation of constraint's match.Finally,a desktop prototype system of virtual assembly has been built to assist the assembly verification and training with the virtual hand. 展开更多
关键词 virtual assembly human-computer interaction mixed reality information augmentation constraints navigation
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Data Fusion Algorithm for Multi-Sensor Dynamic System Based on Interacting Multiple Model 被引量:3
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作者 陈志锋 蔡云泽 《Journal of Shanghai Jiaotong university(Science)》 EI 2015年第3期265-272,共8页
This paper presents a data fusion algorithm for dynamic system with multi-sensor and uncertain system models. The algorithm is mainly based on Kalman filter and interacting multiple model(IMM). It processes crosscorre... This paper presents a data fusion algorithm for dynamic system with multi-sensor and uncertain system models. The algorithm is mainly based on Kalman filter and interacting multiple model(IMM). It processes crosscorrelated sensor noises by using augmented fusion before model interacting. And eigenvalue decomposition is utilized to reduce calculation complexity and implement parallel computing. In simulation part, the feasibility of the algorithm was tested and verified, and the relationship between sensor number and the estimation precision was studied. Results show that simply increasing the number of sensor cannot always improve the performance of the estimation. Type and number of sensors should be optimized in practical applications. 展开更多
关键词 MULTI-SENSOR cross-correlated noises augmented fusion interacting multiple model(IMM)
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RelicCARD:Enhancing cultural relics exploration through semantics-based augmented reality tangible interaction design
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作者 Tao Yu Shaoxuan Lai +2 位作者 Wenjin Zhang Jun Cui Jun Tao 《Visual Informatics》 EI 2024年第3期32-41,共10页
Cultural relics visualization brings digital archives of relics to broader audiences in many applications,such as education,historical research,and virtual museums.However,previous research mainly focused on modeling ... Cultural relics visualization brings digital archives of relics to broader audiences in many applications,such as education,historical research,and virtual museums.However,previous research mainly focused on modeling and rendering the relics.While enhancing accessibility,these techniques still provide limited ability to improve user engagement.In this paper,we introduce RelicCARD,a semantics-based augmented reality(AR)tangible interaction design for exploring cultural relics.Our design uses an easily available tangible interface to encourage the users to interact with a large collection of relics.The tangible interface allows users to explore,select,and arrange relics to form customized scenes.To guide the design of the interface,we formalize a design space by connecting the semantics in relics,the tangible interaction patterns,and the exploration tasks.We realize the design space as a tangible interactive prototype and examine its feasibility and effectiveness using multiple case studies and an expert evaluation.Finally,we discuss the findings in the evaluation and future directions to improve the design and implementation of the interactive design space. 展开更多
关键词 Cultural relicsvisualization interaction design Tangible interaction augmented reality Immersive analytics
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Context-Aware Augmented Reality Using Human-Computer Interaction Models
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作者 Ying Sun Qiongqiong Guo +2 位作者 Shumei Zhao Karthik Chandran G.Fathima 《Journal of Control and Decision》 EI 2024年第1期1-14,共14页
Augmented Reality is a technique that allows users to overlap digital information with their physical world.The Augmented Reality(AR)displays have an exceptional characteristic from the Human–Computer Interaction(HCI... Augmented Reality is a technique that allows users to overlap digital information with their physical world.The Augmented Reality(AR)displays have an exceptional characteristic from the Human–Computer Interaction(HCI)perspective.Due to its increasing popularity and application in diverse domains,increasing user-friendliness and AR usage are critical.Context-aware is one approach since an AR application can adapt to the user,environment,needs and enhance ergonomic principles and functionality.This paper proposes the Intelligent Contextaware Augmented Reality Model(ICAARM)for Human–Computer Interaction systems.This study explores and reduces interaction uncertainty by semantically modeling user-specific interaction with context,allowing personalised interaction.Sensory information is captured from an AR device to understand user interactions and context.These depictions carry semantics to Augmented Reality applications about the user’s intention to interact with a specific device affordance.Thus,this study describes personalised gesture interaction in VR/AR applications for immersive/intelligent environments. 展开更多
关键词 augmented Reality CONTEXT-AWARE Human–Computer interaction
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基于神经质量模型的运动想象脑电数据增强
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作者 付荣荣 孟云 +2 位作者 黄晓东 陈浩 吴娜 《计量学报》 北大核心 2025年第5期762-768,共7页
针对脑机交互系统发展中数据不足的问题,通过神经质量模型合成事件相关去同步(ERD)和事件相关同步(ERS)特征,节省模型训练时间,避免数据过拟合。引入了基于脑同侧运动感觉区μ/β节律的ROI神经元群模型,调整幅值的加减常数后,生成模拟ER... 针对脑机交互系统发展中数据不足的问题,通过神经质量模型合成事件相关去同步(ERD)和事件相关同步(ERS)特征,节省模型训练时间,避免数据过拟合。引入了基于脑同侧运动感觉区μ/β节律的ROI神经元群模型,调整幅值的加减常数后,生成模拟ERD/ERS信号。实验证明,模拟信号与真实信号在共空间模式特征上相似,滤波和共空间模式特征提取后的机器学习分类准确率接近真实数据。混合不同比例的模拟和真实数据,对分类准确率的影响不大,验证了基于神经质量模型的模拟信号对ERD/ERS信号进行数据增强的有效性。这一方法有望在小样本数据集下用于算法创新和检验,同时可以缩短实验时间,为脑机交互系统的发展提供有力支持。 展开更多
关键词 脑机交互 数据增强 脑电信号 神经元群模型 事件相关同步 事件相关去同步
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融入用户意图的图交互新闻推荐模型
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作者 刘桂红 焦琛添 《计算机工程与应用》 北大核心 2025年第9期159-167,共9页
用户的阅读喜好通常会受到人类主观心理活动——意图的驱使,现有的模型往往采用固定模式来解决特定问题,忽略了用户阅读文章时的真正意图,这使得用户部分建模不足。另一方面,该类模型缺少新闻与用户间的交互作用,致使新闻-用户表示不准... 用户的阅读喜好通常会受到人类主观心理活动——意图的驱使,现有的模型往往采用固定模式来解决特定问题,忽略了用户阅读文章时的真正意图,这使得用户部分建模不足。另一方面,该类模型缺少新闻与用户间的交互作用,致使新闻-用户表示不准确。针对上述问题,提出了一种融入用户意图的图交互新闻推荐模型。该模型利用图神经网络构建新闻语义扩充模块、用户意图模块以及用户兴趣模块,模块间具有交互作用,能够识别用户意图与意图转变,丰富候选新闻语义,获得意图增强的新闻-用户表示。在真实数据集MIND上的实验结果表明,此种融入用户意图的图交互式个性化新闻推荐模型可以有效预测出用户更感兴趣的文章,与前沿的新闻推荐模型相比效果有显著提升。 展开更多
关键词 图神经网络 新闻语义扩充模块 意图模块 兴趣模块 交互作用 个性化新闻推荐
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基于VR/AR的机载电子设备交互式维护系统设计
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作者 顾振华 任斌斌 《软件》 2025年第10期1-5,共5页
对飞机上的电子设备进行维护十分复杂,且传统培训方式的训练成本不低。为提升机载电子设备的维护培训效率和便捷性,本文融合虚拟现实(VR)与增强现实(AR)技术设计了一套机载电子设备交互式维护系统。该系统具有交互操作、虚拟仪器建模、... 对飞机上的电子设备进行维护十分复杂,且传统培训方式的训练成本不低。为提升机载电子设备的维护培训效率和便捷性,本文融合虚拟现实(VR)与增强现实(AR)技术设计了一套机载电子设备交互式维护系统。该系统具有交互操作、虚拟仪器建模、信号建模等功能,能够显著减少学员的培训时间,并且提高学员的操作准确率。本文设计的交互式维护系统能够解决传统培训方式效率低、成本高的问题,为航空电子设备的高效维护提供了创新路径。 展开更多
关键词 电子设备维护 虚拟现实 增强现实 交互式维护 航空电子设备
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