交互模擬英語怎麼說及英文翻譯
1. 電子線路詞彙的英文翻譯
transistor n 晶體管 diode n 二極體
semiconctor n 半導體 resistor n 電阻器
capacitor n 電容器 alternating adj 交互的
amplifier n 擴音器,放大器 integrated circuit 集成電路
linear time invariant systems 線性時不變系統
voltage n 電壓,伏特數 tolerance n 公差;寬容;容忍
condenser n 電容器;冷凝器 dielectric n 絕緣體;電解質
electromagnetic adj 電磁的 adj 非傳導性的
deflection n偏斜;偏轉;偏差
linear device 線性器件 the insulation resistance 絕緣電阻
anode n 陽極,正極 cathode n 陰極
breakdown n 故障;崩潰 terminal n 終點站;終端,接線端
emitter n 發射器 collect v 收集,集聚,集中
insulator n 絕緣體,絕熱器 oscilloscope n 示波鏡;示波器
gain n 增益,放大倍數 forward biased 正向偏置
reverse biased 反向偏置 P-N junction PN結
MOS(metal-oxide semiconctor) 金屬氧化物半導體
enhancement and exhausted 增強型和耗盡型
integrated circuits 集成電路
analog n 模擬 digital adj 數字的,數位的
horizontal adj, 水平的,地平線的 vertical adj 垂直的,頂點的
amplitude n 振幅,廣闊,豐富 attenuation n衰減;變薄;稀薄化
multimeter n 萬用表 frequency n 頻率,周率
the cathode-ray tube 陰極射線管 al-trace oscilloscope 雙蹤示波器
signal generating device 信號發生器peak-to-peak output voltage 輸出電壓峰峰值
sine wave 正弦波 triangle wave 三角波 square wave 方波
amplifier 放大器,擴音器 oscillator n 振盪器
feedback n 反饋,回應 phase n 相,階段,狀態
filter n 濾波器,過濾器 rectifier n整流器;糾正者
band-stop filter 帶阻濾波器 band-pass filter 帶通濾波器
decimal adj 十進制的,小數的 hexadecimal adj/n十六進制的
binary adj 二進制的;二元的 octal adj 八進制的
domain n 域;領域 code n代碼,密碼,編碼v編碼
the Fourier transform 傅里葉變換 Fast Fourier Transform 快速傅里葉變換
microcontroller n 微處理器;微控制器
assembly language instrucions n 匯編語言指令
chip n 晶元,碎片 molar adj 模塊化的;模數的
sensor n 感測器 plug vt堵,塞,插上n塞子,插頭,插銷
coaxial adj 同軸的,共軸的 fiber n 光纖
relay contact 繼電接觸器 single instruction programmer 單指令編程器
dedicated manufactures programming unit 專供製造廠用的編程單元
beam n (光線的)束,柱,梁 polarize v(使)偏振,(使)極化
Cathode Ray Tube(CRT) 陰極射線管
neuron n神經元;神經細胞 fuzzy adj 模糊的
Artificial Intelligence Shell 人工智慧外殼程序 Expert Systems 專家系統
Artificial Intelligence 人工智慧 Perceptive Systems 感知系統
neural network 神經網路 fuzzy logic 模糊邏輯 intelligent agent 智能代理
electromagnetic adj 電磁的 coaxial adj 同軸的,共軸的
microwave n 微波 charge v充電,使充電
insulator n 絕緣體,絕緣物 nonconctive adj非導體的,絕緣的
antenna n天線;觸角 modeling n建模,造型
simulation n 模擬;模擬 prototype n 原型
array n 排隊,編隊 vector n 向量,矢量
wavelet n 微波,小浪 sine 正弦 cosine 餘弦
inverse adj倒轉的,反轉的n反面;相反v倒轉
high-performance 高精確性,高性能 two-dimensional 二維的;缺乏深度的
three-dimensional 三維的;立體的;真實的
object-oriented programming面向對象的程序設計 spectral adj 光譜的
attenuation n衰減;變薄;稀釋 distortion n 失真,扭曲,變形
wavelength n 波長 refractive adj 折射的
2. 運動模擬怎麼翻譯成英文
The Application of KINEMATICAL SIMULATION of NC Electrochemical and Mechanical Polishing Surface in Teaching
數控機床電解拋光運動模擬在教學中的應用
MOVEMENT SIMULATION and optimization on lifting mechanism of tipper under virtual environment。
虛擬環境下自專卸車舉升機屬構的運動模擬與優化
MOTION SIMULATION and experiment of a novel molar self-reconfigurable robot.
一種新型模塊化自重構機器人的運動模擬和試驗
請採納
3. 系統模擬 用英文怎麼翻譯
系統模擬
基本翻譯
system simulation
system emulation
網路釋義
系統模擬:systems simulation|system simulation
離散系統模擬語言:discrete system simulation language
精通系統模擬軟體:Master simulation
4. 「模擬」和「模擬「的翻譯有區別嗎 是不是都是simulation
emulate 是計算機軟體專業詞彙,指模擬,而simulation可以是其它領域的模擬,如飛行模擬等。
5. 英語virtual reality課文翻譯
太長了,以下只是原文的八分之一:
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Virtual Reality
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Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, e largely to technical limitations on processing power, image resolution and communication bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time.
Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality, Michael Heim identifies seven different concepts of Virtual Reality: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. The definition still has a certain futuristic romanticism attached. People often identify VR with Head Mounted Displays, Data Suits and Steven King's The Lawnmower Man.
Terminology
The term artificial reality, coined by Myron Krueger, has been in use since the 1970s but the origin of the term virtual reality is uncertain. It has been credited to The Judas Mandala, a 1982 science fiction novel by Damien Broderick, where the context of use is somewhat different from that defined above. The earliest use cited by the Oxford English Dictionary is in a 1987 article entitled "Virtual reality", but the article is not about VR technology. The VR developer Jaron Lanier claims that he coined the term. The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The Lawnmower Man (and others mentioned below), and the VR research boom of the 1990s was motivated in part by the non-fiction book Virtual Reality by Howard Rheingold. The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to what his book The Virtual Community had on virtual community research lines closely related to VR. Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and first published in 2001, explores the term and its history from an avant-garde perspective.
Timeline
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision bbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device, which reportedly still functions today. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy it had to be suspended from the ceiling, and the graphics comprising the virtual environment were simple wireframe model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1977. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs — the researchers actually photographed every possible movement through the city's street grid in both seasons — and the third was a basic 3-D model of the city. In the late 1980s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research (from "Virtual Programming Languages") in 1985, which developed and built some of the seminal "goggles n' gloves" systems of that decade.
Future
It is unclear exactly where the future of virtual reality is heading. In the short run, the graphics displayed in the HMD will soon reach a point of near realism. The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the indivial or a Holophony approach.....
虛擬現實(VR)是一門技術,該技術允許使用者用計算機模擬環境相互作用,無論是一個真實或想像一個。目前大多數虛擬環境根本上就是虛擬體驗,要麼顯示在計算機屏幕上或通過特殊或立體感顯示,只是某些模擬包括另外的感覺信息,例如聲音通過揚聲器或耳機。一些先進、haptic系統現在還包括觸覺信息,通常被認為是力反饋,在醫療和游戲應用。用戶也可以與虛擬的環境或虛擬神器(VA)要麼就是通過使用標準的輸入設備,如鍵盤和滑鼠,或通過多通道的裝置,像是一個有線手套、Polhemus繁榮全方位的膀臂、和跑步機。模擬環境可以類似真實世界,例如,模擬為飛行或格鬥訓練顯著,或它可以不同於現實,如在虛擬游戲中。在實踐中,目前非常的困難,創造一個高度保真虛擬現實經驗,主要由於處理能力的技術限制、圖象解碼和通訊帶寬。然而,預計那些限制最終得到克服,如同處理器,圖象與數據通訊技術變得更加強大並且劃算的。
虛擬現實通常是被用來描述各種類型的應用程序,通常聯系在一起的引人入勝的、高度的視覺,3D環境。CAD軟體的發展,圖形硬體加速、頭安裝顯示,資料庫手套和小型化幫助推廣這一觀點。《形而上學》書中虛擬現實,邁克爾Heim識別7個不同的虛擬現實的概念:模擬、相互作用、人工,浸泡,覺臨場感效果,全身浸、和網路通信。定義仍然有一定的未來派
6. 模擬玩具用英語怎麼說
模擬 [fǎng zhēn]
基本態配翻譯
emulation
to emulate
網路釋義帆爛指
模擬歷鏈:simulation|emulation|emulate
模擬器:emulator|Simulator|HFSS
模擬的:artificial|pickpocket
模擬玩具:The artificial toy