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多媒體技術(shù)在唐代書法中的應(yīng)用-資料下載頁

2024-11-06 07:38本頁面

【導(dǎo)讀】機(jī)之間更好的進(jìn)行溝通,多媒體技術(shù)起著不可忽視的作用?,F(xiàn)在人們眼前,從而更方便更簡單的被人們所接受。其具有展示性及互動(dòng)性,從而賦予這種古老的文化以新的生命。獨(dú)特的視覺藝術(shù),是中國特有的一種傳統(tǒng)藝術(shù)。古往今來,中國漢字。當(dāng)今的文字,又因祖先發(fā)明了用毛筆書寫,便產(chǎn)生了書法。它也是唯一一項(xiàng)把漢字本身和美結(jié)合起來的一種藝術(shù),也是最。能代表中華藝術(shù)精神和美學(xué)精神的藝術(shù)。是中國最強(qiáng)盛的時(shí)代之一。在文化方面,由于國力的強(qiáng)盛使得當(dāng)時(shí)的。技術(shù)已經(jīng)逐漸取代了傳統(tǒng)傳播方式成為主流。世界華人書畫藝術(shù)家聯(lián)合會(huì)副會(huì)長志遠(yuǎn)文認(rèn)為,要振興中國書。由此可見,書法藝。同時(shí),隨著網(wǎng)絡(luò)的逐漸發(fā)展,全世界距離也在不斷拉近。法的閱讀性和理解性,同時(shí)也在無形中擴(kuò)大了書法推廣的目標(biāo)范圍。在文化泛濫的現(xiàn)代社會(huì)中,傳統(tǒng)的文化正在逐漸缺失。渠道的多元化使得傳統(tǒng)的書本傳播方式漸漸失去優(yōu)勢。下,書法的數(shù)字化就顯得尤為重要。

  

【正文】 ed by the system. The obvious disadvantage of this approach is that extremely powerful puters are required, and it is currently not possible to create plex, realistic environments in realtime. 3 Architectures The software architectures used in virtual environments and ubiquitous puting have evolved from a different set of goals. Most virtual environment systems have been developed to support a single 畢業(yè)設(shè)計(jì)(論文) 多媒體技術(shù)在唐代書法中的應(yīng)用 37 hardware platform or a small number of tightly coupled platforms, with the intent of creating standalone applications. As a result, these systems were originally modelled after traditional interactive programs and evolved to solve the problems particular to virtual environments. Most existing systems ignore issues that would arise if such applications were used on a larger scale, as will be required for realistic virtual worlds. For example, little work has been done toward developing the infrastructure to support virtual environments at the work and operating systems levels. The work on ubiquitous puting, on the other hand, began with a vision of what multiuser, multiputer environments would look like in the future. As a result, the prototype systems being built are being designed to address the infrastructural issues. Direct Manipulation Direct manipulation refers to interaction techniques in which the objects of interest are visible to the user and are manipulated directly by rapid, reversible, incremental actions instead of a plex mand language [Shneiderman 1983]. Direct manipulation in 3D is often touted as a feature of virtual environments because of its supposed naturalness and ease of learning. However, reaching and grabbing in 3D can be far less convenient and effective than the corresponding 2D direct manipulation techniques, and these, in turn are often criticized for being 畢業(yè)設(shè)計(jì)(論文) 多媒體技術(shù)在唐代書法中的應(yīng)用 38 more tedious than the mand line interfaces that they replaced. The problems are pounded by the poor quality of current trackers and gloves and the almost plete lack of haptic feedback in most virtual environments. Even with perfect hand tracking, the user must be able to grab the object to manipulate it. This implies that the object must be within arm’s length. Objects that a user cannot easily grab for other reasons, such as fast moving or small objects, present similar problems. Direct manipulation in 3D can also require that the user hold their hands up without any physical support for extended periods of time. This has long been known to be a problem, dating back to the first use of touchscreens and light pens, and is further plicated by the fact that there is not even a screen against which to rest the hand. An oftenimplemented solution to this problem is to give the user a “virtual flashlight” that allows them to select any object they can see and point at. However, this causes problems of its own. For example, the farther away an object is, the harder it is to select with a virtual flashlight because the user is changing angular, not Euclidean, distance when manipulating the pointer. Because of these shortings, we need to explore techniques that work well on objects that are distant, extremely large or small, quick moving, or otherwise difficult to manipulate directly. 畢業(yè)設(shè)計(jì)(論文) 多媒體技術(shù)在唐代書法中的應(yīng)用 39 4 Research Issues and Directions A number of issues will need to be addressed if virtual environments and ubiquitous puting are to supplant current approaches. The most obvious of these are the need for improved hardware: tracking systems, displays, processors and munication works need to be substantially improved before virtual environments and ubiquitous puting can hope to gain widespread acceptance. While it may be some time before these technologies mature, there are many other issues, both technical and social, that should be pursued in the mean time. For example, appropriate interaction techniques need to be developed for these new paradigms. Automated assistance for authoring,application of hypermedia and agent technologies, support for collaboration and privacy are all areas ripe for exploration. Integration with Existing User Interface Paradigms Much of the userinterface research that has been done on traditional displays will remain relevant to ubiquitous puting and virtual environments since many kinds of information are most effectively displayed using 2D , the displays that will surround us in a ubiquitous puting environment will be similar in many ways to the kinds of displays we currently use. Here we discuss how ubiquitous puting and virtual environments can benefit by incorporating some of the major 2D paradigms. We first examine direct 畢業(yè)設(shè)計(jì)(論文) 多媒體技術(shù)在唐代書法中的應(yīng)用 40 manipulation, the most mon technique currently in use in virtual environments. Then we shift our attention to more general issues surrounding socalled WIMP (Windows, Icons, Menus, Pointing) interfaces, as they are currently the most studied class of 2D interfaces. Finally, we discuss how 2D windowmanagement techniques can be adapted to acplish 3D environment management. 5 Conclusions We have surveyed the state of the art in virtual environments and ubiquitous puting, two user interface paradigms that will shape the future of puting. We have tried tro show how they plement each other, and how they provide new capabilities for multimedia user interfaces, and we have suggested a set of issues for multimedia researchers to explore. These paradigms differ from those prevalent in current multimedia systems, in part because they use new hardware technologies: 3D displays and interaction devices, in the case of virtual environments, and large numbers of puters integrated into the environment, for ubiquitous puting. Furthermore, both paradigms impo
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