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    • 1. 发明申请
    • Method and apparatus for time-based dc motor commutation
    • 基于时间的直流电机换向的方法和装置
    • US20050212472A1
    • 2005-09-29
    • US10808101
    • 2004-03-24
    • Danny ChapmanThomas FieldsSteven Turney
    • Danny ChapmanThomas FieldsSteven Turney
    • H02P6/14H02P5/06
    • H02P6/14
    • A motor control circuit uses a stored commutation table to effect time-based commutation of a brushless dc motor. Each entry in the commutation table defines a motor winding commutation state, and an exemplary method of open-loop motor control based on the commutation table comprises commutating the motor based on sequentially selecting table entries at a desired selection rate. That is, motor speed is controlled precisely by controlling the sequential selection rate rather than by relying on feedback from the motor. However, motor feedback for closed-loop control may be used in some modes of operation. For example, the method may include closed-loop control or open-loop control depending on the motor speed range, and may transition from closed-loop to open-loop control.
    • 电动机控制电路使用存储的换向表来实现无刷直流电动机的基于时间的换向。 换向表中的每个条目定义了电动机绕组换向状态,并且基于换向表的开环电动机控制的示例性方法包括基于以期望的选择速率顺序地选择表格条目来对电动机进行换向。 也就是说,通过控制顺序选择速度而不是依靠来自电动机的反馈来精确地控制电动机速度。 然而,用于闭环控制的电动机反馈可以在某些操作模式中使用。 例如,该方法可以包括根据电动机速度范围的闭环控制或开环控制,并且可以从闭环转到开环控制。
    • 7. 发明申请
    • DEFINING AN ANIMATION OF A VIRTUAL OBJECT WITHIN A VIRTUAL WORLD
    • 在虚拟世界中定义虚拟对象的动画
    • US20100134501A1
    • 2010-06-03
    • US12544395
    • 2009-08-20
    • Thomas LoweDanny ChapmanTimothy DaoustJames Brewster
    • Thomas LoweDanny ChapmanTimothy DaoustJames Brewster
    • G06T15/70
    • G06T13/40G06T2213/12
    • A method of defining an animation of a virtual object within a virtual world, wherein the animation comprises performing, at each of a series of time points, an update that updates values for object attributes of the virtual object, the method comprising: allowing a user to define the update by specifying, on a user interface, a structure representing the update, wherein the structure comprises a plurality of items and one or more connections between respective items, wherein each item represents a respective operation that may be performed when performing the update and wherein a connection between two items represents that data output by the operation represented by one of those two items is input to the operation represented by the other of those two items; allowing the user to specify that the structure comprises one or more items in a predetermined category, the predetermined category being associated with a predetermined process such that an item belongs to the predetermined category if performing the respective operation represented by that item requires execution of the predetermined process, wherein said predetermined process may be executed at most a predetermined number of times at each time point; and applying one or more rules that (a) restrict how the user may specify the structure to ensure that performing the defined update does not require execution of the predetermined process more than the predetermined number of times, (b) do not require the user to specify that an item in the predetermined category is at a particular location within the structure relative to other items and (c) do not require the user to explicitly specify which operations need to be performed before execution of the predetermined process when performing the update nor which operations need to be performed after execution of the predetermined process when performing the update.
    • 一种在虚拟世界中定义虚拟对象的动画的方法,其中所述动画包括在一系列时间点的每一个处执行更新所述虚拟对象的对象属性的值的更新,所述方法包括:允许用户 通过在用户界面上指定表示更新的结构来定义更新,其中所述结构包括多个项目和各个项目之间的一个或多个连接,其中每个项目表示在执行更新时可以执行的相应操作 并且其中两个项目之间的连接表示通过由这两个项目之一表示的操作输出的数据被输入到由这两个项目中的另一个表示的操作; 允许用户指定该结构包括预定类别中的一个或多个项目,预定类别与预定过程相关联,使得如果执行由该项目表示的相应操作,项目属于预定类别则需要执行预定的 处理,其中所述预定处理可以在每个时间点以最多预定次数执行; 以及应用一个或多个规则,其(a)限制用户如何指定结构以确保执行所定义的更新不需要超过预定次数的执行预定过程,(b)不要求用户 指定预定类别中的项目处于结构内相对于其他项目的特定位置,并且(c)不要求用户明确地指定在执行更新时执行预定过程之前需要执行哪些操作,以及哪些操作 在执行更新时,在执行预定处理之后需要执行操作。
    • 8. 发明授权
    • Defining an animation of a virtual object within a virtual world
    • 在虚拟世界中定义虚拟对象的动画
    • US08730245B2
    • 2014-05-20
    • US12544395
    • 2009-08-20
    • Thomas LoweDanny ChapmanTimothy DaoustJames Brewster
    • Thomas LoweDanny ChapmanTimothy DaoustJames Brewster
    • G06T13/00
    • G06T13/40G06T2213/12
    • In a method of defining an animation of a virtual object, during which values for attributes of the virtual object are updated at each of a series of time points, a user specifies a structure representing the update that includes a plurality of items and one or more connections between respective items. Each item represents a respective operation. Each connection represents that data output by the operation represented by one item is input to the operation represented by the connected item. The user specifies that the structure comprises one or more items in a predetermined category associated with a predetermined process that may be executed at most a predetermined number of times at each time point. An item belongs to the predetermined category if performing the respective operation represented by that item requires execution of the predetermined process. One or more rules are applied.
    • 在定义虚拟对象的动画的方法中,在一系列时间点中的每个虚拟对象的属性值更新期间,用户指定表示包括多个项目和一个或多个项目的更新的结构 各项之间的连接。 每个项目代表相应的操作。 每个连接表示由一个项目表示的操作输出的数据被输入到由连接的项目表示的操作。 用户指定该结构包括与可在每个时间点最多预定次数执行的预定过程相关联的预定类别中的一个或多个项目。 如果执行由该项目表示的相应操作需要执行预定处理,则项目属于预定类别。 应用一个或多个规则。