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Digitization of Pre-election Messages during the 2021 Parliamentary Campaign in Bulgaria 保加利亚2021年议会竞选期间选举前信息的数字化
Neli Velinova, Mariyan Tomov, L. Raycheva, Lora Metanova
The pre-election campaign for the 45th Parliament in Bulgaria on April 4, 2021 was held in social distance and strict observance of anti-epidemic measures against COVID-19. Internet platforms have become increasingly popular channels for politicians to communicate with their constituents. The aim of this study focuses on the dynamics of online pre-election political communication. The object is the specifics of the internet connection be-tween the digital audiences and the MP candidates during the campaign. The subject refers to the digital election messages of the political party leaders in their Facebook profiles. The methodology is an empirical study and compar-ative analysis. The scope includes those political forces, which passed the 4% threshold. The results are indicative to those interested in digital political communication.
4月4日,保加利亚第45届议会选举前竞选活动在保持社会距离的情况下进行,严格遵守了防疫措施。互联网平台已成为政治家与选民沟通的日益流行的渠道。本研究的目的是关注在线选举前政治传播的动态。目标是在竞选期间数字观众和国会议员候选人之间的互联网连接的细节。这个主题指的是政党领导人在Facebook个人资料中的数字选举信息。本文采用实证研究和比较分析相结合的方法。范围包括那些超过4%门槛的政治力量。研究结果对那些对数字政治传播感兴趣的人具有指导意义。
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引用次数: 0
An AI-based Assistance System for Determining the Risk of Disease and for Preventive Measures 基于人工智能的疾病风险判定及预防措施辅助系统
S. Maleki, Nasser Jazdi-Motlagh
Prevention of widespread diseases can make an important contribution to improving the quality of human life. Furthermore, disease prevention can serve to avoid future demands for medical rehabilitation due to demographic change. In this paper, a literature review on the state of the art in disease prevention through machine learning will be presented first. Subsequently, it was concluded that no previous applications have focused on determining the extent of the influencing factors on the risk of disease and thus identifying preventive measures to reduce the risk of disease. To address this research gap, this paper presents a concept for generating a personalized prediction model for a given disease, using machine learning algorithms for the automated analysis of a wide range of input data. To realize this concept, an assistance system is implemented be presented, which includes prediction models for the three diseases cold, hypertension and hypercholesterolemia to determine disease risks and preventive measures. After entering the user's health data, the assistance system determines the risk for each disease and the preventive measures to reduce the disease risks. Thereafter, the evaluation of the assistance system is presented by testing it on 5 people who used it daily for 4 months.
预防广泛传播的疾病可以对提高人类生活质量作出重要贡献。此外,疾病预防可以避免未来由于人口变化对医疗康复的需求。在本文中,将首先介绍通过机器学习预防疾病的最新文献综述。随后得出的结论是,以前的申请没有侧重于确定影响因素对疾病风险的程度,从而确定减少疾病风险的预防措施。为了解决这一研究缺口,本文提出了一种概念,用于为给定疾病生成个性化预测模型,使用机器学习算法对广泛的输入数据进行自动分析。为了实现这一概念,本文提出了一个辅助系统,该系统包括感冒、高血压和高胆固醇血症三种疾病的预测模型,以确定疾病的风险和预防措施。在输入用户的健康数据后,辅助系统确定每种疾病的风险以及降低疾病风险的预防措施。然后,通过对5名每天使用该辅助系统的人进行4个月的测试,对该辅助系统进行了评估。
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引用次数: 0
A Modular Structure to Explore the Interface Design and Interaction Testing Process of Teams 用模块化结构探索团队的界面设计和交互测试过程
B. Memarian, Christos Koulas, Brian Fisher
Interface design and interaction testing is not a completely robust or scientific process. Rather, it is an artful, iterative, social process regulated by inter- or multi-disciplinary design teams. Lamentably, the design trajectory and iterations are often left out or partially communicated in the description of a published design. We offer display design considerations considering AI and propose a modular structure for the interface design and interaction testing process of teams. The key feature of the structure is that it considers display design and display interaction testing and general experimental design and enables teams to transparently communicate how they start, traverse, and end their design cycles. The system can be accessed via an established Industrial Engineering Society on the world wide web. Such a structure would enable studying where innovation and failure happen through iterations of steps taken by different design teams. Subsequently, the information can be used to enrich future research.
界面设计和交互测试并不是一个完全可靠或科学的过程。相反,它是一个巧妙的、迭代的、由跨或多学科设计团队管理的社交过程。遗憾的是,在已发布的设计描述中,设计轨迹和迭代经常被遗漏或部分传达。我们提供了考虑人工智能的显示设计考虑,并提出了团队界面设计和交互测试过程的模块化结构。该结构的关键特征是它考虑了显示设计、显示交互测试和一般实验设计,并使团队能够透明地沟通他们如何开始、遍历和结束他们的设计周期。该系统可以通过一个已建立的工业工程学会在万维网上访问。这样的结构可以通过不同设计团队所采取的步骤的迭代来研究创新和失败发生在哪里。随后,这些信息可以用来丰富未来的研究。
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引用次数: 0
A prospective view of Virtual Education in Autonomous Decentralized Governments: a case study of Honorable Provincial Government of Tungurahua 分权自治政府的虚拟教育展望——以通古拉瓦省政府为例
Galo Robayo-Laz, Janio Jadán-Guerrero -
Governments distribute resources according to their strategic planning to develop studies in a variety of competence areas. Therefore, due to the COVID-19 pan-demic, the need to establish citizen participation processes through training has increased, however it cannot be carried out in a complete face-to-face way due to the pandemic. In this context, the use of innovative technological tools is necessary to establish teaching-learning processes. The Honorable Provincial Government of Tungurahua through its Citizen Training Center has implemented an educational platform to provide training services in order to encourage Tungurahua citizen participation, located in the central region of Ecuador that has nine prov-inces and has a population of 590,600 people. By introducing innovative training processes using technology, this study attempts to solve the need for virtual training and also seeks citizen participation to strengthen and maintain training ser-vices during the pandemic. 422 people participated in this study, of which 67.54% belonged to the female gender and 32.46% to the male gender, from this total 70.14% had university education. In order to collect information about people’s training needs, an online 15 questions survey was conducted. These results made it possible to establish that 90% of the participants have an interest in digital literacy processes as well as in a variety of interesting topics that would allow them to increase their knowledge. Finally, a proposal was designed to implement the virtual environment using Moodle. The online environment was designed be-tween the months of March and September 2020 and allowed the development of ten virtual training processes with the participation of 1,817 people, of which 47% were women and 53% men. In addition, it was found that 74% of the participants were residents and 26% were rural residents. In addition, their age ranged between 18 and 29 years, which represents 76% of the total participants.
各国政府根据其战略规划分配资源,在各种能力领域开展研究。因此,由于新冠肺炎大流行,通过培训建立公民参与流程的必要性增加,但由于大流行,无法以完全面对面的方式进行。在这种情况下,必须使用创新的技术工具来建立教与学的过程。通古拉瓦省政府通过其公民培训中心实施了一个教育平台,提供培训服务,以鼓励通古拉瓦公民参与。通古拉瓦位于厄瓜多尔中部地区,有9个省,人口为59万600人。本研究通过引入利用技术的创新培训过程,试图解决虚拟培训的需求,并寻求公民参与,以加强和维持大流行期间的培训服务。422人参与了本研究,其中67.54%为女性,32.46%为男性,其中70.14%的人受过大学教育。为了收集人们的培训需求信息,我们进行了一项包含15个问题的在线调查。这些结果使我们有可能确定90%的参与者对数字扫盲过程以及各种有趣的话题感兴趣,这些话题可以使他们增加知识。最后,设计了一个使用Moodle实现虚拟环境的方案。在线环境是在2020年3月至9月期间设计的,允许开发10个虚拟培训流程,有1,817人参与,其中47%是女性,53%是男性。此外,研究发现74%的参与者是居民,26%是农村居民。此外,他们的年龄在18到29岁之间,占总参与者的76%。
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引用次数: 0
Comparison of Blockly vs Arduino IDE for programming education using M5Stack Core2 ESP32 IoT Development Kit 使用M5Stack Core2 ESP32物联网开发工具包进行编程教育的Blockly与Arduino IDE的比较
Mario Miranda, José Varela-Aldás, Guillermo Palacios-Navarro
STEAM education promotes programming at all levels of training, being block programming a compatible alternative, including the development of applications with hardware. This paper presents a comparison between Blockly and Arduino IDE in programming the M5Core2 Core2 ESP32 IoT Development Kit for educational purposes. For the study, a program is designed that allows students to read, view a send the data of the inertial sensor integrated in the device. The programming in Blockly is carried out in the UIFLOW application developed for the M5stack cards and the program in Arduino IDE is carried out by installing the necessary libraries for compatibility with this device. The program is evaluated by students of computer science engineering using both programming languages, the participants must answer an acceptance test at the end of the sessions to measure the level of satisfaction with learning. The results show the implementation times of the programs and the scores obtained, determining faster times in the case of Blockly programming and a better acceptance rate that demonstrates the advantages of using this language in programming education.
STEAM教育促进各级培训的编程,使块编程成为兼容的替代方案,包括与硬件开发应用程序。本文介绍了Blockly和Arduino IDE在编程用于教育目的的M5Core2 Core2 ESP32物联网开发工具包方面的比较。在本研究中,设计了一个程序,使学生能够读取、查看和发送集成在设备中的惯性传感器的数据。block中的编程是在为M5stack卡开发的UIFLOW应用程序中进行的,Arduino IDE中的编程是通过安装与该设备兼容的必要库来进行的。该计划由计算机科学工程专业的学生使用两种编程语言进行评估,参与者必须在课程结束时回答接受测试,以衡量对学习的满意度。结果显示了程序的执行时间和获得的分数,在block编程的情况下确定了更快的时间和更好的接受率,这表明了在编程教育中使用这种语言的优势。
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引用次数: 0
Workload Factors in Special Needs Education 特殊需要教育的工作量因素
Johanna Pulkkinen, Virpi Sillanpää
Teachers meet many challenges in their work. Their work is burdensome, with many associated load factors. The article is about the workload factors in special needs teachers’ work. It attempts to find factors of well-being at work that are significant from the point of view of safety, workload and management. The special needs teachers of one Finnish municipality participated in the study. The data for this paper were collected through a well-being survey. Results indicate that the work of special needs teachers is experienced to be mentally and ethically burdensome. Workload factors related to psychosocial risks, possibilities to influence work, and factors related to work community arose to be the most important factors in special needs teachers’ work.
教师在工作中遇到许多挑战。他们的工作是繁重的,有许多相关的负荷因素。本文对特殊需要教师工作中的工作量因素进行了研究。它试图找到从安全、工作量和管理的角度来看很重要的工作幸福感因素。芬兰一个城市的特殊需要教师参与了这项研究。本文的数据是通过幸福感调查收集的。结果表明,特殊需要教师的工作在精神上和伦理上都存在负担。与心理社会风险有关的工作量因素、影响工作的可能性以及与工作社区有关的因素成为特殊需要教师工作中最重要的因素。
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引用次数: 0
Implementation of Lean Manufacturing in the Company Dedicated to the Production of Grains 公司推行精益生产,致力于粮食生产
Thays Arotoma, G. Quispe, Heyul Chavez, Elva Castañeda
The following investigation shows the problems in “Industria Granero del Centro EIRL”, it is a company that is dedicated to the production of grains such as split bean, split wheat, american morón and corn flour. The goal is to improve the production planning and scheduling system and eliminate overproduction and economic losses. VSM (Value Stream Mapping) was used to identify the improvement in the production process. The root causes of the problem were then determined using the Ishikawa diagram. The activities to be carried out are identification of times of each process of the evaluated product, carry out the implementation of the master pro-duction plan, application of Kanban and application of Heijunka for load balancing. The results of this implementation will be visualized through a simulation making use of efficiency, effectiveness, and productivity indicators to meet the objective
下面的调查显示了“Industria Granero del Centro EIRL”的问题,这是一家致力于生产分裂豆,分裂小麦,美国morón和玉米粉等谷物的公司。目标是改善生产计划和调度系统,消除生产过剩和经济损失。价值流图(VSM)用于识别生产过程中的改进。然后使用Ishikawa图确定问题的根本原因。要进行的活动是确定被评估产品的每个过程的时间,进行生产主计划的实施,应用看板和应用Heijunka进行负载平衡。该实现的结果将通过模拟来可视化,利用效率、有效性和生产率指标来实现目标
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引用次数: 0
Design Guidelines for a Gamified Indigenous Knowledge System that Promotes Awareness of Water Resources Issues 促进水资源问题意识的游戏化土著知识系统设计指南
Dumani Kunjuzwa, B. Scholtz, Ifeoluwapo Fashoro
Water shortages are becoming increasingly common and promoting awareness thereof has been proposed as a key strategy for empowering citizens with knowledge relevant to water resource issues. A noticeable gap in the literature is the lack of empirical research on indigenous knowledge systems, particularly relating to promoting awareness of water resource issues. Indigenous knowledge that is incorporated in gamified systems is a solution to sustainability that supports urban water resilience. These systems should include gamification design features that are motivating, engaging, and informing and should be integrated in such a way as to produce transformative tools that support urban water resilience. This paper contributes to the body of knowledge by presenting guidelines for designing a gamified indigenous knowledge system that promotes awareness of water resource issues.
水资源短缺正变得日益普遍,已提议将提高对这一问题的认识作为一项关键战略,使公民掌握与水资源问题有关的知识。文献中一个明显的差距是缺乏对土著知识系统的实证研究,特别是关于促进对水资源问题的认识。融入游戏化系统的本土知识是一种可持续性解决方案,可支持城市的水韧性。这些系统应包括激励、吸引和告知的游戏化设计特征,并应以这样一种方式整合,以产生支持城市水弹性的变革性工具。本文通过提出设计一个游戏化的土著知识系统的指导方针来促进对水资源问题的认识,从而为知识体系做出贡献。
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引用次数: 0
Physical Activity of Brazilian Adults with Visual Impairment: A Descriptive Study 巴西成人视力障碍患者的身体活动:一项描述性研究
Aline Darc Piculo dos Santos, Ana Lya Moya Ferrari, Fausto Orsi Medola, Frode Eika Sandnes, A. Frizera
Physical activity (PA) contributes to a healthy lifestyle, while physical inactivity can be considered a public health concern, especially among adults living with a disability. This study set out to investigate the PA levels of Brazilian adults with visual impairments. Findings suggest that most of the participants met the WHO recommendation and, therefore, were considered physically active. Older adults and adults with obesity had lower levels of moderate intensity PA. Adults with total blindness had lower levels of moderate PA than adults with partial blindness and low vision. In addition, household chores were responsible for the higher levels of moderate intensity PA among women.
身体活动有助于健康的生活方式,而缺乏身体活动可被视为一种公共卫生问题,特别是在残疾成年人中。这项研究旨在调查巴西有视觉障碍的成年人的PA水平。调查结果表明,大多数参与者符合世卫组织的建议,因此被认为是身体活跃的。老年人和肥胖的成年人中强度PA水平较低。完全失明的成年人的中度PA水平低于部分失明和视力低下的成年人。此外,家务劳动是女性较高的中等强度PA水平的原因。
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引用次数: 0
Multimedia tool for the treatment of dyslexia and dyscalculia 多媒体工具治疗阅读障碍和计算障碍
Daniel Ripalda, Mario Piedra, Miguel Cobos
Specific learning disorders constitute a varied group of alterations or difficulties that can cause problems not only at school but throughout life. These disorders can be evidenced, in the first years of schooling, when children present problems in reading, writing, and numerical reasoning. Once the diagnosis is established, the experts develop treatments that generally require specialized teaching materials that, due to the technological gap, are often scarce, expensive, and difficult to access. This study presents the development of the tool GABARATO which in English closest translation is scribbled, based on the analysis of the skills that children with learning disorders have in front of the computer.
特殊学习障碍是一组不同的改变或困难,不仅会在学校,而且会在整个生活中造成问题。在上学的头几年,当孩子们在阅读、写作和数字推理方面出现问题时,这些障碍就可以得到证明。一旦诊断确定,专家们开发的治疗方法通常需要专门的教材,由于技术差距,这些教材往往稀缺、昂贵且难以获得。这项研究展示了GABARATO工具的发展,它在英语中最接近的翻译是潦草的,基于对学习障碍儿童在电脑前的技能的分析。
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引用次数: 0
期刊
Human Systems Engineering and Design (IHSED2021) Future Trends and Applications
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