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Generation and Control of Game Virtual Environment 被引量:2
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作者 Myeong Won Lee Jae Moon Lee 《International Journal of Automation and computing》 EI 2007年第1期25-29,共5页
In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-di... In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-dimensional terrain mesh data processing, a map editor, scene processing, collision processing, and walkthrough control. We also define an environment-specific semantic information editor, which can be applied using specific location obtained from the real world. Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment. 展开更多
关键词 virtual environment virtual reality 3D game 3D navigation 3D scene management.
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A Critical Model Construction of Knowledge Sharing Mechanism in Virtual Organization Based on Game Theoretic Perspective 被引量:9
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作者 LU Jinrong 《Wuhan University Journal of Natural Sciences》 CAS CSCD 2015年第6期465-470,共6页
Virtual organization uses information technology to achieve a closer integration and better management of business relationships between internal and external parties. There are many emerging issues in virtual organiz... Virtual organization uses information technology to achieve a closer integration and better management of business relationships between internal and external parties. There are many emerging issues in virtual organization and one of them is knowl- edge sharing. Knowledge sharing that is the core of knowledge management plays a key role in virtual organization. However, game theoretic exploration about knowledge sharing mechanism based on virtual organization is seldom published, In this study, knowledge sharing mechanism in virtual organization enterprise is explored using game theories from two aspects based on the features of knowledge sharing in virtual organization enterprise. Fi- nally, the critical model of knowledge sharing mechanism in virtual organization also is presented based on the perspective of game analysis. 展开更多
关键词 game theoretic analysis knowledge sharing virtual organization critical model
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VREG: A Virtual Reality Educational Game with Arabic Content Using Android Smart Phone 被引量:1
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作者 Saadeh Z. Sweidan Khalid A. Darabkh 《Journal of Software Engineering and Applications》 2018年第10期500-520,共21页
In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the t... In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the technological solutions have made any process you can think of easier, faster and more efficient. Educational methodologies started off simple, having a teacher using simply his/her words and some writing along with it. With technology entering the field of education, teaching methods were enhanced and the quality of its outcomes was improved. However, sadly in Arab countries that was not the story. In other words, the use of new education technologies is still limited to basic and simple tasks. In fact, to add to the agony, most of the programs used are poorly implemented and rarely applied. Interestingly, as many studies confirm and from the simple observation of kids playing, it is found that most children are very attracted to new technologies and their applications. Those interests not only changed what a normal childhood would look like, but also introduced a multi-billion industry of electronic games. Virtual Reality (VR) games were introduced a few years back starting a gaming revolution, allowing gamers to enter the world of their dreams. Similar to most technologies, VR started to become more affordable with time. Multiple companies have competed to give us amazing VR products such as Samsung Gear. In this manuscript, we present a Virtual Reality Educational Game (VREG), which is an interactive 3D game with Arabic content that targets the students between age 4 and 8 and can be played on a smart phone. VREG includes multiple games that cover the different concepts of Arabic and English languages alongside math, aiming to help the student to learn through playing. In order to make sure that our game reaches wanted education standards, we put it to the test in two private schools;the feedback was very positive from both teachers and students where the majority of users enjoyed their experiments in VR games. 展开更多
关键词 virtual REALITY EDUCATIONAL gameS Smart PHONE APPLICATIONS ARABIC EDUCATIONAL APPLICATIONS Interactive Learning
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Using the Cooperative Game for Service Placement of Virtual Network Functions 被引量:1
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作者 XIONG Gang HU Yuxiang +1 位作者 WANG Weiming WANG Lingqiang 《China Communications》 SCIE CSCD 2016年第S1期146-157,共12页
To address the issues that middleboxes as a fundamental part of today's networks are facing, Network Function Virtualization(NFV)has been recently proposed, which in essence asserts to migrate hardware-based middl... To address the issues that middleboxes as a fundamental part of today's networks are facing, Network Function Virtualization(NFV)has been recently proposed, which in essence asserts to migrate hardware-based middleboxes into software-based virtualized function entities.Due to the demands of virtual services placement in NFV network environment, this paper models the service amount placement problem involving with the resources allocation as a cooperative game and proposes the placement policy by Nash Bargaining Solution(NBS). Specifically,we first introduce the system overview and apply the rigorous cooperative game-theoretic guide to build the mathematical model, which can give consideration to both the responding efficiency of service requirements and the allocation fairness.Then a distributed algorithm corresponding to NBS is designed to achieve predictable network performance for virtual instances placement.Finally, with simulations under various scenarios,the results show that our placement approach can achieve high utilization of network through the analysis of evaluation metrics namely the satisfaction degree and fairness index. With the suitable demand amount of services, the average values of two metrics can reach above 90%. And by tuning the base placement, our solution can enable operators to flexibly balance the tradeoff between satisfaction and fairness of resourcessharing in service platforms. 展开更多
关键词 Middlebox game theory network FUNCTION virtualIZATION SOFTWARE defined NETWORKING
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Effects of virtual reality balance games combined with muscle strength training on balance function and motor ability of Parkinson's patients
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作者 Li-Chun Sun Rong Chen 《Journal of Hainan Medical University》 2020年第9期15-18,共4页
Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patien... Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patients with Parkinson's disease were selected from January 2018 to October 2019.The random number table method was divided into the control group(n=30)and the observation group(n=30).Both groups were given conventional drugs and For rehabilitation training,the observation group was given a virtual reality balance game combined with strengthening muscle training.The upper limbs,lower limbs,balance function,comprehensive rehabilitation effect and daily living ability were compared before and after training.Results After training,the Brunnstrom score,FMA-UE,FMA-LE score,and cadence score of the two groups of patients increased.The common contraction rate(CR)of the biceps brachii in elbow flexion and the three heads of the brachii in elbow extension Muscle CR,standing walking test,10m walking test,reduced left and right step difference,and the observation group was better than the control group,which was significant(P<0.05).Conclusion Patients with Parkinson's disease have improved their upper and lower extremity motor capacity and balance function through virtual reality balance games combined with strengthening muscle training,which can improve the overall rehabilitation effect and ability of daily living. 展开更多
关键词 Parkinson's disease Balance movement virtual reality balance games Strengthen muscle strength trainin
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The Confidentiality of Coding Video Games with Cheat Code and Bots for Cheating in a Virtual World
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作者 Samantha Gorton Olatunde Abiona 《International Journal of Communications, Network and System Sciences》 2023年第6期105-114,共10页
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam... Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest. 展开更多
关键词 Video games CONFIDENTIALITY virtual World Cheat Code Bots PROGRAMMING
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考虑虚拟储能的建筑综合能源系统双层优化调度策略
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作者 刘东林 周霞 +3 位作者 戴剑丰 解相朋 汤奕 李隽诗 《上海交通大学学报》 北大核心 2026年第1期61-73,I0003,共14页
建筑综合能源系统是实现低碳建筑的有效途径,为进一步挖掘其需求侧可调节潜力与碳减排潜力,合理分配建筑综合能源系统中各主体的利益,提出一种主从博弈下考虑虚拟储能的建筑综合能源系统双层优化调度策略.首先,在博弈模型内考虑建筑供... 建筑综合能源系统是实现低碳建筑的有效途径,为进一步挖掘其需求侧可调节潜力与碳减排潜力,合理分配建筑综合能源系统中各主体的利益,提出一种主从博弈下考虑虚拟储能的建筑综合能源系统双层优化调度策略.首先,在博弈模型内考虑建筑供冷和供热系统的热惯性以及冷热负荷的柔性,以发挥建筑虚拟储能功能,提高系统灵活性.然后,利用遗传算法求解上层能源运营商定价模型,更新上层领导者的购售电价,下层问题调用CPLEX求解器求解,优化其设备出力、需求响应与购售电计划.最后,算例验证了所提模型能够有效提高建筑综合能源系统的经济性和低碳性. 展开更多
关键词 建筑综合能源系统 低碳建筑 主从博弈 建筑虚拟储能 优化调度
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考虑虚拟储能参与的多微网混合博弈运行策略
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作者 吴睿行 刘丽军 +2 位作者 林锟 蒋怡晴 林峻煊 《电网技术》 北大核心 2026年第3期1152-1161,I0088-I0093,共16页
随着可再生能源并网比例增加及需求侧负荷多样化,多微网系统在促进分布式能源消纳方面发挥关键作用。为实现多微网系统内源荷储之间的高效协同配合,提出一种考虑虚拟储能(virtual energy storage,VES)的多微网混合博弈模型。首先根据空... 随着可再生能源并网比例增加及需求侧负荷多样化,多微网系统在促进分布式能源消纳方面发挥关键作用。为实现多微网系统内源荷储之间的高效协同配合,提出一种考虑虚拟储能(virtual energy storage,VES)的多微网混合博弈模型。首先根据空调负荷等效热力学特性、电动汽车充放电特性,构建基于电动汽车集群、空调负荷集群的虚拟储能模型。其次构建以多微网运营商为领导者,负荷聚合商、储能运营商为跟随者的主从博弈模型,并在主从博弈基础上引入多微网运营商中各微网间的合作博弈,促进微网间的端对端(peer-to-peer,P2P)电能交易,在合作收益分配问题中,引入基于非线性函数贡献度的纳什议价模型,实现更加公平的微网间利益分配。最后基于结合求解器的自适应差分进化算法以及交替方向乘子法求解所提出的模型。仿真结果表明,所提多微网混合博弈模型有效均衡了各主体的效益,同时提升了多微网运营商的效益,使多微网内分布式可再生能源消纳率提升至100%,实体储能的充放电量减少16%的同时向上级电网的购电量也减少44%,降低了对实体储能以及上级电网的依赖。 展开更多
关键词 多微网系统 混合博弈 虚拟储能 纳什议价 P2P电能交易
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考虑水力耦合的多虚拟电厂合作博弈竞标模型
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作者 于宗超 文明 +4 位作者 李家熙 文博 谭玉东 钟浩 杜涛 《中国农村水利水电》 北大核心 2026年第3期215-222,233,共9页
在清洁资源丰富但调节资源匮乏的偏远地区,构建混合式抽蓄电站,并将其与风电、光伏及水电聚合形成虚拟电厂(VPP),实现统一调度参与电能量市场,有助于提升清洁能源的盈利能力。基于此,提出一种考虑水力耦合的多虚拟电厂合作博弈日前竞标... 在清洁资源丰富但调节资源匮乏的偏远地区,构建混合式抽蓄电站,并将其与风电、光伏及水电聚合形成虚拟电厂(VPP),实现统一调度参与电能量市场,有助于提升清洁能源的盈利能力。基于此,提出一种考虑水力耦合的多虚拟电厂合作博弈日前竞标双层优化模型。外层基于市场各主体的投标信息,以社会福利最大化为目标,优化市场出清决策结果;内层多VPP联盟根据市场出清结果,考虑风光出力的不确定性和流域水力耦合特性,优化联盟竞标策略以提高市场收益;另外,为保障各VPP收益分配的公平性,提出一种考虑水力耦合的Shapley值分配方法。采用Karush-KuhnTucker(KKT)法对双层模型转化求解。算例结果验证了所提模型的有效性和经济性,促进偏远地区清洁能源的高效参与电能量市场。 展开更多
关键词 虚拟电厂 合作博弈 竞标 不确定性 水力耦合
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虚拟旅游的人地关系对实际旅游地支持行为意向影响机制研究——以《黑神话:悟空》为例
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作者 李逸帆 殷红梅 杨勤 《资源开发与市场》 2026年第2期309-320,共12页
旅游产业离不开景点打造与文化的有机结合,景区的虚拟改良、文化创新的媒介也随着计算机科技、AI技术的高速革新而发展迅速,令人津津乐道的电子游戏也逐步与中国的风景名胜和优秀的传统文化相呼应。以往的虚拟旅游研究主要聚焦在传统的V... 旅游产业离不开景点打造与文化的有机结合,景区的虚拟改良、文化创新的媒介也随着计算机科技、AI技术的高速革新而发展迅速,令人津津乐道的电子游戏也逐步与中国的风景名胜和优秀的传统文化相呼应。以往的虚拟旅游研究主要聚焦在传统的VR技术,忽略了交互性、创新性更强的电子游戏。优秀的电子游戏也可以是旅游产业宣传的新方式,甚至是虚拟旅游的新手段。以制作内容精美的国产电子游戏《黑神话:悟空》为例,通过文献梳理、问卷调查及半结构化访谈等方法,以虚拟依恋作为重要媒介,文化认同作为关键调节,采用结构方程模型探讨虚拟玩家在体验与文化的双重影响下转向实际旅游地支持行为意向的影响机制模型。结果表明:(1)虚拟感知体验的3个变量:逃离、视觉审美、娱乐与享受均正向影响虚拟地方依恋的两个变量,逃离和娱乐与享受对玩家虚拟地方依赖产生更大影响。(2)虚拟地方依赖会正向影响虚拟地方认同,电子游戏的功能性偏好也会影响玩家的情感性偏好。但玩家的对电子游戏的虚拟地方依赖并不直接显著影响实地旅游态度,功能性的依赖需要物理媒介,此时虚拟与现实在众多方面是冲突的。(3)虚拟地方认同会正向显著影响实地旅游态度与实地旅行行为意向,实地旅游态度在其中起部分中介作用。玩家的文化认同也显著调节从虚拟地方认同到实地旅游态度、实地旅行行为意向。 展开更多
关键词 虚拟旅游 电子游戏 虚拟依恋 文化认同 行为意愿
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新媒介Cybergame的关键特征 被引量:1
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作者 何威 《河南社会科学》 北大核心 2006年第5期55-59,共5页
游戏存在着有别于其他人类行为的六个根本要素,即:自由参与、以愉悦为目的、目标与竞争并存、规则性、时空性以及参与者拥有一定的共同经验。因受信息与传播技术自身特点的影响,以电脑游戏为代表的Cybergame还具有三大关键特征:虚拟环... 游戏存在着有别于其他人类行为的六个根本要素,即:自由参与、以愉悦为目的、目标与竞争并存、规则性、时空性以及参与者拥有一定的共同经验。因受信息与传播技术自身特点的影响,以电脑游戏为代表的Cybergame还具有三大关键特征:虚拟环境、身体的缺席、人工智能。这样的分析有助于进一步开展对Cybergame的研究。 展开更多
关键词 电脑游戏 Cybergame 虚拟环境 身体 人工智能
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基于混合三阶段随机鲁棒的多虚拟电厂协同优化运行
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作者 李秋颖 王维庆 +2 位作者 李笑竹 闫斯哲 王思聪 《电网技术》 北大核心 2026年第2期629-640,I0071-I0076,共18页
针对多虚拟电厂(virtual power plant,VPP)协同运行中的源荷不确定性与隐私保护难题,提出一种融合点对点(peer to peer,P2P)电能共享与分布式优化的创新框架。首先,建立含云储能租赁系统的电热型VPP模型,设计多VPP点对点电能互济框架;其... 针对多虚拟电厂(virtual power plant,VPP)协同运行中的源荷不确定性与隐私保护难题,提出一种融合点对点(peer to peer,P2P)电能共享与分布式优化的创新框架。首先,建立含云储能租赁系统的电热型VPP模型,设计多VPP点对点电能互济框架;其次,为克服传统不确定性优化方法的计算复杂度高与保守性强缺陷,构建计及最恶劣源荷场景概率的四层三阶段随机鲁棒优化模型,同步处理源荷出力及场景概率分布双重不确定性,并提出支持并行计算的改进型列与约束生成(column and constraint generation,C&CG)算法提升求解效率;最后,基于纳什谈判理论建立多VPP利益分配模型,将其建模为合作成本最小化与个体收益最大化子问题,采用融合改进C&CG的交替方向乘子法(alternating direction multiplier method,ADMM)分布式算法实现隐私保护下的高效求解。算例表明,所提模型使不确定环境下系统经济性显著提升,该分布式求解方法能同时保证系统隐私性与求解效率,实现各虚拟电厂收益的公平分配。 展开更多
关键词 随机鲁棒优化 虚拟电厂 纳什谈判 合作运行
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计及多阶段鲁棒的虚拟电厂群电能共享优化运行
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作者 王勇 吕梁年 +2 位作者 王海云 王云广 朱博文 《电测与仪表》 北大核心 2026年第1期13-23,共11页
随着电动汽车和分布式电源接入电网的比例不断提升,虚拟电厂(virtual power plant,VPP)为有效解决电动汽车、分布式电源并网提供了新思路。针对VPP独立运行时面临的运行成本高、电价和源荷不确定性大等挑战,文中提出了一种基于纳什三阶... 随着电动汽车和分布式电源接入电网的比例不断提升,虚拟电厂(virtual power plant,VPP)为有效解决电动汽车、分布式电源并网提供了新思路。针对VPP独立运行时面临的运行成本高、电价和源荷不确定性大等挑战,文中提出了一种基于纳什三阶段鲁棒优化的多VPP协同运行的优化方法。为协调VPP运营商与电动汽车用户的经济利益冲突,采用主从博弈理论刻画VPP运营商和电动汽车上下层之间的互动关系,上层VPP运营商充分考虑到电力市场购售电价以及源荷功率波动带来的不确定性影响,由三阶段鲁棒优化模型构造上层主体,三阶段鲁棒优化模型较以往的传统模型不同,文中采用了min-maxmin-maxmin的构造刻画模型内部关系;构建了基于纳什谈判理论的多VPP协同优化模型,为解决复杂非凸非线性优化的求解问题,将模型等效转化为多VPP合作成本最小化和电能谈判支付两个子问题;考虑到各VPP间信息隐私安全,采用交替方向乘子法(alternating direction method of multipliers,ADMM)对上述两个子问题进行分布式求解。算例验证表明,所提方法不仅在多重不确定性影响的情况下为参与合作的各VPP提供了可行且鲁棒性强的调度方案,而且为各VPP制定了合理的能源交互策略和利益分配方案,参与合作的各VPP均实现了经济效益的提升。 展开更多
关键词 虚拟电厂 主从博弈 三阶段鲁棒优化 纳什谈判 交替方向乘子法
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生成式人工智能驱动下科幻文学虚拟仿真模式探索——以《永恒的终结》改编为例
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作者 欧宇龙 江玉琴 《山东外语教学》 北大核心 2026年第1期109-119,共11页
生成式人工智能技术不断取得突破进展,为科幻文学的跨媒介转化尤其是虚拟仿真实践开辟了前所未有的可能性。科幻文学既是虚拟仿真技术的创想源泉之地,也是虚拟仿真实践的应用佳所。本课题组对阿西莫夫的小说《永恒的终结》进行AI改编,... 生成式人工智能技术不断取得突破进展,为科幻文学的跨媒介转化尤其是虚拟仿真实践开辟了前所未有的可能性。科幻文学既是虚拟仿真技术的创想源泉之地,也是虚拟仿真实践的应用佳所。本课题组对阿西莫夫的小说《永恒的终结》进行AI改编,在实践基础上探索科幻文学虚拟仿真模式建构的可能路径,即从文本到虚拟仿真游戏的跨媒介转化,具体包括超文本的建构、超空间的搭建和数字人的开发这三个方面。本文认为这些实践有助于更深入认识科幻文学本身的虚拟仿真特性,及其教育模式创新潜力,并理解科幻文学虚构世界与现实世界的交互路径。此外,AI创作能力不断提升也给人类带来新的挑战,促使我们重新思考文学的本质,以及如何在人机协同创作中把握自身主体地位。 展开更多
关键词 生成式人工智能 科幻文学 《永恒的终结》 虚拟仿真 严肃游戏
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多主体合作博弈下含P2G和燃气掺氢的虚拟电厂低碳优化调度
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作者 秦玥 马永翔 《陕西理工大学学报(自然科学版)》 2026年第1期87-96,108,共11页
在“双碳”背景下,针对含电转气(P2G)和燃气掺氢的虚拟电厂中多主体利益冲突问题,建立了多主体合作博弈下的含电转气和燃气掺氢的虚拟电厂低碳优化调度模型。首先构建虚拟电厂整体框架,并对其中的各个部分进行建模;其次分析系统内部各... 在“双碳”背景下,针对含电转气(P2G)和燃气掺氢的虚拟电厂中多主体利益冲突问题,建立了多主体合作博弈下的含电转气和燃气掺氢的虚拟电厂低碳优化调度模型。首先构建虚拟电厂整体框架,并对其中的各个部分进行建模;其次分析系统内部各成员主体之间可能的协同合作关系,将系统内成员分为三个部分作为合作联盟,阐述系统内部不同能源形式之间互补耦合的可行性;最后建立基于多主体合作博弈的虚拟电厂优化调度模型,提出以成本最低为目标函数的优化调度策略,采用Shapley值法对合作剩余按贡献进行分配,使合作联盟成员满足博弈条件。算例仿真结果表明,所建模型不仅可以解决虚拟电厂中多主体利益冲突问题,还能在P2G-CSS耦合的条件下通过燃气掺氢促进系统低碳排放的同时实现多能源的灵活调度。 展开更多
关键词 虚拟电厂 合作博弈 电转气 SHAPLEY值法 燃气掺氢
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基于混合博弈强化学习的虚拟电厂市场交易策略
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作者 郑峰 孙电 +2 位作者 黄丽丽 杨峰 倪芸 《中国电力》 北大核心 2026年第3期94-102,共9页
随着地区分布式能源快速发展,其单机装机容量小和出力随机性强的问题愈发凸显,导致分布式能源在单独参与市场交易时竞争力不足。为提升其市场参与能力,整合分布式能源形成虚拟电厂(virtual power plant,VPP)已成为一种有效途径。因此,... 随着地区分布式能源快速发展,其单机装机容量小和出力随机性强的问题愈发凸显,导致分布式能源在单独参与市场交易时竞争力不足。为提升其市场参与能力,整合分布式能源形成虚拟电厂(virtual power plant,VPP)已成为一种有效途径。因此,针对含分布式能源的VPP市场交易策略进行研究,提出一种基于混合博弈强化学习的交易策略。首先,根据虚拟电厂内部单元的运行特性构建能源供应商和负荷聚合商的收益模型;然后,为了保证虚拟电厂内部运营商的整体收益建立社会福利最大化模型;最后,基于Stackelberg博弈和演化博弈的混合博弈强化学习算法求解该交易模型。算例分析表明,基于混合博弈强化学习算法的双层模型求解效果优于其他传统智能算法,求解时间减小近50%;此外,VPP同时参与能量市场和辅助服务市场时,可获得更高的收益。 展开更多
关键词 虚拟电厂运营商 市场交易 混合博弈
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网络游戏的新生力量——WebGame 被引量:1
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作者 李玉安 周世菊 《成都电子机械高等专科学校学报》 2009年第1期10-13,共4页
在当今互联网时代,网络游戏在人们的网络生活中扮演着举足轻重的角色,网络游戏的发展也呈现出"百花齐放、百家争鸣"的繁荣景象。在网络游戏繁荣发展的环境中,一种全新的网络游戏悄然兴起,这就是WebGame。其特点是通过浏览器... 在当今互联网时代,网络游戏在人们的网络生活中扮演着举足轻重的角色,网络游戏的发展也呈现出"百花齐放、百家争鸣"的繁荣景象。在网络游戏繁荣发展的环境中,一种全新的网络游戏悄然兴起,这就是WebGame。其特点是通过浏览器就能玩,无需下载游戏客户端。WebGame并不是新生的网络游戏模式,它产生的年代比目前传统的网络游戏还要早,在经历了一番浮沉以后,借助新兴的技术手段,WebGame又重新焕发了青春,走进人们的网络生活之中。 展开更多
关键词 WEBgame 网络游戏 虚拟社区
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Profit Allocation Scheme among Partners in Virtual Enterprises Based on Fuzzy Shapley Values 被引量:2
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作者 陈雯 张强 王明哲 《Journal of Beijing Institute of Technology》 EI CAS 2007年第1期122-126,共5页
Fuzzy Shapley values are developed based on classical Shapley values and used to allocate profit among partners in virtual enterprises (VE). Axioms of the classical Shapley value are extended to Shapley values with ... Fuzzy Shapley values are developed based on classical Shapley values and used to allocate profit among partners in virtual enterprises (VE). Axioms of the classical Shapley value are extended to Shapley values with fuzzy payoffs by using fuzzy sets theory. Fuzzy Shapley function is defined based on these extended axioms. From the viewpoint the allocation for each partner should be a crisp value rather a fuzzy membership function at the end of cooperation, a crisp allocation scheme based on fuzzy Shapley values is proposed. 展开更多
关键词 virtual enterprises (fuzzy) cooperative games fuzzy Shapley values representation principle
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Virtual Reality Neurorehabilitation
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作者 Zhihan Lv Jinkang Guo 《International Journal of Mental Health Promotion》 2022年第3期287-310,共24页
The present work investigates the application of virtual reality(VR)technology to neurorehabilitation.By consulting a wealth of data,the advantages of VR in neurorehabilitation are introduced,followed by the applicati... The present work investigates the application of virtual reality(VR)technology to neurorehabilitation.By consulting a wealth of data,the advantages of VR in neurorehabilitation are introduced,followed by the application status of VR in the rehabilitation of stroke patients,Parkinson’s patients,mental and psychological diseases.Besides,many research experiments on the application of VR technology in rehabilitation medicine at the present stage are investigated.The results indicate that compared with traditional balance training,the VR-based neurological rehabilitation training method can more effectively ease the tilt degree and strengthen the trunk control ability and balance function of patients with post-stroke tilt syndrome.When the effect of traditional rehabilitation training on the gait and balance of Parkinson’s patients is not good enough,VR-based rehabilitation training can at least be used as an alternative therapy.Moreover,VR games have made great breakthroughs in promoting limb rehabilitation and brain injury rehabilitation,which is of incredible benefit to those with motor and activity disorders.It is also beneficial to the treatment and recovery of mental disorders of patients with nerve injury.Although VR still has limitations such as high cost and technical breakthrough bottleneck,it has great advantages in relieving pain,enhancing interest,and recovering patients’mental health in neurological rehabilitation training. 展开更多
关键词 virtual reality NEUROREHABILITATION stroke patients Parkinson’s patients virtual reality games
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Virtual Reality Driving Simulation for Measuring Driver Behavior and Characteristics 被引量:1
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作者 Seyyed Meisam Taheri Kojiro Matsushita Minoru Sasaki 《Journal of Transportation Technologies》 2017年第2期123-132,共10页
This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are us... This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are used for the purpose of training and researching driver behavior and characteristics;3) the article addresses driver experience by involving new virtual reality technologies. A simulator has been used to assist novice drivers to learn how to drive in a very safe environment, and researching and collecting data for researchers has become easier due to this secure and user-friendly environment. The theoretical framework of this driving simulation has been designed by using the Unity3D game engine (5.4.f3 version) and was programmed with the C# programming language. To make the driving environment more realistic we, in addition, utilized the HTC Vive Virtual reality headset which is powered by Steamvr. We used Unity Game Engine to design our scenarios and maps because by doing this we are able to be more flexible with designing. In this study, we asked 10 people ranging from ages 19 - 37 to participate in this experiment. Four Japanese divers and six non-Japanese drivers engaged in this study, some of which do not have a driver’s license in Japan. A few Japanese drivers have a license and car, while others have a license but no car. In order to analyze the results of this experiment we are used MatlabR2016b to analyze the gathered data. The result of this research indicates that individual’s behavior and characteristics such as controlling the speed, remaining calm and relaxed when driving, driving at appropriate speeds depending on changes in road structures and etc. can affect their driving performance. 展开更多
关键词 DRIVER Behavior game Driving UNITY3D virtual REALITY Simulation HTC
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