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基于vrp的交互漫游系统研究外文翻译本科学位论文

基于vrp的交互漫游系统研究外文翻译本科学位论文
基于vrp的交互漫游系统研究外文翻译本科学位论文

本科毕业设计(论文)外文翻译

论文题目:基于VRP的交互漫游系统研究

Research on interactive roaming System VRP-based

第一篇:

Virtual Reality

Cyberspace

Interface Design

Eric Van Hensbergen

(airwick@https://www.doczj.com/doc/a61662220.html,)

January 30, 1993

Computer Science House

CPU 861

25 Andrews Memorial Drive

Rochester, New York 14623

716-475-3305

cshouse@https://www.doczj.com/doc/a61662220.html,

Rochester Institute of Technology

One Lomb Memorial Drive

Rochester, NY 14623

(716) 475-2400

ABSTRACT

Virtual Reality as a concept essentially deals with convincing the participant that she/he is actually in another place, by replacing the normal sensory input received by the participant with information produced by a computer. Cyberspace, a visualization of the computer environment, is a practical application of Virtual Reality, providing a

more natural interface between the user and the computer.

Designing virtual worlds is a challenging departure from traditional "interface" design. This document contains information on the basic concepts behind Cyberspace visualization and interaction techniques.

1. Introduction: Defining Interface & Cyberspace

Cyberspace: A new universe, a parallel universe created and sustained by the world’s computers and communication lines. A world in which the global traffic of knowledge, secrets, measurements, indicators, entertainments, and alter-human agency takes on form:

sights,sounds, presences never seen on the surface of earth blossoming in a vast electronic night.

Cyberspace is a consensual hallucination that these people have created. It’s like, with this equipment, you can agree to share the same hallucinations. In effect, they’re creating a world. It’s not really a place, its not really space. It’s notional space. Cyberspace represents one of the most potent and impressive visualization tools ever created. Now, entire universes, whether they be of our design or others, not only lay at our fingertips, but surround and envelop us as well. It represents the next generation in the evolution of the human-computer interface medium.

Virtual reality allows a more naturalized interface with the computer, that goes far beyond the Graphics User Interface (GUI), point & click window environments that are so popular now. With virtual reality, the user is surrounded by his environment, and an interface can

be established not through the conventional keyboard or mouse, but through more complex tracking systems that keep record of hand and head orientation.

The concept of the Virtual Reality terminal was introduced by Gibson, along with his concept of Cyberspace. The progression of distributed system access has progressed from the text terminal to the X window workstation, and Virtual Reality is the next step in interactive access to multi-user computer systems.

As the evolution from the text terminal to the X workstation brought about advancement in both visualization and problem solving, the giant leap into Cyberspace will radically transform the way we interact with computers. The transformation of data into geometric representations will allow us to view complex systems as simplified shapes from afar, or as a complex matrix of networked modules from an interior view.

The possibilities that cyberspace represents cannot even begin to reveal themselves until the first prototype systems have been implemented. It is such an new concept, one which represents a whole new medium of existence, that we have no frame of reference to make predictions on its usefulness.

An interface is a surface forming a boundary between two regions. Virtual Reality allows the user to break through the interface barrier to interact directly with various information forms in an inclusive environment.

2. Design Considerations

Since virtual reality transcends the two dimensional existence we have been forced into through the use of convensional computer monitors, it also makes most traditional theories of interface design obsolete. Operating within an inclusive three dimensional environment requires special physical and psychological considerations.

An important design consideration stemming from inclusion is that while we interact within a virtual world, we are simutaneously inhabiting the physical world. People are functionally attuned to the earth’s gravity and to vertical position. Perceptual conflicts between the virtual and physical worlds cause physical discomfort and feelings of disorientation that can last well beyond the period of inclusion.

In order to overcome these natural conflicts it becomes necessary to introduce several types of reference points. The most common so far is the "extended ground plane" which forms an artificial horizon to be used in order to gain personal orientation. However, this causes conflicts with information from the inner ear.

Another personal point of refrence would be virtual body parts (ie. the virtual hand). Self representations have proven to be one of the most engaging parts of the primative virtual realities that exist today. The virtual hand provides a focus point, removing senses of vertigo and disorientation.

System performance plays a part in design considerations. A slow system or network can cause dizziness; the lag is especially noticeable when tracking systems are part of the environment. For example,a lag between when you turn your head and when the screen updates is quite disturbing.

Another possibility which is introduced with Cyberspace is sensory overload. Individual learning and preformance styles differ greatly, and without proper calibration an "immersive" experience can be confusing and even disturbing.

According to Bricken, there are four general categories of VR behavior that have to be

considered when designing the interface:

?Relocation - simple movement

?Manipulation - modification of environment

?Construction - creation of environment

?Navigation - long range location and movement

In order to be immersive there can be no menu bar, no list of icons. Without the keyboard there is no "hot-keys". All traditional methods of interface are not possible inside the virutal world. New methods of interaction for the above four catagories must be designed - that is the challenge of cyberspace interface design.

3. Process Visualization

3.1. Surface Activation

Most current views of Cyberspace seem to point towards a polygon-based environment. Therefore,in order to keep the experience immersive, no menus can "magically" pop-up. Instead, the polygons themselves must be used as an interface method. Since a single shape may have more than one function, it is therefore logical to assign function activation to the surfaces of the object.

Each surface then, has to check for collision, and then decide how to react as another object approaches it. This could mean that while you’re evaluating a certain button, it would also be evaluating you. To make the interface more friendly, surfaces could "announce" (through text messages or perhaps digitized sound) what their function is. It also follows, that the surface would "highlight" itself in order to indicate to the user that it is about to be activated, or has been activated.

For example, picture a text editor as a box. To edit the file within it you would approach the top, to check the spelling you would approach another side, to delete it- yet another side. This may seem a bit cryptic, but with appropriate labeling (either graphic, sound, or text) it would be far easier than current interface methods.

Surfaces could have a variety of functions - from sending a file or activating a process, to teleporting the user to another network. Certain surfaces would have to be ’solid’, or without any type of functionality,in order to allow object manipulation. A primary factor in how an object physically appeared would then be based upon the functionality of its surfaces - this could be important as a distinguishing factor between objects.

3.2. Connections & Ports

The computer world is moving more towards network environments, not just externally, but internally.Internal network connections (ie. a network of processes on a computer connected by intracomputer pipes & sockets) are an integral part of many unix-based workstation environments. Virtual reality is perfect for design, representation, and interaction with these internal connections.

Consider another function for the surface of a polygon. Instead of reacting to a user’s approach,what if you could hook a network "pipe" up to a port on the surface. Then, a stream of data, from some other object, could be transmitted to the object through the pipe and socket. The connecting "pipes" could be attatched and detatched to different objects at the whim of the user. With a little thought, design, and programming, a neural-net could be created within the virtual environment with each neuron being an object, and each neural-connection being a pipe.

3.3. Autonomous Entities

Another aspect of a virtual environment and its interface would be virtual entities, and our interactions with them. Certain system utilties (daemons) will no doubt take form within the electronic void of Cyberspace. These daemons will have special interface requirements, seeming more like conversations than commands. Their full knowledge of both the system and virtual environments make them quite a complex interface puzzle.

4. Data Representation

Where interacting with static data is easier than active processes, static data requires a more acurate representation of the actual content. Whether index design will mimic reality, or use the advantages of VR to evolve is yet to be seen. Designs for VR card-catalogs are being designed at the same time as complex multi-dimensional hyperstacks.

How to catalog information for easy retrieval has always been an interface problem. Using virtual file cabinets or spiral staircases that extend into infinity does not seem very innovative. The question is whether to index information in a manner that people are used to, or to innovate new and more effective methods.

One of those "innovative" methods is called ’folding’. Folding is a mutli-dimensional index system.The three dimensional coordinates formed by two axis index lines (connected to side surfaces with color coded index information) form a point in the index. This point ’unfolds’ to a new threedimensional index system. You proceed to unfold data until you reach the actual information layer.

Index information is not the only data which can be represented within Cyberspace. Many types of information and data can be mapped and modeled within virtual space. For example - abstract data types in software engineering can be easily represented using Virtual Reality. What may look muddled on paper can be easily represented in Cyberspace. Extra dimensions can be used to dispose of clutter and hidden contents can be exposed by entering the ’node’. ADTs that would be well suited to VR include trees, graphs, and skip lists.

Finding a uniform method for data representation within Cyberspace may be an impossible quest.However, for sake of uniformity, some means of standard needs to be established. The technology is too young for standards to start taking root, but the ideas in use today will become the standards of tomorrow.

5. Conclusions

Virtual Reality is at a critical design phase. The theories behind its design and operation are still being written. Natural interfaces have taken a lot of guess work out of design, but visualization is as much of a key element. It is a time for dreamers and innovators to compose worlds of discovery for themselves and others.

译文:

虚拟现实

网络空间

接口设计

Eric Van Hensbergen

(airwick@https://www.doczj.com/doc/a61662220.html,)

1993年1月30日

计算机861

安德鲁斯里尔车道25号

罗切斯特,纽约14623

716-475-3305

cshouse@https://www.doczj.com/doc/a61662220.html,

罗彻斯特理工学院

其中博士伦里尔车道

罗切斯特,纽约州14623

(716)475-2400

摘要

虚拟现实作为一个概念实际上是处理一件事就是通过替换所收到的电脑产生的信息参与的正常感觉输入来事参与者信服他/她实际在另一个地方。网络空间,一个可视化计算机环境,是一种虚拟现实的实际应用,为用户和计算机提供了一个更自然的借口。

虚拟世界的设计是一个挑战从传统接口分离的设计。这个文件保护了虚拟网络空间和交互技术背后基础概念相关的信息。

1.介绍:接口和网络空间的定义

网络空间:一个新的宇宙,一个由世界的计算机和通讯线路创造和使其持续的平行的宇宙。

这个世界有全球的知识、秘密、方法、指标、娱乐和人与人之间连接建立在视线、声音等方式的前所未有的巨大电子的世界。

网络空间是一个人们协商一致创造的虚拟的世界。正是这样,用这些设备,你可以和他人分享同样的虚拟幻觉。事实上,他们正在创造一个世界。它不是一个真实的地方,也不是一个真实的空间。它是一个国际空间。

网络空间代表了曾经创造的最有力和最令人印象深刻的可视化工具之一。如今,整个世界,无论是我们的设计还是他人的,不但缠绕在我们的指尖,还环绕和包围着我们。它代表了人机交互介质进化的下一代。

虚拟现实允许更多的归化与计算机接口,远远超过图形用户界面(GUI),点和点击窗口环境现在很流行。有了虚拟现实,用户可以身临其境,接口可以不通过既定传统的键盘或鼠标,但通过更复杂的跟踪系统,保持记录和方向定位。

虚拟现实的概念最终由吉布森介绍,加上网络空间的概念。分布式系统的进程从文本到X终端窗口工作站已取得进展,以及虚拟现实是在下一步交互式访问多用户电脑系统。

由于从文字演变到X终端工作站在可视化和解决问题方面都带来进步,大步跃入网络空间将彻底改变我们与电脑交互的方式。这个转换成几何表示的数据将让我们简化的查看或者内部看像一个复杂的网络模块的矩阵。

网络空间的可能性,甚至不能代表开始显露出来,直到第一次原型系统已得到执行。正是这样一个新概念,它代表了一个全新介质的存在,我们没有参照此作出其有用的预测。

接口是在两个区域之间形成的一个边界。虚拟现实可以在一个内部的环境让用户突破与多种信息形式直接交互的障碍。

2.设计注意事项

自从虚拟现实超越了二维存在我们已经被迫使通过方面的计算机显示器进入,也使得大多数界面设计中的传统理论过时。使用这个包容性的三维环境时,需要特殊的物理心理因素。

从一个重要设计考虑列入我们互动的虚拟世界,我们同时也居住在物理世界里。人们适应了地球的重力和垂直位置。虚拟和物理世界之间的感性冲突造成身体不适合迷失方向的感觉,远远超出了包含时期。

为克服这些自然冲突,有必要引进多种类型的参考点。到目前为止,最常见的是扩大地面,形成一个人造地平线以获得个人取向。然而,这些会导致信息的内部冲突。

另一种观点则有可能参考个人虚拟部分(即虚拟手)。自我陈述已被证明是现今存在的原始虚拟现实

最吸引人的部分之一。虚拟手提供了一个焦点,可以消除眩晕和迷失方向的感觉。

系统性能发挥了设计上的考虑。慢速系统或网络可能导致头晕,尤其当跟踪系统是环境的一部分时,会感觉明显滞后。例如,当你转头的时候,屏幕更新会觉得让人不安的滞后。

这与网络空间的另一个可能性是引入感觉超负荷。个人学习和性能与风格差异很大,如果没有正确校准的“身临其境“的体验,可能令人困惑,甚至不安。

根据Bricken所说,一般有四类的虚拟现实的行为必须考虑在设计界面里:

·定位-简单运动

·操作-改变cation环境

·建筑物-环境创造

·导航-长距离定位和运动

为了身临其境,可以没有菜单,没有图标列表。没有键盘就没有热键。所有交互的传统方法都不可能进入虚拟世界。为上面四个目录的新的交互方法必须设计出,这是网络空间交互设计的挑战。

3.过程可视化

3.1表面活化

目前大多数的网络空间的视野似乎指向一种基于多边形的环境。因此,为了保持身临其境的体验,没有菜单可以“魔术”般地弹出。相反,多边形本身必须作为一个借口方法。因为一个单一的形状可能有多个功能,因此,合乎逻辑的分配功能激活对象的表面。

然后,每个表面进行碰撞检测,然后决定如何做出反应当另一个对象接近它的时候。这可能意味着当你评价某按钮时,它也将是评估你。为了使界面更加人性化,表面可以“宣布”(通过短信或者数字化的声音)功能是什么。它还如下,其表面会“高亮”显示给用户,它即将被激活,或已被激活。

例如,作为一个图片框中的文本编辑器。要编辑其内部的文件可能会接近顶部,为了检查拼写尼可以接近另一面,并将其删除。这看似有点神秘,但有适当的标签(无论是图形、声音还是文字),将远远比现在的接口方法简单。

表面可能有多种功能-从发送文件或激活过程到传动到另一个网络的用户。某些表面必须是“实”,或者为了让对象操作,没有任何类型的功能。对象身体如何出现的主要因素应该是将依据其表面的功能- 这可能是作为一个区别对象之间的重要的因素。

3.2连接和端口

计算机世界正在朝着网络环境发展,不仅是外部,还有内部。内部网络连接(即一个由计算机网络连接内部电脑进程管道和套接字)是许多基于UNIX工作站环境的组成部分。虚拟现实是设计,代表以及内在联系的互动的完美体现。

考虑到另一个多边形表面的功能。反射用户的做法即是设计一个网络“管道”通到水面上的一个端口。然后,一个数据流,从一些其他对象,可传输到通过管道和套接字对象。连接“管道”可连接与用户随心所欲想选择的不同的对象。只要有一点想法、设计、编程,神经网内可创建虚拟环境,每个神经元作为一个对象,而每个神经连接管道。

3.3自主实体

另外一个虚拟的环境和它的接口方面是虚拟的实体,和我们的互动他们。某些系统效用(守护进程)将毫无疑问,在空白的电子表格网络空间。这些守护进程将有特殊的接口要求,似乎更喜欢交谈的命令。他们双方的系统和虚拟环境提供全面的知识使他们解决不少接口复杂的难题。

4.数据表示

凡与静态数据交互是比主动过程简单,静态数据需要一个更确保代表的实际内容。指标设计是否会模仿现实,或者使用的虚拟现实的优点的演变仍有待观察。虚拟现实目录设计正在设计根据同一时间复杂的多维栈。

如何制作便于检索信息的目录一直是一个接口问题。使用虚拟文件柜或螺旋楼梯的无限扩展到似乎没有新意。现在的问题是人们是否习惯索引信息的方式,或新的和更有效的创新方法。

这些“创新”的方法之一是所谓的“折”。折叠是一个多维复杂体系。三维坐标轴由两个指标线(连接到另一侧曲面颜色编码的索引信息)的形式在指数点。这一点“展开”到一个新的三维指标体系。您继续开展数据,直到你进入信息层。

索引信息不仅是可以展示网络空间的数据。许多类型信息和数据可以在虚拟空间的映射和建模。例如- 抽象数据在软件工程类型可以很容易地利用虚拟现实表现。如果看不清可以在网络空间很容易地在纸上代表。额外的维度可以用来处理杂波和隐藏的内容可以通过输入暴露“节点”。这将是非常适合虚拟现实的ADT包括树、图和跳过列表。

找到一个统一的数据在网络空间的表示方法可能是一个不可能的任务。然而,为了统一起见,需要建立一些标准的方法。该技术是以太年轻的标准开始深入人心,但今天使用的想法将会成为明天的标准。

5.结论

虚拟现实是在一个关键的设计阶段。其设计背后的理论和操作仍也被写入。自然界面已经采取了很多猜测的设计工作,但是可视化仍然作为一个关键的因素。这是一个梦想家和创新者为自己和他人发现世界的组成的时代。

第二篇:

Museum Virtual Tour Design Guide

What to put in your virtual tour

When designing a virtual tour it is essential to identify the content to be presented. It is important to include the interpretive experiences of the museum visit in the virtual tour to make it effective. This section provides guidance on how to translate these experiences into the virtual tour through content identification.

Identifying the audience

The first step in the process of creating the virtual tour is to identify the target audience. This helps specify the proper content and presentation features to be included. The following are some important questions to consider:

? Who will use the virtual tour?

? Is the tour aimed at any specific age groups?

? Is the purpose of the tour to improve the experience for current visitors, to interest new visitors or both?

The answers to these questions may help the museum develop ideas to guide them in the creation of their virtual tour. Focusing on a target audience may help to promote a maximum learning experience. Gearing the content towards the interests of your target audience is important for a successful virtual tour.

Outlining the story

Each museum has exhibits and artefacts that tell stories. The most important question in virtual tour development is: What is the story that should be told? It is necessary to determine the journey which you would like your visitors to experience through the use of the virtual tour. In order to help identify the storyline, it is recommended that the museum consider the following questions:

? What do you expect people to take away from visiting the museum?

? What is different about the museum in comparison to most others?

? What is the main focus of the museum?

It is important to keep the target audience in mind while answering these questions. Once a storyline is developed, the order and presentation of the exhibits that need to be included

should begin to fall into place.

Example

A tour of someone ’s house may be set up to tell the story of their life. This tour may start with childhood artefacts, and move through other stages of their life as a timeline. Artefact descriptions

It is beneficial to have the information included with each exhibit in the tour be detailed and descriptive; possibly even providing more information than is available at the exhibit in the museum. It is recommended to answer the following questions in order to provide a thorough description of the exhibit:

? What is unique about the particular artefact?

? What pictorial or descriptive qualities should be emphasised to communicate this uniqueness? By including the answers to these questions in the virtual tour, the audience should be able to understand what makes the exhibit so memorable. Descriptions in a virtual tour have the ability to provide additional information or resources for users who develop a desire to learn more about the exhibit. This can also be useful for visually impaired people who benefit from description.

Tour guidance

In order to provide the information in an easy to follow manner, it is recommended that a tour follow a strategic setup while embracing the storyline. There are two basic ways to go about creating guidance in a virtual tour.

Guided tour – With a guided tour, visitors can experience all of the exhibits in their intended order. This is a good option for users who want to learn about everything the tour has to offer. Independent tour – This option can allow the user to experience a specific room or object without going through an ordered process. The user can skip to different parts of the tour that they prefer to learn about.

It is recommended that the virtual tour provide both options. The following screen shot is the first page of the Shakespeare ’s Birthplace virtual tour, designed by The Virtual Experience Company.

Shakespeare's Birthplace virtual tour

Arranging your virtual tour

The arrangement of the exhibits in the virtual tour is an important part of the process. It is recommended that the tour be created to explore the museum in a logical manner. Below are two options that can help in developing the arrangement of the exhibits.

OR

Take photographs of exhibits that will be used in the virtual tour and lay them out on a table. Museum staff members can discuss what order they should go in and position them accordingly. This could start a discussion on the content of the virtual tour and help to stimulate creativity. It is possible to lay out the tour in Microsoft PowerPoint as a slide show, where the slides can easily be interchanged. To test the quality

of the tour layout, it is

recommended to start with the staff

and then include visitors of the museum.

As can be seen by these two examples, the process of arranging the virtual tour does not have to be high-tech. An important part of this process is to receive input from the museum staff, so that all ideas are considered.

How to make your virtual tour

Along with the content that goes into the virtual tour, equally important is the way it is presented and its accessibility. A virtual tour that can not be accessed or understood creates more barriers rather than removing them. This section discusses guidance on the inclusive design of a virtual tour. Designing with the web accessibility standards and exploring user testing methods are the most important steps in ensuring inclusive design.

Including users in the design process

To produce an accessible virtual tour, it is important to consider involving potential disabled users in the creation process. They may provide useful information about their preferences and point out specific physical, sensory, and intellectual barriers. This can be done through discussions and feedback during development stages, or through exploring alternative methods such as the Usability Exchange. It is recommended to have ongoing consultation with disabled users to ensure that they have influence on the layout of material, text descriptions and navigation features of the virtual tour. Organisations such as the Royal National Institute of the Blind (RNIB) can be used to help the museum find particular user groups in the development of their tour. In addition, your local Council for Voluntary Service (CVS) may be able to provide you with a community group. You can find your local CVS through the National Association of Councils for Voluntary Service.

The Usability Exchange for disabled user testing of websites: https://www.doczj.com/doc/a61662220.html, The National Association of Councils for Voluntary Service: https://www.doczj.com/doc/a61662220.html,

Computer presentation

User-friendly presentation of the virtual tour is essential to its success. The guidelines in this section are based on RNIB’s See it Right pack (2002) as well as other guides and research. For more information on the RNIB’s See it Right pack:

https://www.doczj.com/doc/a61662220.html,/xpedio/groups/public/documents/PublicWebsite/public_seeitright.hcsp

The following features are helpful considerations for the creation of an inclusive and accessible virtual tour:

User friendly navigation

? clear and relatively large navigation buttons in the same location on the screen throughout the tour

? colour-coded and consistent shapes for navigation, avoiding complementary colours

? contrast between the screen background and objects

Photos

? enlarged but clear images with a zoom feature

? clear focus on the subject without background clutter

? good contrast between background and foreground objects

? defined edges through the use of borders

Text

? sans serif fonts with a minimum of 14 point

? avoidance of italics, underlining, and words in all block letters

? sufficient weight of font in text and titles

? simple but descriptive sentences

? options for the user to enlarge text

? avoidance of scrolling text

This is sans serif font with sufficient weight and contrast.

Information presentation

? short sentences with simple words

? short paragraphs that capture a reader’s attention

? sentences presented horizontally

? avoidance of too much information, causing clutter

Colour

? high contrast (light/dark colours) for user appeal and background and foreground distinction ? consistent colours that do not distract from the tour

? avoidance of complementary colours together: red and green, blue and orange and purple and yellow

Additional features

? audio descriptions for blind and partially sighted people

? detailed narrations of what the museum itself is like (surroundings, lighting, smells, and so on)

? in depth descriptions of paintings, artefacts and sensory qualities

? the option of BSL for deaf visitors and users of BSL

Audio descriptions

Audio descriptions are a helpful feature for blind and partially sighted users, as they can provide interpretation from tone of voice as compared to screen reading software. Although audio descriptions are not required to meet basic web accessibly requirements, it is recommended that they be included if the budget allows for it. Creating audio descriptions is more involved than having a narrator reading text that would normally be on the screen. The narrator needs to not only discuss a detailed description of the artefacts, but also the significance of the exhibit. It is important to keep in mind that some users may not be able to see the image clearly. Therefore, it is helpful to find a knowledgeable writer who can convey an accurate sense of space with detailed descriptions. This could be someone working in the museum that has experience with descriptive writing and could assist with the development of audio descriptions.

For detailed explanations of the different aspects of creating an audio description consult the RNIB’s See It Right pack and Talking Images Guide or Vocaleyes, a charity which provides audio description services.

More information on Vocaleyes can be found at their website: https://www.doczj.com/doc/a61662220.html,

Here are some quick recommendations to consider when implementing audio descriptions: ? using a writer with knowledge of description techniques

? reading descriptions with a clear, pleasant and varied voice

? using tone that reflects the mood of the work

? implementing professional recording of the audio description

Outside help or do it yourself?

Once the content for the virtual tour has been identified, the next step is to assemble it into a final product. First, it is helpful to decide the method for the technical implementation

of the tour – with an outside consultant or with an internal web designer. This guide by no means provides the technical knowledge required for web design. In the Technology requirements section, there is a brief description of some software tools for web design; however they still require significant background knowledge in terms of the web itself.

Recommendation

Unless the budget absolutely prohibits it, or sufficient web design knowledge is available, the best option for a museum is to find a web designer. The designer would have to be willing to start with the content that a museum identified through the use of this guide, and assemble it into web form to be used in a virtual tour. A good place to start is with the same web designer a museum used for their current website, if they have one. Otherwise, the British Standards Institution PAS 78:2006 Guide to good practice in commissioning accessible websites provides some recommendations on choosing a web designer, particularly for keeping accessibility in mind.

Technology requirements

In order for the museum to complete the website themselves, basic web authoring and photo manipulation tools are required. Although the choice is up to the museum itself, there is a wide range of tools available in terms of both capability and price. The industry standard tools are Adobe Dreamweaver (formally Macromedia Dreamweaver) for web authoring and Adobe Photoshop for photo manipulation. A reduced price version of Adobe Photoshop, called Adobe Photoshop Elements, is also available and should be sufficient for the image manipulation that is necessary for basic web development. Adobe GoLive and Microsoft FrontPage are also popular web authoring tools.

If the museum desires to take the photographs themselves, a digital camera is recommended, although using a film camera and scanning is also an option. In general, digital cameras are specified in terms of their image resolution, in mega pixels, and for web photos a camera generating at least four mega pixel images should produce photos of acceptable quality. If the museum wishes to use the camera for printed materials, the investment in a higher quality camera is recommended.

Important steps

Once the content to include in the virtual tour has been identified and the method for creating the tour has been chosen, the next step is to begin the process of virtual tour implementation. There are two primary parts to this:

? assembling the content (taking the photographs)

? implementing the tour (authoring the webpage)

Photographs – If the museum has completed or is in the process of completing a digitisation project, this would be an excellent source of high quality pictures that are already available. Otherwise, the museum must obtain the photographs of the exhibits to be included in the tour. This could be done by working with a professional or completing the work themselves. Working with a professional photographer is an option for museums that desire higher quality photographs, which could be used in later projects. However, to save on resources, it is perfectly acceptable for the museum to take their own photographs. To obtain the highest quality pictures and creating the most professional outcome, some reading into basic photography is recommended. The manual that comes with a camera is an excellent source for this information, as it discusses specific settings, for obtaining high quality photographs. It is also important

to ensure that all pictures are taken at the highest possible resolution to obtain the highest quality photographs, which can be scaled down at a later time.

Physical layout – In order to incorporate photographs into the website, the museum needs to consult a web designer or use a web design tool to create the HTML code appropriate for web presentation of the photographs. As discussed previously, it is recommended that the museum only attempt the website creation themselves if they have sufficient background. Important considerations include both the Web accessibility guidelines, below, as well as the Computer presentation on page 13.

译文:

博物馆虚拟漫游设计指南

如何设计你的虚拟漫游

设计虚拟漫游,必须确定提交内容。重要的是要包括在虚拟漫游参观博物馆的诠释,使之成为有效的经历。本节提供相关指南,如何通过内容识别将这些经历翻译成虚拟漫游。

确定观众

在创建虚拟漫游过程的第一步是确定目标观众。这有助于指定适当的内容和演示所囊括的内容。以下是一些要考虑的重要问题:

?谁会来使用虚拟漫游呢?

?虚拟漫游是针对任何特定的年龄群体吗?

?参观的目的,是以改善目前的游客体验,吸引新访客或两者兼而有之?

对这些问题的答案可以帮助博物馆开拓思路,以指导其建立他们的虚拟旅游。以目标观众为中心,可能有助于推动观众最大的学习体验。根据目标群体的兴趣调整内容,对成功的虚拟漫游是十分重要的。故事大纲

每个博物馆拥有自己的展品和文物,这些展品和文物都有一定的故事性。在虚拟旅游发展中最重要的问题是:应该讲述什么故事?通过虚拟漫游的投入运营,决定参观者要体验的旅程是必要的。为了帮助确定故事情节,建议博物馆考虑以下问题:

?你希望人们从博物馆漫游中收获什么?

?与多数的博物馆相比有什么不同?

?博物馆的主要重点是什么?

回答这些问题时牢记目标受众是十分重要的。一旦故事大纲列好,故事情节所需要的展品顺序和陈述要开始落实安置。

范例

某人的家庭之游可以安排讲述他们的生活趣事。这样的漫游可以从孩子们的手工艺品开始,以时间为顺序,穿越其他阶段的生活。

人工制品的说明

有利于获得这方面的信息,包括双方在旅游中各展览品进行详细描述,甚至可能提供比在博物馆中展出的信息更多。建议回答下列问题,以提供展览的详细描述:

?对特定的人工制品独特之处是什么?

?什么图案或描述性素质应该强调为人工制品的独特性?

通过解决虚拟漫游中的这些问题,观众应该能够理解是为什么展览如此令人难忘。虚拟之游的解说能够为用户额外的信息或资源,这些用户将会逐渐产生想要了解更多有关展览的欲望。这也可以让视障人从展览描述中受益。

旅游指南

为了提供一个简单的信息遵循的方式,建议虚拟漫游围绕故事大纲并遵循个战略格局展开。有两种基本方式着手创建一个虚拟参观指导。

向导式旅游——游客可以跟随导游按照预定顺序参观特别的房间、展品。对于用户想要了解旅游的每一环节,向导式旅游是个很好的选择。

独立式旅游—— 选择该方式允许用户不按照预定的顺序来参观房间或相关展品。用户可以选择他们更喜欢了解的不同地方参观,。

建议虚拟漫游提供这两种旅游方式。

下面的屏幕截图是虚拟公司设计的莎士比亚的出生地虚拟漫游体验的第一页。

莎士比亚的出生地虚拟漫游

安排你的虚拟漫游

虚拟漫游中展品的安排是该漫游的一个重要组成部分。

建议旅行的推出以一个合乎逻辑的方式开发博物馆资源。下面两个方案能帮助开展展品安排。

或者 通过这两个例子可以看出,

漫游安排过程中不一定需要使用高科技。这一进程的一个重要组成部分,是接收博物馆工作人员的建议,因此可以考虑到所有人的想法。

如何筹办虚拟漫游

随着内容深入到虚拟漫游中,呈现方式及其辅助功能也是同样重要的。众人无法接受或理解的虚拟漫游将会产生更多的障碍,而不是在清除障碍。本节讨论指南中有关虚拟漫游的包容性设计。网页易读性标准的设计和用户测试方法探索,是确保包容性设计最重要的步骤。在设计过程中需要的用户

为了推出一个可访问的虚拟漫游,

要考虑在创建过程中,可能涉及残疾人的潜在用户是十分重要的。他们可能提供有用的信息,有关他们的喜好和特殊生理需求,感官和智力障碍方面有用的信息。这项工作可以在发展阶段通过讨论和信息反馈不断改善,或通过方法,诸如建议让有残疾的用户参加磋商研讨会,以确保它们对虚拟漫游布局的材料、文字说明和导航功能的影响。如英国皇家国立盲人组织可以帮助博物馆在其旅游发展方面找到特定用户群体。此外,当地志愿服务委员会能够提供相关社区组织。您可以通过志愿者服务委员会国家协会联系到当地的志愿者服务委员会。

残疾人可利用的交换性测试网站:https://www.doczj.com/doc/a61662220.html,

志愿者服务委员会国家协会:https://www.doczj.com/doc/a61662220.html,

电脑演示

虚拟旅游对用户精彩的介绍对其成功是至关重要的。本节中的指导方针是根据英国皇家国立盲人组织的看是正确的包(2002年)以及其他指南和研究。

欲了解更多有关信息:https://www.doczj.com/doc/a61662220.html, / xpedio /组/公共/文件/ PublicWebsite /

public_seeitright.hcsp

以下功能对具有包容性和易接受的虚拟漫游的创建是十分有帮助的参考:

用户友好的导航

?在整个漫游中所有屏幕的相同位置有清楚、相对较大的导航按钮

?彩色编码和一致的导航形状,避免互补色

?屏幕背景对象之间的对比

照片

?应用缩放功能放大图像但可保持清晰度

将用于虚拟漫游的照片在桌子上的照片摊开,博物馆的工作人员可以围绕照片摆放的位置和顺序展开讨论。这可能会引发人们的虚拟漫游内容的讨论,有助于激发创造力。

它可以设计在Microsoft PowerPoint 为幻灯片放映,那

里的幻灯片可以很容易更换。为

了测试的旅游布局的品质,建议

先从工作人员开始,然后面向众

多的博物馆参观者。

?没有背景杂波,可以清晰的聚焦在目标上

?背景与前景对象之间有鲜明的对比

?使用饰边设计有明显的边缘

文本

?用灯芯体14号最小字体

?避免斜体,下划线和所有印刷体

?充分重视文字的字体和标题

?简单但不乏描述性的句子

?为用户提供放大文本的选择

?避免滚动的文字

这是有足够的重量和SAN的对比衬线字体。

信息简报

?短句要语言简洁

?简短的段落量捕捉读者的注意力

?判决提出水平

?避免过多的信息,造成混乱

彩色

?高对比度(光/暗颜色)用户的吸引力和背景和前景的区别

?一致的色彩,不分散的漫游

?避免一起补色:红,绿,蓝,橙,紫色和黄色

附加功能

?为盲人和弱视人声的描述

?什么样的博物馆本身就像是详细叙述(环境,照明,气味等)

?在绘画,工艺品和感官品质的深入描述

?为聋哑旅客和BSL用户选择的BSL

音频描述

音频描述,对盲人和弱视的用户来说是十分有用的功能,因为这项功能与屏幕阅读软件相比,在语音语调上更易于理解。虽然音频信息没有满足基本的Web通俗易懂的要求,但建议如果预算允许,应该将该功能包括在内。创建音频描述要比解说员讲解通常显示在屏幕上的信息过程更为复杂。解说员需要讨论文物的详细描述和展览的意义。最重要的是要记住,一些用户可能无法清晰的看到图像。因此,找到一个知识渊博的作家对音频描述的创建是很有帮助的,他可以用详细的描述表达准确的空间感。同时需要博物馆的工作人员有描述写作经验,还可以协助音频描述发展。

这些音频描述征询皇家全国的去看该当形象包装和Talking指南或Vocaleyes,慈善机构提供音频描述服务的不同方面的详细解释。

更多关于Vocaleyes信息可访问他们的网站:https://www.doczj.com/doc/a61662220.html,

实施音频描述时可以考虑以下建议:

?聘用通晓描述性技术知识的作家

?阅读这些说明,声音要清晰愉快的和语音要有多变性

?音调要反映工作情绪

?音频描述要实施专业性的录音

外界帮助或独立完成?

一旦确定虚拟漫游内容,下一步就是组装成最终产品。首先,确定使用的方法对技术实施是很有帮助的,即决定任用外部顾问还是内部的网页设计师。这不仅仅提供技术指导网页设计所需的知识。技术要求部分,简要的说明是针对一些用于网页设计的软件工具,但是他们仍然需要丰富的网络知识背景。

企业人力资源管理文献综述范文

企业人力资源管理文献综述范文 摘要:充分借助信息技术,结合先进的人力资源管理理念,能够不断提升人力资源管理水平。在提高工作效率的同时,更重要的是为企业的战略发展提供了基于信息的决策支持。文章论述了各个学者对人力资源管理的信息化系统的研究,对该领域内主要贡献者的观点进行归纳,并梳理其理论逻辑,力求从另一个侧面去理解企业人力资源管理信息系统。 关键词:企业人力资源管理信息系统文献综述 一、企业人力资源管理信息系统的演进 企业人力资源管理信息系统的发展,大多数学者都认为经历了三个阶段,对企业人力资源管理信息系统发展所经历的三个阶段和发展动力的论述基本上都是一致的。 杨兴东、王红霞、魏玉莲、成卫山(XX)认为人力资源管理系统的发展历史可以追溯到2 0世纪6 0年代末期。由于当时计算机技术已经进入实用阶段,第一代的人力资源管理系统应运而生。当时由于技术条件和需求的限制,这种系统充其量也只不过是一种自动计算薪资的工具。但它的出现为人力资源的管理展示了美好的前景,即用计算机的高速度和自动化来替代手工工作量,使大规模集中处理大型企业的薪资成为可能。第二代的人力资源管理系统出现在20世纪70年代末。第二代系统基本上解决了第一代系统的主要缺陷,

对非财务的人力资源信息和薪资的历史信息都给予了考虑,其报表生成和薪资数据分析功能也都有了较大的改善。第三代人力资源管理系统出现在20世纪90年代末。它的特点是从人力资源管理的角度出发,用集中的数据库将几乎所有与人力资源相关的数据(如薪资福利、招聘、个人职业生涯的设计、培训、职位管理、绩效管理、岗位描述、个人信息和历史资料)功能要求已经从单纯的数据收集和整理汇报逐渐转向数据处理和分析、替管理人员做出预测和决策支持,并通过电子流程进行自动化和跨平台跨网络工作等方面转变。 蔡昊(XX)在论述企业人力资源管理信息系统的演进时也提出了三个发展的时期。他认为,人力资源管理系统的发展历史可以追溯到20世纪60年代末期。由于当时计算机技术已经进入实用阶段,同时大型企业用手工来计算和发放薪资既费时费力又非常容易出差错,为了解决这个矛盾,第一代的人力资源管理系统应运而生。当时由于技术条件和需求的限制,用户非常少,而且那种系统充其量也只不过是种自动计算薪资的工具,既不包含非财务的信息,也不包含薪资的历史信息,几乎没有报表生成功能和薪资数据分析功能。但是,它的出现为人力资源的管理展示了美好的前景,即用计算机的高速度和自动化来替代手工的巨大工作量,用计算机的高准确性来避免手工的错误和误差,使大规模集中处理大型企业的薪资成为可能。第二代的人力资源管理系统出现

课堂考勤管理系统设计与实现--毕业论文

摘要 本设计是以Visual Studio 2010作为开发平台,C#作为开发语言,结合SQL server 2008数据库开发设计的课堂考勤管理系统。该系统的目标是统计学生的考勤与请假信息。系统功能特点是围绕管理员、教师、学生三类用户设计,主要实现的功能:查询功能,旷课、请假信息的录入功能,考勤信息的统计功能,通报报表的查询以及用户信息的添加、修改和删除的功能。 本论文介绍了该系统的设计与实现原理、功能特点和设计方案,而且还对开发过程中使用的关键技术进行了分析和讨论。 关键词: Visual Studio 2010;SQL server 2008;课堂考勤 ABSTRACT

We use Visual Studio 2010 as development platform, C# as development language, SQL server 2008 as database to the design is a class attendance management system. The system propose statistics the attendance and leave information. System function characteristics related to three kinds of users —administrators, teachers, students to design, mainly the implementation of functions of attendance, inputting truancy and leave, counting attendance, inquiring communicated statements, and adding, modifying and deleting the user information. This paper introduces system design and realization,function characteristics and design scheme.This paper analyzed and discussed key technologies the process of develoning. Key word: Visual Studio 2010;SQL server 2008;Class attendance 目

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完成日期 信息化是当今世界发展的潮流和趋势,信息化的发展要求管理方法要向新一代的计算机管理的方向转移。考勤制度是每个企事业单位所必需的,计算机的出现使员工出勤情况和统计变得十分简单。随着企事业单位人员日益增多,如果仅仅用人力去考勤,会带来很大的不便。为了跟上时代的步伐,跟上信息化的发展,考勤管理系统在日常生活中的重要性越来越受到关注。 本论文设计的考勤管理系统,实现了应用计算机考勤的考勤方式,员工上下班只需打卡即可记录出勤信息。系统分为以下几个功能模块:登录模块、添加员工模块、上下班时间设置模块、查看月末统计信息模块、请假/加班/出差登记模块、手工补计考勤模块。应用系统的用户按照权限的不同分为员工、经理和考勤员三种不同的操作权限。 本考勤管理系统采用的开发平台为.NET平台,应用C#语言进行开发,数据库采用SQL Server 2000。同时,本系统采用三层结构的软件构架,通过中间的Web 服务端来连接客户端和数据库端,使系统对数据库的操作更加安全。 关键词:考勤管理系统;C#;.NET;SQL Server 2000

ABSTRACT The information has been the tide and tendency now for the current developing world and the developing information requests that management must shift to the new generation of computer management.The checking attendance system is necessary for each enterprise and institution, and the appearance of computers makes the attendance of the staff and the statistics very simple. With the staffs becoming more and more, it will bring many troubles if checking attendance only by people. In order to follow the step of our world and the development of information, the check attendance system becomes increasing important in our life. The check attendance system in the article can make use of computer to check attendance, and the attendance information of the staffs can be checked by using IC card. The system can be divided into several function parts: entry part, add new staff part, set time for work and holiday part, check statistics part, leave/over work/on business part and add attendance by people part. The people who use the system can be divided into three parts and they are staffs, managers and the checking people. The system is developed on the platform of .NET, and it is developed by C# programmer, at the same time, SQL Server 2000 is used for database.The system is designed into three floors form and through the Web server to connect the database and the client, in this way, it makes the data safer when operate the database. Key words:The management of checking attendance system; C#; .NET; SQL Server 2000

集散控制系统参考文献

[1] MCGS用户指南. 北京昆仑通态自动化软件科技有限公司[M],2006. [2] MCGS参考手册. 北京昆仑通态自动化软件科技有限公司[M],2006. [3] 刘建民,陈建军.螺杆式空压机运行及维护技术问答[M].北京:中国电力出版社,2010. [4] 张培友.空压机智能监控节能改造研究[D].济南:山东科技大学硕士学位论文,2004. [5] 包建华,张兴奎. 基于MCGS组态软件的空气压缩机组监控软件开发[J], 2007 [6] 黄中原,刘健. 基于组态王的空压机远程监控系统研究[M].浙江大学,2006 [7] 吉永成. 用PLC对数台空气压缩机的控制[M]. 机械工业出版社,2002 [8] 活塞式压缩机产品介绍,山东生建集团 [9] 螺杆式压缩机产品介绍,北京复盛机械有限公司 [10] 苏娟,叶佳卓,杨贵.一种基于单片机的空气压缩机监控系统[[J] .测控技术与设备,2003, 5(29): 16-17 [11] 王立坤.基于PLC的空压机试验台的研究与开发[D].北京交通大学硕士学位论文,2008 [12] 邢子文.螺杆压缩机—理论、设计及应用「M].北京:机械工业出版社,2000: 1-5 [13] 王迪生,杨乐之.活塞式压缩机结构[M].北京:机械工业出版社,1988: 10-15 [14] 张芳玺,彭学院,张成兵.基于PLC的机车空压机性能测控系统研制[J].压缩机技术,2005年第6期,Pag. l -3 [15] 万毅.矿山空压机站智能监控系统的设计与实现[J].南京理工大学硕士论文,2007 [16]徐少明,金光熹.空气压缩机实用技术.北京:机械工业出版社,1994 [17]廖常初. FX 系统PLC 编程及应用.北京: 机械工业出版社,2007. [18]王兆义,杨新志.小型可编程控制器实用技术. 2 版.北京: 机械工 业出版社,2006. [19] 曹辉《可编程序控制器系统原理及应用》电子工业出版社,2003 [20] 路林吉.江龙康等《可编程序控制器原理及应用》清华大学出版社,2002

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本科毕业设计(论文)中英文对照翻译 院(系部)电气工程与自动化 专业名称电子信息工程 年级班级 04级7班 学生姓名 指导老师

Infrared Remote Control System Abstract Red outside data correspondence the technique be currently within the scope of world drive extensive usage of a kind of wireless conjunction technique,drive numerous hardware and software platform support. Red outside the transceiver product have cost low, small scaled turn, the baud rate be quick, point to point SSL, be free from electromagnetism thousand Raos etc.characteristics, can realization information at dissimilarity of the product fast, convenience, safely exchange and transmission, at short distance wireless deliver aspect to own very obvious of advantage.Along with red outside the data deliver a technique more and more mature, the cost descend, red outside the transceiver necessarily will get at the short distance communication realm more extensive of application. The purpose that design this system is transmit cu stomer’s operation information with infrared rays for transmit media, then demodulate original signal with receive circuit. It use coding chip to modulate signal and use decoding chip to demodulate signal. The coding chip is PT2262 and decoding chip is PT2272. Both chips are made in Taiwan. Main work principle is that we provide to input the information for the PT2262 with coding keyboard. The input information was coded by PT2262 and loading to high frequent load wave whose frequent is 38 kHz, then modulate infrared transmit dioxide and radiate space outside when it attian enough power. The receive circuit receive the signal and demodulate original information. The original signal was decoded by PT2272, so as to drive some circuit to accomplish

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