网络中的虚拟自我是现实自我在网络虚拟环境中的衍生物。
Virtual self is a ramification of real self in virtual environment.
网络虚拟环境中虚拟人的运动表示与交通工具的运动表示具有完全不同的特点。
The expression of the virtual human movement is completely different from that of the vehicle in the network virtual environment.
它的最终目标是实现网络虚拟环境上的资源共享和协同工作,消除信息孤岛和资源孤岛。
Its final goal is to realize resource share and coordinating work in virtual network environment and dissolve the information isolated island and resource isolated island.
网格可以实现在网络虚拟环境中的资源共享和协同工作,最终消除信息孤岛和资源孤岛。
It can realize resources sharing and coordinated working in the virtual network environments, and finally eliminate the information islands and resource islands.
本文还给出了提高网络跨文化交际能力的建议,从而在网络虚拟环境中更好地进行跨文化交际。
This dissertation puts forth reasonable Suggestions of improving CCC competence in virtual environment to enhance the communication in CMC.
通过本文的研究工作,验证了OGSA体系结构在实现网络虚拟环境上的资源共享和协同工作,消除信息孤岛和资源孤岛方面所具有的优势。
Through the work, it is verified that OGSA has the advantages not only in realizing the high-performance resource sharing and cooperation, but also in eliminating information and resource island.
随着信息业的飞速发展,由计算机网络所形成的“虚拟环境”,正在对大学德育工作形成新的挑战。
With the rapid development of information business, a fictitious environment is challenging the moral education in universities, which is formed form computer network.
计算机网络是人类的“第二生存环境”,即由信息构成的虚拟环境。
Computer network is the second environment for human existence, that is, a virtual environment made up of information.
分布式虚拟环境中,位于同一个AOI中的实体需要进行数据交换,若它们属于不同的节点机(实体管理器),就会占用网络资源。
Data exchange between entities, which lying in the same AOI region and belonging to the different node machine (entity manager), must consume network bandwidth in Distributed Virtual Environment.
因为这些虚拟环境的硬件、网络和维护成本会分摊到很多使用者身上,所以最终每个人的使用成本会降到最低。
Because the hardware, network and maintenance costs of these virtualized environments are distributed between multiple users, the overall cost is minimized for the end consumer.
此外,在动画、虚拟环境、网络浏览、医学扫描、计算机游戏等领域已经可以看到许多由多边形网格构建的实体模型。
Furthermore, there are entity models created by polygon mesh in many applications such as cartoon, vision environment, network browse, physic scanning, computer games.
基于虚拟环境区域划分、信息分类和用户数据缓有的思想,提出了一种可以支持大用户的网络拓扑结构。
Based on the ideas of separating region, dividing the information and client caching objects, the paper brings forward a new network topology for scalable multi-user VE.
此外,在动画、虚拟环境、网络浏览、医学扫描、计算机游戏等领域已经可以看到许多由多边形网格构建的实体模型。
Furthermore, there are entity models created by polygon mesh in many applications such as cartoon, vision environment, network browse, physic scanning and computer games.
减少网络通讯负载一直是分布式虚拟现实致力解决的问题,本文基于分布式虚拟环境介绍了兴趣管理技术,并提出了多阈值DR技术的思想。
This paper introduces the technology of Interest Management in Distributed Virtual Environment, and issues the technology of multi-threshold DR(Dead Reckon) based on the environment.
探讨了网格技术在虚拟环境中的应用,并对基于网格技术的网络虚拟地理环境结构框架进行了初步设计。
The application of the grid technology to virtual environments is discussed, and the grid-based VGE framework is designed.
探讨了网格技术在虚拟环境中的应用,并对基于网格技术的网络虚拟地理环境结构框架进行了初步设计。
The application of the grid technology to virtual environments is discussed, and the grid-based VGE framework is designed.
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