一、将下列内容翻译成英文
1、实现数控机床的在线检测时,首先要在计算机辅助编程系统上自动生成检测主程序,将检测主程序由通信接口传输给数控机床,通过G31跳步指令,使测头按程序规定路径运动。当测球接触工件时发出触发信号,通过测头与数控系统的专用接口将触发信号传到转换器,并将触发信号转换后传给机床的控制系统,该点的坐标便被记录下来。信号被接收后,机床停止运动,测量点的坐标通过通信接口传回计算机,然后进行下一个测量动作。上位机通过监测CNC系统返回的测量值,可对系统测量结果进行计算补偿及可视化等各项数据处理工作。
2、本系统采用的边缘提取算法的思路是利用灰度图像分割的算法,将目标图像分割成目标和背景两部分,考虑到图像处理的方便,应该将灰度图像转化为二值图像。但在一般情况下,图像包括物体、背景和噪声,为了将物体区域从图像的其他区域分离出来,首先需要对图像进行分割,通过阈值运算是否可以有效地进行图像分割取决于物体与背
景之间是否有足够的对比度。在本测量系统中,由于图像中只有一个物体,图像相对简单,且物体与背景之间对比度较大,并都具有较均匀的灰度分布,故可采用基于图像灰
度特性的方法进行图像分割。
二、将下文中划线部分翻译成中文
三、阅读下文,写出文章摘要(200单词以内)
1. Introduction
(翻译1)In the current modern world emergency rvices play a constant and important role
in safeguarding curity and dealing with general emergencies. Fire fighters have to deal with various situations involving fires in buildings of all kinds and navigating their way around the buildings. Law enforcement officers are constantly being challenged by new threats and new extreme terrorist acts, such as a building being under siege. While such personnel are highly trained and make u of various technologies it would benefit them to always u the latest equipment or techniques available to aid their job.
One of the technologies available is the u of Virtual Reality (VR) to model buildings, such as public buildings or buildings of strategic importance. Having an accurate VR model of a building could help fire fighters ‘learn’ the layout of a building and positioning of key items in a building in a short period of time. Alternatively law enforcement personnel could ‘learn’ the layout of a building along with the positioning of key items for the unfortunate situation of a building being under siege. Sometimes terrorists have spent considerable time and effort in learning all they can about the layout of a buildin
g (U.S. Cavalry, 2006). This can possibly disadvantage law enforcement personnel who do not know the layout of a building.
2. The direction finding experiment
This experiment therefore makes a contribution in the area of direction finding training for ‘rescue’ mis sions linking specifically with the work by Schnabel and Kvan (2003). Hence the results of an experiment, conducted using a VRML (Virtual Reality Modeling Language) model of a university campus building. The main aim was to determine if the VRML model led to better task completions in direction finding within the building and shorter time completions for direction finding, compared with an equivalent architectural plan of the same building. The results are of interest to anyone involved with direction finding, particularly in the areas of fire fighting or law enforcement.
2.1. Background issues
The experiment was carefully designed to ensure the conditions under examination were biad as little as possible.过于是什么意思
The first step was to find a suitable building to model. The building ud in the models was a campu
s building that was considered by the authors to be of a suitable size. This meant that it was not too large for both the purpos of modeling and experimental testing. Further, the experiment required a building unfamiliar to the prospective urs. The building ud fulfilled all the criteria.
The cond step was to visually analyze the internal aspects of the building and to catalogue various features of the building, e.g. location of fire extinguishers (for the purpos of future task design).
The third step was to obtain accurate architectural diagrams of the building and then develop accurate external and internal models of the building, using the Virtual Reality Modeling Language (VRML).
2.2. Urs
aroundThirty participants were recruited to take part in a between urs experiment. Twelve participants were female and 18 were male. Their average age was 32. Further, 96% of participants had a minimum of a high school standard education.
2.3. Experimental design
A between urs design was ud for this experiment. The participants were divided into two groups
of 15, where one group was assigned to the architectural plans condition and the remaining group was assigned to the VRML model condition.
(翻译2)The next aspect considered was the design of appropriate tasks that would elicit the information the experiment was trying to achieve. This was mainly to discover if a VRML model was more effective and efficient than an architectural diagram for direction finding tasks. Effectiveness for this context was defined as a participant obtaining higher scores in the assigned tasks (e next paragraph for details on the scoring mechanism and tasks ud). Efficiency for this context was defined as leading to a quicker overall task completion time. The are in line with the International Organization for Standardization (1999) guidelines for usability. This particular standard states that effectiveness can concern issues of
appropriate ‘completeness’ of goals – in this ca completing the assigned tasks. For efficiency, the standard states that ‘time’ issues can be considered – in this ca how long the tasks took to complete. Further it was also of interest to find out what strategies participants in each group would u to ‘remember/learn’ the layout of the building and to e if the strategies ud would be similar to the strategies ud by the participants in the study by Schnabel and Kvan (2003), given that the scenarios involved were significantly different.
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A ries of 16 tasks were designed which involved finding various locations and items within the chon campus building. The particular locations/items were building evacuation refuge locations, fire escapes, fire extinguishers, fire alarm panels and fire hos. Urs finding specified locations/items would accrue a ries of points. Some locations/items, due to where they were located in the building were considered to be easier to find and were therefore given fewer points than other locations/items considered to be more difficult to find. As stated a total of 16 tasks were designed. This allowed a sufficient number of ‘easy’ and
‘more difficult’ tasks to be ud and also allowed for veral areas of the building to be explored. The 16 tasks also made the experiment non-trivial as the participants had to u more ‘mental effort’.
The points system ud was weighted to take into account the fact that with certain locations/items finding one item would make it easier to find the next item. In the particular cas, the first find accrued more points than the cond find. Also the particular locations/items ud for the tasks were ones where finding them required some
宁可枝头抱香死何曾吹落北风中‘arching’/‘recall’, i.e. they could not be found by simply standing at the entrance of the building and visually scanning the immediate environment. An example concerning the building evacuation refuge
locations is that the ones ud in the experiment were on the first floor and cond floor middle staircas. Whichever of the two was found first, 4 points were allocated and if the remaining refuge location was found, a further 2 points were allocated. This method allowed for different ur direction finding strategies, not penalizing one strategy against another. The points assigned to each location as explained above were to do with the overall difficulty of finding the locations.
Having decided on the tasks urs should perform, the overall scores of the tasks would be ud to e which of the modes being tested was better, i.e. each ur’s score
would be summed to get one score and then all the scores would be analyzed to e if one mode (VRML model or architectural plan) led overall to higher scores. Also urs would be timed and the aim would be to e which mode would lead to faster completion times.
2.4. Variables
The independent variables were the modes of information prentation, i.e. architectural plans and VRML model.
The dependent variables consisted of the participants’ performance in carrying out the designed task
s and the participants’ subjective opinions regarding their learning strategy. The dependent measures, for participant performance, were the timing of participants throughout the tasks undertaken and recording their success rate for each task by means of the scoring system devid (e Section 2.3.1). The dependent measures, for participant learning strategy, were elicited by means of a post-experiment questionnaire.
2.5. Apparatus and materials
The equipment ud for the experiment was:
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• Medium to high-end PC, capable of rendering a VRML model efficiently.
• A VRML plug-in.
• The 2 VRML models ud in the pre-experiment screening and the actual VRML model of
the campus building (e Section 2.6 for details).
• The architectural plans for the pre-experiment screening and the actual campus building architectural plans (e Section 2.6 for details).
• Pre-experiment screening test (e Section 2.6 for details).
• Pre-experiment and post-experiment questionnaires.
2.6. Experiment procedure
Each participant was given a pre-experiment questionnaire which aimed to determine their personal experience and characteristics. Various questions were included in the questionnaire. The main questions dealt with issues of the participant’s experience with computers, Virtual Reality and knowledge about building fire procedures. Participants were also asked if they had ever been in the campus building that was to be ud in the experiment (i.e. only participants who had never been in the building were ud). Clearly, if a prospective participant had prior knowledge about the building, it would invalidate any results for the experiment.
Having received completed questionnaires, the participants were then asked to take part in a pre-experiment screening. This aimed to determine/add to their current skills in either using VRML controls at the ur interface or the reading of architectural plans in general. It also allowed the participants to e the kind of interaction they
would have to be involved with when the experiment was started. The pre-experiment screening involved using a different VRML model and architectural plan to the ones
ud in the actual experiment. The VRML model ud for this purpo was the main example ud in (Hartman and Wernecke, 1996). The architectural plans ud were
John Adams Courthou, MS, USA (The Historic Renovation of the John Adams Courthou, 2004).
The participants using the architectural plans were given 20 min to study the. Then the plans were removed from the participants and subquently were given 5 min to complete a multiple choice test, which covered various locations and characteristics of the Courthou. If the participants obtained a score of 50% or more in the multiple choice test, they were considered to be suitable participants (15 participants pasd the pre-experiment screening and were therefore ud in the architectural plans group). This criterion was applied becau in the real world individuals such as law enforcement officers, etc., are expected to have certain skills to an appropriate level. Also this means that there should not have been extreme wide ranging levels of skill, which could have biad the final results.
The participants using the VRML model were lected as having a moderate amount of computer experience, as stated on the pre-experiment questionnaires they completed.
They were given the VRML model and were asked to explore the model over a 20-min period. During this time the participants were informally obrved to ascertain their competence with the VRML navigational controls at the ur interface. All participants in this group demonstrated competence in using the VRML controls.
As indicated above each participant was assigned to one of the two groups. The first was the architectural plans group and the cond was the VRML model group, dependent on the criteria described above.
The 15 participants lected for the architectural plans group were then given the diagrams for the campus building. Each participant was given 25 min to study the plans, which covered four floors in total. Relevant locations/items were clearly marked on the diagrams. The 15 participants lected for the VRML model group were then asked to explore the VRML model of the campus building using the same VRML browr they had ud during
the pre-experiment screening process. Each participant was given 25 min to study the model. The model included the locations/items of relevance to the experiment. Further, locations were ‘marked’ in the model by means of white cubes containing location names.
The information prented in both modes (i.e. architectural plans and VRML model group) was identical. However the manner of the information prentation was different.
Once all participants (i.e. both groups) had completed the study of the campus building, each participant was briefed concerning what would happen in the next stage of the experiment. The following briefing points were made clear to each participant: 1. Participants would be physically accompanied/followed to the campus building (the technique of actually taking a participant to a real location was considered to be more realistic and has been successfully ud and described in Murano (2003)) and be asked to find a ries of locations/items bad on their study of the campus building.
2. Participants would be asked to locate a subt of the locations/items they had en on their preparatory study for the experiment.
3. Depending on the type of locations/items involved, the t of tasks would be divided into related ctions. Thus the experiment would take place by completing a ries of ctions.
4. Participants would be timed with a stopwatch.
5. Participants would have 2 min for each individual task. If this time was exceeded the particular task in question would be stopped and the next task would be started.
6. Participants would not be allowed to ask questions to aid their direction finding. Further, only 1 answer per task would be allowed.
7. If a location/item could not be found by the participant they could either attempt an answer or move to the next task.
8. Data would be recorded by the experimenter as the experiment tasks preceded.
9. Participants would be able to ask clarifying questions regarding the briefing instructions described above.
At the end of the experiment all participants were asked to complete a post-experiment questionnaire. Certain questions were identical for both groups. However the VRML model group had a supplementary t of questions regarding the u of the VRML browr.
Both groups of participants were asked veral subjective questions concerning how the participants felt they had ‘learned’ the locations for the tasks. They were also asked if in their opinion they had be
en given enough time to ‘learn’ the locations and actually find them during the experiment.
The VRML model groups were also asked veral subjective questions regarding the model itlf, e.g. accuracy of the model in relation to the real building and also questions regarding the ea of u of the model. Further, they were asked their opinions regarding the issue of ‘learning’ locat ions by the specific u of the VRML model.
2.6.1. Pilot study儿女情长是什么意思
Before the actual experiment took place a small pilot study was undertaken to test the experimental design for soundness. One of the reasons for having included a prescreening stage to the experiment was that the pilot study revealed that in the VRML model condition a usage of time was incurred in becoming familiar with the particular VRML browr ud in the experiment. Thus the prescreening process gave the participants the opportunity of familiarizing themlves with the VRML controls thus lesning the possibility of bias during the actual experiment.
Also, being able to run through the experiment, allowed the maximum times to be established for each task. The were t to 2 min and bad on what was obrved during
the pilot study, this was considered to be a reasonable amount of time for each task. The time of 2 min was actually more than was required for the completion of a task. This would allow for participants who may have been naturally slightly slower in nature.
3. Results交出你的微信
Some interesting and uful results were obtained. First, regarding the overall times taken to complete the tasks for the VRML model condition (M = 723.87; SD = 152.29) and the architectural plans group (M = 693.73; SD =116.39), a t-test showed no statistically significant results beyond the 0.05 level – /t/(28) = _0.61, /p/ = 0.55. Table 1 below shows the figures in tabular format.
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However the rate of success in the task completions was higher under the VRML model condition. Participants achieved higher scores under the VRML model condition (M = 44.93; SD = 6.66), i.e. the tasks were more successfully completed under this condition, compared to the architectural plans condition (M = 39.33; SD = 6.91). A t-test showed statistically significant results beyond the 0.05 level – /t/(28) = _2.26, /p/ = 0.03. Table 2 below shows the figures in tabular format.
Second, subjective opinions were elicited from the participants by means of a
post-experiment questionnaire. The questionnaire was designed as a ries of questions accompanied by a t of answers on a Likert scale, where 1 was a completely negative respon and 5 was a completely positive respon.
The most interesting and principal aspects concerned the participants’ i mpressions of how they ‘learned’. The urs of the VRML model reported not actually memorizing the
items/locations (M = 2.13; SD = 1.13). They grouped the items/locations together (M = 4.00; SD = 1.20) and did not pay any attention to compass directions (M = 2.13; SD = 1.53). The urs of the plans instead reported learning the positions of items/locations one floor at a time (M = 4.90; SD = 0.40). They did not group items/locations together (M = 2.00; SD = 0.70) and they actually ud the compass directions on the plans (M = 4.60; SD = 0.51). The figures are shown in tabular format in Tables 3 and 4 below.
Other aspects regarding the participants’ subjective respons indicate that both experimental groups showed agreement concerning the fact that they buil t a ‘mental picture’ of the building from their initial study (VRML model group M = 4.53; SD = 0.49, Architectural plans group M = 4.60; SD = 0.51) and that they felt they had a ‘clear picture’ of the building layout (VRML model group M = 4.87; SD = 0.35, Architectural plans group M = 4.60; SD = 0.51).
Also, most urs in both experimental groups felt that they had been given enough time to study the architectural plans/VRML model (VRML model group M = 4.20; SD = 0.78, Architectural plans group M = 3.87; SD = 1.13) and carry out each task (VRML model group M = 4.00; SD = 1.13, Architectural plans group M = 4.27; SD = 0.46). They also tended to agree that the reprentation of each location/item was easy to understand (VRML model group M = 4.60; SD = 0.51, Architectural plans group M = 4.40; SD = 0.51). Finally, the VRML model group indicated clearly that the accuracy of the VRML model in relation to the real building was to a very good standard and that the VRML
model was easy to u.