工业设计毕业论文李四外文翻译

工业设计毕业论文李四外文翻译
工业设计毕业论文李四外文翻译

毕业论文(设计)外文翻译

题目:交互设计是什么?

系部名称:机械工程系专业班级:工设081 学生姓名:** 学号: 2

指导教师:孙东* 教师职称:讲师

2012年4月5日

交互设计是什么?

像电动机械、无线电广播、机构连接、机械部件等,都是相对于电子元件以直接的方式展现。当我们转动拨号盘,我们的指尖和肌肉都会有所感受。自从有了电脑,无论距离有多远,都可以联系在一起。它可以体现在两个方面:一方面,通过键盘就可以在电脑屏幕里输入所想的信息,另一方面,也可以从电脑屏幕中得知外面所发生的一切。所以有了电脑,我们可以更直接的了解讯息。但是我们的物质世界和电脑的虚拟世界相比相差很大。

在这个时期,我们需要一种清晰的思维模式为我们所用,举一个实例,早期使用脚本系统的苹果电脑,有一个很完整的系统模式,就像是堆积起来的卡片:对需要完成的工作都有一个精确地模拟,以及如何计划这个项目的运作。同时,对用户来说就像是在翻阅卡片,可以得到更直观的使用。所以完整的思维模式所起到的作用是显而易见的。但是,由于种种原因这种方式没有使用到更多的应用程序中。

良好的设计系统体现在可以得到有效的反馈,以便知道我们所做的一切都确实做到了。举一个例子,当我们在键盘上输入时,我们做到的不仅仅是字符出现在屏幕上,同时我们也能感觉到键盘的敲打,以及听见键盘所发出的滴答声。早期的时候我经常使用命令处理器去做一些重复的事情,或者做一个键入命令的序列“tetick,tick,tick-tick;tetick,tick,tick-tick.”如果它变成了“tick,tetick,tock”我就知道我做错了。对于我来说,听觉反馈的速度要比视觉反馈的速度快。

仔细查看电脑的每一部分是必不可少的,特别是在屏幕上的一些图标。你需要知道你在哪个界面,在那里你能做些什么,怎样到下一层面,以及怎样返回。麦金塔电脑在这方面具有很好的影响力:菜单在屏幕顶端勾画出所有的可能性,清楚的告诉你怎样进入和提示你将要做什么。

同样重要的就是一致性。在系统中的一个命令应该和系统的其他部分具有同样的效果。举一个例如,不久前,苹果工具之一的第一综合办公程序苹果II,那些“ransom-note”字符在黑色的银幕上只有非常局限的功能。但苹果工具还是一直很优秀的,令人满意的。例如:你能精确地知道你做了什么。一个命令可以在数据库中做完全相同的文字处理,无论你在哪里,退出键都可以带你返回上一层面,你不会迷失和较多的犯错误。与现代“整合”的应用程序相比较,这种形式的一

致性是令人满意的,但也是较难实现的。

当我们与日常生活中的产品交互时,例如一辆汽车,我们不需要花太多的时间去考虑互动,我们应该想一想我们的交互设计,我们想做的事情。直观的交互能减少负担对意识思维的影响,使意识更好的操作于某个系统,让我们把精力集中在我们的目标。一个很好的例子就是夸克软件,可以让你在不知不觉中放大图象,按住两个键并且点击就可以看清你想看的了,这就像是在移动你的目光,你不必再到处寻找正确的工具了。但较多的系统仍然要求保持较高的注意力,就如不称职的老板,时刻把注意力放在我们得工作上。

当我们设计了一个计算机系统或者是设备,我们要设计的不仅仅是它的样子,而是它如何运转,品质如何,以及它们之间的相互作用。这就是交互设计师所应具备的技能,它的部分反映有:当你移动你的鼠标,比如:感觉它迟钝、凛冽或明快?当你操作你的iPod表盘,结合声音和感觉,就像告诉你正在做什么,这些都是微妙和令人满意的。我们可以设计互动的品质,与我们所看到的,我们所听到的,或有相同的感觉的相结合。

但是,互动的品质必须有适当的环境。一个冒险游戏需要一个互动微妙的氛围和有趣的具有挑战性的导航栏,中央控制系统提供了这些品质。

当新技术出现时,我们一般都会想到熟悉的场景。当电影开始的时候,人们会认为它是用摄影机对着戏院舞台,而声音是与之分离的。只到语言的彻底利用,电影独一无二的品质才彰显出来。然而旧的模式从未逝去它的有效性:电影继续使用着戏剧和小说,它们只是增添了新的语言形式。

我认为交互设计与早期的影片有着相似的阶段。到目前为止,我们还没有充分发展语言的交互技术。所以我们仍需要借鉴前面创造的语言模式。因为它可以帮助这些语言进行分类,根据他们的“标准”::一维、平面、立体、四维。

一维包括单词和诗歌。例如:他们在情景的表达中能否精确的运用词汇?这些词汇是否具有连贯性?同时与你所想象的“语气”相比,是否他们有太多的唐突、傲慢,或者不健谈?

二维交互设计的语言可以借用包括绘画、排版、图形和图表。当我们看到一幅画,即使它不是代表性的,但它也不难解释为一个透视空间。我们可以使用这样的成分更深层次的表现当前重要的元素。我们可以用我们熟知的、惯用的技术运用到屏幕的结构中去。同时以时间的不同来区分音色和语言的意义。我们也可

以利用语言的图表和信息的搜集来说明错综复杂的事物,从而让人更好的理解。另一种二维交互设计的语言是运用计算机接口,以图标的形式让事物微小简化,从而阐述一个较大的概念或事物的立场。

三维语言是以物体、雕塑的形式。一个动态的产品设计,是以“产品语义学”探索人们如何理解不同的要素在产品中的表现。如果事情有一个机会,例如,我们知道我们是为了抓住它,或者遇到比它的顶点还要大的基地,经验表明我们应该重力保持基地的下跌。设计师使用这门语言将事情弄清楚,但有时也可以抱有期望,插入一些惊喜与原本的智慧,否侧可能都是平凡无奇的。

第四维度是时间。四维语言包括声音、影视和动画。在20世纪80年代比尔Gaver6设计了优美的音乐界面--无线电声波,提升了苹果桌面:当你丢弃了一个文件夹,它会变成另外一种颜色,同时发出了根据其内存大小声音。这样提供了很好的反馈,不仅听起来很好,而且还适合他们的目的。另一个重要的四维语言是电影:在二十秒一个的电视广告里,就能告诉我们一个复杂的故事,而且内容能被每个人所了解。一个多世纪以来动画的发展较快,他们通过有限的手段表达情节、情感、期望和行动。

我们正在设计一个公众能够理解的丰富的但同时又不同于这些的语言:对话框、图形、印刷和三维形态、音、影视和动画。这使得事情变得困难,因为没有人能流利的掌握这些语言。我们必须联同那些有其他技能和经验的设计师,使交互设计师永远不可能成为一个隐士。

然而,经历二十年多年的绘画到现有的表现语言,我们现在需要发展一个独立的交互语言与智能系统和设备,一个真实的语言计算中心,网络媒介和电信。从感性心理学,我们开始明白在人与设备或系统功能范围内的互动:响应速度,也就是说,一个小范围的交际能力。但是在象征性的水平,情绪,社交能力和文明的意义,我们还没有达到惊人的创新。

本书讲述了一些交互设计师的故事,都是非常有意义和快乐的,然而,重要的是这本书建议我们,要用自己的方式来探索交互设计。

本文摘译自《What Is Interaction Design》

What Is Interaction Design

An electromechanical object, a radio say, links its physical mechanical components to its electronic elements in a fairly direct way.When we turn the dial, our fingertips and muscles can almost “feel” the stations being scanned. With computers, however, the distance between, on one hand, keystrokes and

screen image, and, on the other, what’s happening inside the computer, is usually much less direct. Our physical world and the computer’s virtual world seem miles apart.

In this (historically unprecedented) situation we need a clear mental model of what we’re interacting with. HyperCard,5 for instance, an early scripting system on the Apple, had a very clear mental model, a stack of cards: a precise analogy of what and how the program worked. It was obvious to its users that in effect they were flipping through a stack of cards: everything about the design reinforced this metaphor. Sadly, the same can’t be said of many other applications.

A well-designed system has reassuring feedback, so that we kno w what we’ve done when we’ve done it. On a keyboard, for example, we can tell what we’ve just done because not only do characters appear on the screen but we can the feel the travel of the key itself and hear the little click it makes. Using an early word processor to do something repetitive, I often had to do a sequence of key commands that went “tetick, tick, tick-tick; tetick, tick, tick-tick.” If it went “tick, tetick, tock,” I’d know I’d made a mistake.The aural feedback let me go faster than if I’d re lied just on my eyes.

Navigability is also essential, particularly with things that are primarily on screen. You need to know where you are in the system, what you can do there, where you can go next, and how to get back. The Star and Macintosh interfaces were very influential in this way.The menu at the top of the screen lays out all the possibilities; it’s clear how you access them and what will happen when you do.

Equally crucial is consistency.A certain command in one part of the system should have the same effect in another part. An example, again from some time ago, was Appleworks, one of the first integrated office programs on the Apple II. Those were the days of green “ransom-note” characters on a black screen, and very limited functionality. But Appleworks was beautifully, satisfyingly, consistent.You knew exactly what to do.A command in the database did exactly the same in the word

processor; wherever you were, the escape key took you back up a level.You never got lost and rarely made a mistake. Compare that with modern “integrated” applications. Consistency, like all forms of satisfying simplicity, is very difficult to achieve.

When we interact with everyday artifacts, like a car, we don’t spend too much time thinking about the interaction: we think about where we’re heading and what we want to do. Intuitive interaction minimizes the burden of conscious thought needed to operate the system, leaving us to concentrate on our goals. A good example was Quark Express, which let you almost unconsciously zoom in on your image by holding down two keys and clicking on what you wanted to see better. It was like shifting your gaze: you didn’t have to march off somewhere to find the right tool. But too many systems still keep demanding too much attention, like incompetent bosses, distracting us from getting on with the job.

When we design a computer-based system or device, we’re designing not just what it looks like but how it behaves. We’re designing the quality of how we and it interact.This is the skill of the interaction designer. It’s partly responsiveness: when you move your mouse, for instance, does it feel sluggish, or nippy and sprightly? When you manipulate your iPod dial, the combination of sound and feel, as well as telling you what you’re doing, is subtle and satisfying.We can design those qualities of interaction, relating what we see to what we hear or feel with the same refinement with which typographers adjust the spacing of type, or product designers the radius of a curve.

But the qualities of interaction must be appropriate to the context. An adventure game needs an interaction offering subtlety of atmosphere and intriguingly challenging navigation; central-heating control systems offering these qualities, however, would be as welcome as a fire alarm with a snooze

button.

When new technologies are born, we tend to think of the new in terms of the familiar. When cinema started, people thought of it as pointing a camera at a theater stage, and divided silent films with “chapter headings” as if they we re books. New “languages” eventually emerged that were true to, and fully

exploited, the unique qualities of cinema itself—Eisenstein’s language of montage, for instance. But the old analogies never lose their validity: films continue to use the conventions of the theater and the novel. They are just augmented by the new languages.

I believe that interaction design is still in the equivalent of the early stages of cinema. As yet, we have no fully developed language unique to interactive technology. So we are still drawing on the language of previous creative modes. It may help to categorize these languages according to their “dimensions”: 1-D, 2-D, 3-D, and 4-D.

1-D includes words and poetry. Are the words in a menu the most accurate encapsulations of the action they denote? Are they used consistently? And the “tone of voice” of the dialog boxes in your system: Are they too abrupt and imperious, or too cloyingly conversational?

The 2-D languages that interaction design can borrow from include painting, typography, diagrams, and icons. When we look at a painting, even if it’s not representational, it’s difficult not to interpret it as a perspectival space; we can use such compositional tropes to layer the screen in apparent depth or to foreground its currently most important element.We can use the familiar hierarchical conventions of typography to structure the screen, and our shared sensitivity to minute differences in letter forms to add distinctions of tone and meaning. We can also use the language of diagrams and information graphics to communicate a complexity which can’t be intelligibly rendered in standard text, particularly on a small screen. Another specialist 2-D language, much used in computer interfaces, is of course that of icons: tiny simplified images that stand for a larger idea or a thing.

3-D languages are those of physical, sculptural form. One movement in product design, “product semantics,” explores how people understand what the different elements of a product represent. If something has a handle, for example, we know we are meant to grab it; if something has a base bigger than its apex, our experience of gravity suggests that we should keep the base downward. Designers use this language to make things clear, but sometimes also to play with expectations, inserting an element of surprise and wit in what otherwise might have been mundane.

The fourth dimension is time. The 4-D languages include sound, film, and animation. In the 1980s Bill Gaver6 designed a beautiful sonic interface, the SonicFinder, an augmentation of the Apple Desktop: when you dropped a folder into another folder, it made a sound according to its size: an almost-empty folder went “pink,” a fuller one “plonk.” It gave good feedback,

but the sounds were also poetic and appropriate for their purpose. Another important 4-D language is film: in twenty seconds a TV advertisement can tell a complex story understood by everyone. And animators have been developing their spare language for

more than a century, so that with very limited means they can express plot, emotion, anticipation, and action.

We’re designing for a public that understands the richness of all these different languages: dialog, graphics, typography, 3-D form, sound, film, and animation. This makes things difficult because nobody can be fluent in all these languages.We must collaborate with those who have other skills and experience.An interaction designer can never be a hermit.

However, after twenty years of drawing on existing expressive languages, we now need to develop an independent language of interaction with “smart systems and devices, a language true to the medium of computation, networks, and telecommunications. In terms of perceptual psychology, we’re starting to understand the functional limits of interaction between people and devices or systems: speed of response, say, or the communicative capacity of a small screen. But at the symbolic level of mood and meaning, of sociability and civility, we haven’t quite achieved the breathtaking innovativeness, the subtlet y and intuitive “rightness,” of Eisenstein’s language of montage.

By telling the stories of those who have been committed to making interactive products useful, meaningful and joyful, however, this important book nevertheless suggests that we are on our way.

《What Is Interaction Design》

工业设计专业英语英文翻译

工业设计原著选读 优秀的产品设计 第一个拨号电话1897年由卡罗耳Gantz 第一个拨号电话在1897年被自动电器公司引入,成立于1891年布朗强,一名勘萨斯州承担者。在1889年,相信铃声“中央交换”将转移来电给竞争对手,强发明了被拨号系统控制的自动交换机系统。这个系统在1892年第一次在拉波特完成史端乔系统中被安装。1897年,强的模型电话,然而模型扶轮拨条的位置没有类似于轮齿约170度,以及边缘拨阀瓣。电话,当然是被亚历山大格雷厄姆贝尔(1847—1922)在1876年发明的。第一个商业交换始建于1878(12个使用者),在1879年,多交换机系统由工程师勒罗伊B 菲尔曼发明,使电话取得商业成功,用户在1890年达到250000。 直到1894年,贝尔原批专利过期,贝尔电话公司在市场上有一个虚拟的垄断。他们已经成功侵权投诉反对至少600竞争者。该公司曾在1896年,刚刚在中央交易所推出了电源的“普通电池”制度。在那之前,一个人有手摇电话以提供足够的电力呼叫。一个连接可能仍然只能在给予该人的名义下提出要求达到一个电话接线员。这是强改变的原因。 强很快成为贝尔的强大竞争者。他在1901年引进了一个桌面拨号模型,这个模型在设计方面比贝尔的模型更加清晰。在1902年,他引进了一个带有磁盘拨号的墙面电话,这次与实际指孔,仍然只有170度左右在磁盘周围。到1905年,一个“长距离”手指孔已经被增加了。最后一个强的知名模型是在1907年。强的专利大概过期于1914年,之后他或他的公司再也没有听到过。直到1919年贝尔引进了拨号系统。当他们这样做,在拨号盘的周围手指孔被充分扩展了。 强发明的拨号系统直到1922年进入像纽约一样的大城市才成为主流。但是一旦作为规规范被确立,直到70年代它仍然是主要的电话技术。后按键式拨号在1963年被推出之后,强发明的最初的手指拨号系统作为“旋转的拨号系统”而知名。这是强怎样“让你的手指拨号”的。 埃姆斯椅LCW和DCW 1947 这些带有复合曲线座位,靠背和橡胶防震装置的成型胶合板椅是由查尔斯埃姆斯设计,在赫曼米勒家具公司生产的。 这个原始的概念是被查尔斯埃姆斯(1907—1978)和埃罗沙里宁(1910—1961)在1940年合作构想出来的。在1937年,埃姆斯成为克兰布鲁克学院实验设计部门的领头人,和沙里宁一起工作调查材料和家具。在这些努力下,埃姆斯发明了分成薄片和成型胶合板夹板,被称作埃姆斯夹板,在1941年收到了来自美国海军5000人的订单。查尔斯和他的妻子雷在他们威尼斯,钙的工作室及工厂和埃文斯产品公司的生产厂家一起生产了这批订单。 在1941年现代艺术博物馆,艾略特诺伊斯组织了一场比赛用以发现对现代生活富有想象力的设计师。奖项颁发给了埃姆斯和沙里宁他们的椅子和存储碎片,由包括埃德加考夫曼,大都会艺术博物馆的阿尔弗雷德,艾略特诺伊斯,马尔塞布鲁尔,弗兰克帕里什和建筑师爱德华达雷尔斯通的陪审团裁决。 这些椅子在1946年的现代艺术展览博物馆被展出,查尔斯埃姆斯设计的新的家具。当时,椅子只有三条腿,稳定性问题气馁了大规模生产。 早期的LCW(低木椅)和DWC(就餐木椅)设计有四条木腿在1946年第一次被埃文斯产品公司(埃姆斯的战时雇主)生产出来,被赫曼米勒家具公司分配。这些工具1946年被乔治纳尔逊为赫曼米勒购买,在1949年接手制造权。后来金属脚的愿景在1951年制作,包括LCW(低金属椅)和DWC(就餐金属椅)模型。配套的餐饮和咖啡桌也产生。这条线一直

毕业论文外文翻译模版

吉林化工学院理学院 毕业论文外文翻译English Title(Times New Roman ,三号) 学生学号:08810219 学生姓名:袁庚文 专业班级:信息与计算科学0802 指导教师:赵瑛 职称副教授 起止日期:2012.2.27~2012.3.14 吉林化工学院 Jilin Institute of Chemical Technology

1 外文翻译的基本内容 应选择与本课题密切相关的外文文献(学术期刊网上的),译成中文,与原文装订在一起并独立成册。在毕业答辩前,同论文一起上交。译文字数不应少于3000个汉字。 2 书写规范 2.1 外文翻译的正文格式 正文版心设置为:上边距:3.5厘米,下边距:2.5厘米,左边距:3.5厘米,右边距:2厘米,页眉:2.5厘米,页脚:2厘米。 中文部分正文选用模板中的样式所定义的“正文”,每段落首行缩进2字;或者手动设置成每段落首行缩进2字,字体:宋体,字号:小四,行距:多倍行距1.3,间距:前段、后段均为0行。 这部分工作模板中已经自动设置为缺省值。 2.2标题格式 特别注意:各级标题的具体形式可参照外文原文确定。 1.第一级标题(如:第1章绪论)选用模板中的样式所定义的“标题1”,居左;或者手动设置成字体:黑体,居左,字号:三号,1.5倍行距,段后11磅,段前为11磅。 2.第二级标题(如:1.2 摘要与关键词)选用模板中的样式所定义的“标题2”,居左;或者手动设置成字体:黑体,居左,字号:四号,1.5倍行距,段后为0,段前0.5行。 3.第三级标题(如:1.2.1 摘要)选用模板中的样式所定义的“标题3”,居左;或者手动设置成字体:黑体,居左,字号:小四,1.5倍行距,段后为0,段前0.5行。 标题和后面文字之间空一格(半角)。 3 图表及公式等的格式说明 图表、公式、参考文献等的格式详见《吉林化工学院本科学生毕业设计说明书(论文)撰写规范及标准模版》中相关的说明。

概率论毕业论文外文翻译

Statistical hypothesis testing Adriana Albu,Loredana Ungureanu Politehnica University Timisoara,adrianaa@aut.utt.ro Politehnica University Timisoara,loredanau@aut.utt.ro Abstract In this article,we present a Bayesian statistical hypothesis testing inspection, testing theory and the process Mentioned hypothesis testing in the real world and the importance of, and successful test of the Notes. Key words Bayesian hypothesis testing; Bayesian inference;Test of significance Introduction A statistical hypothesis test is a method of making decisions using data, whether from a controlled experiment or an observational study (not controlled). In statistics, a result is called statistically significant if it is unlikely to have occurred by chance alone, according to a pre-determined threshold probability, the significance level. The phrase "test of significance" was coined by Ronald Fisher: "Critical tests of this kind may be called tests of significance, and when such tests are available we may discover whether a second sample is or is not significantly different from the first."[1] Hypothesis testing is sometimes called confirmatory data analysis, in contrast to exploratory data analysis. In frequency probability,these decisions are almost always made using null-hypothesis tests. These are tests that answer the question Assuming that the null hypothesis is true, what is the probability of observing a value for the test statistic that is at [] least as extreme as the value that was actually observed?) 2 More formally, they represent answers to the question, posed before undertaking an experiment,of what outcomes of the experiment would lead to rejection of the null hypothesis for a pre-specified probability of an incorrect rejection. One use of hypothesis testing is deciding whether experimental results contain enough information to cast doubt on conventional wisdom. Statistical hypothesis testing is a key technique of frequentist statistical inference. The Bayesian approach to hypothesis testing is to base rejection of the hypothesis on the posterior probability.[3][4]Other approaches to reaching a decision based on data are available via decision theory and optimal decisions. The critical region of a hypothesis test is the set of all outcomes which cause the null hypothesis to be rejected in favor of the alternative hypothesis. The critical region is usually denoted by the letter C. One-sample tests are appropriate when a sample is being compared to the population from a hypothesis. The population characteristics are known from theory or are calculated from the population.

工业设计外文翻译

Interaction design Moggridge Bill Interaction design,Page 1-15 USA Art Press, 2008 Interaction design (IxD) is the study of devices with which a user can interact, in particular computer users. The practice typically centers on "embedding information technology into the ambient social complexities of the physical world."[1] It can also apply to other types of non-electronic products and services, and even organizations. Interaction design defines the behavior (the "interaction") of an artifact or system in response to its users. Malcolm McCullough has written, "As a consequence of pervasive computing, interaction design is poised to become one of the main liberal arts of the twenty-first century." Certain basic principles of cognitive psychology provide grounding for interaction design. These include mental models, mapping, interface metaphors, and affordances. Many of these are laid out in Donald Norman's influential book The Psychology of Everyday Things. As technologies are often overly complex for their intended target audience, interaction design aims to minimize the learning curve and to increase accuracy and efficiency of a task without diminishing usefulness. The objective is to reduce frustration and increase user productivity and satisfaction. Interaction design attempts to improve the usability and experience of the product, by first researching and understanding certain users' needs and then designing to meet and exceed them. (Figuring out who needs to use it, and how those people would like to use it.) Only by involving users who will use a product or system on a regular basis will designers be able to properly tailor and maximize usability. Involving real users, designers gain the ability to better understand user goals and experiences. (see also: User-centered design) There are also positive side effects which include enhanced system capability awareness and user ownership. It is important that the user be aware of system capabilities from an early stage so that expectations regarding functionality are both realistic and properly understood. Also, users who have been active participants in a product's development are more likely to feel a sense of ownership, thus increasing overall satisfa. Instructional design is a goal-oriented, user-centric approach to creating training and education software or written materials. Interaction design and instructional design both rely on cognitive psychology theories to focus on how users will interact with software. They both take an in-depth approach to analyzing the user's needs and goals. A needs analysis is often performed in both disciplines. Both, approach the design from the user's perspective. Both, involve gathering feedback from users, and making revisions until the product or service has been found to be effective. (Summative / formative evaluations) In many ways, instructional

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模具毕业设计外文翻译(英文+译文)

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The mold designing and manufacturing The mold is the manufacturing industry important craft foundation, in our country, the mold manufacture belongs to the special purpose equipment manufacturing industry. China although very already starts to make the mold and the use mold, but long-term has not formed the industry. Straight stabs 0 centuries 80's later periods, the Chinese mold industry only then drives into the development speedway. Recent years, not only the state-owned mold enterprise had the very big development, the three investments enterprise, the villages and towns (individual) the mold enterprise's development also rapid quietly. Although the Chinese mold industrial development rapid, but compares with the demand, obviously falls short of demand, its main gap concentrates precisely to, large-scale, is complex, the long life mold domain. As a result of in aspect and so on mold precision, life, manufacture cycle and productivity, China and the international average horizontal and the developed country still had a bigger disparity, therefore, needed massively to import the mold every year . The Chinese mold industry must continue to sharpen the productivity, from now on will have emphatically to the profession internal structure adjustment and the state-of-art enhancement. The structure adjustment aspect, mainly is the enterprise structure to the specialized adjustment, the product structure to center the upscale mold development, to the import and export structure improvement, center the upscale automobile cover mold forming analysis and the structure improvement, the multi-purpose compound mold and the compound processing and the laser technology in the mold design manufacture application, the high-speed cutting, the super finishing and polished the technology, the information direction develops . The recent years, the mold profession structure adjustment and the organizational reform step enlarges, mainly displayed in, large-scale, precise, was complex, the long life, center the upscale mold and the mold standard letter development speed is higher than the common mold product; The plastic mold and the compression casting mold proportion increases; Specialized mold factory quantity and its productivity increase;

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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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