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International Journal of Digital Content Technology and Its Applications最新文献

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The Application of DEA Model in the Assessment of Integrated Management Information System DEA模型在综合管理信息系统评价中的应用
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.87
Yikun Su, Jing-Sheng Xue, Jing Zhang
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引用次数: 0
Sparse Reconstruction via Gradient Restoration for Magnetic Resonance Images 基于梯度恢复的磁共振图像稀疏重建
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.44
Yu Lu, Huahua Chen, Xiaorong Xu
Sparse Reconstruction based on the theory of compressed sensing is one of hot topics in image processing, especially for the magnetic resonance image because of its inherent features of sparsity and compressibility. A novel reconstruction method via the gradient restoration for magnetic resonance images is proposed in this paper. The restoration of image gradient is firstly handled by the convex optimization. Then the resulting image gradient is used to convert the image reconstruction into the Poisson equation, which is solved by the matrix calculation using the discrete cosine transform. The experimental results show that the proposed method obtains better subjective effects as well as higher peak signal noise rate in terms of objective evaluation, which is compared to the method of nonlinear conjugate gradient for the 1 l -TV regularization.
基于压缩感知理论的稀疏重建是图像处理领域的研究热点之一,尤其是磁共振图像,由于其固有的稀疏性和可压缩性。提出了一种基于梯度恢复的磁共振图像重建方法。首先用凸优化方法处理图像梯度的恢复。然后利用得到的图像梯度将图像重构转化为泊松方程,利用离散余弦变换的矩阵计算求解泊松方程。实验结果表明,与非线性共轭梯度法进行1l -TV正则化相比,该方法具有更好的主观效果和更高的客观评价峰值信噪比。
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引用次数: 0
Research on Vulnerability and Emergency Management Availability of Critical Infrastructure 关键基础设施脆弱性与应急管理可用性研究
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.81
Jingxin Shi, HongJun Liu, Xishuang Han, Xiangyang Li, X. Xue
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引用次数: 0
EEMD and THT Based Gearbox Fault Detection and Diagnosis 基于EEMD和THT的齿轮箱故障检测与诊断
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.25
Hui Li
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引用次数: 1
Research on Performance Evaluation of Reconstruction Projects in Earthquake-stricken Area by Using FAHP-Example for 5.12 Wenchuan in China 基于fahp的地震灾区重建项目绩效评价研究——以5.12汶川地震为例
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.93
Jin Xu, Xiaolu Yin, Yang Yang, W. Zhong
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引用次数: 0
An Improved Tracking Algorithm of Floc Based on Particle Filter 一种改进的基于粒子滤波的絮团跟踪算法
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.10
Xie Xin, Huiping Li, Fengping Hu, Li Bo
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引用次数: 1
Research on Data Processing Technology Based on the Middleware of the IoT 基于物联网中间件的数据处理技术研究
Pub Date : 2013-04-30 DOI: 10.4156/jdcta.vol7.issue8.59
Liu Bingwu, H. Kun, L. Juntao, Chen Xiaolin
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引用次数: 0
University English Writing Teaching Based on Multimodal Discourse Analysis and Multimedia Technology 基于多模态语篇分析和多媒体技术的大学英语写作教学
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.48
W. Linglin
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引用次数: 0
IT Integration of Enterprise Internal Control and Management Information System 企业内部控制与管理信息系统的IT集成
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.74
Xu Xibing, Xu Shaobing
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引用次数: 0
Game-Based Learning Technology:The successful implementation of student-centered education 游戏学习技术:成功实施以学生为中心的教育
Pub Date : 2013-04-30 DOI: 10.4156/JDCTA.VOL7.ISSUE8.26
Settachai Chaisanit, Uthairatt Phangphol, S. Suksakulchai
This paper practically reviewed on game-based learning system and its improvement of selfefficacy for student’s learning in student-centered education. The game-based learning is combined with educational and information technology. From the present academic carried on, the game-based learning is getting more attention. In game-based learning, the course content is mapped into the game to provide a scenario environment of learning, the repeated self-learning, the ongoing interaction and feedback which can increase the learning interest and motivation. Hence, game-based learning could reach the goal of learning effectively. For evaluating the learning effects, this paper reviewed on the involved researches that can present the difference in learning achievement between the traditional and student-centered education (using game-based learning’s tool). The advantage/disadvantage of game-based learning on student-centered education is examined. The results show that the learning motivations of students have significant impact on the learning achievement, and the learning achievements of students with game-based learning are better than those who use the traditional faceto-face teaching. The results could provide the related educators as references.
本文对以学生为中心的教育中基于游戏的学习系统及其对学生学习自我效能感的提高进行了实证研究。以游戏为基础的学习与教育和信息技术相结合。从目前的学术研究来看,基于游戏的学习越来越受到重视。在基于游戏的学习中,课程内容被映射到游戏中,提供了一个学习的场景环境,反复的自我学习,持续的互动和反馈,可以增加学习的兴趣和动力。因此,基于游戏的学习可以达到有效学习的目的。为了评价学生的学习效果,本文回顾了传统教育与以学生为中心的教育(使用游戏学习工具)在学习成果上的差异。考察了游戏学习在以学生为中心的教育中的利与弊。结果表明,学生的学习动机对学习成绩有显著影响,采用游戏学习的学生的学习成绩优于采用传统面对面教学的学生。研究结果可供相关教育工作者参考。
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引用次数: 2
期刊
International Journal of Digital Content Technology and Its Applications
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