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2018 International Joint Conference on Information, Media and Engineering (ICIME)最新文献

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Longitudinal Study on Mental Interactions Between Difficult Children and Their Nursery Teacher Based on DUAL Measurements of Finger Pulse Waves 基于手指脉搏波双测量的困难儿童与幼儿园教师心理互动的纵向研究
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00076
J. Tsujino, M. Oyama-Higa, Mitsuko Tanabiki, Hiroshi Kihara
In this study, DUAL measurements of finger pulse waves were taken from three children (Child A, Child B, and Child C) and their nursery teacher longitudinally (when children were 3 years old and 4 years old). Behaviors of difficult children were evaluated and scored by using "Checklist for Difficult Children" (S. Shimano, 2014) [1]. Four subscales of "troubles (anti-social behaviors)," "dissocial behaviors," "autism behaviors," and "hyperactive behaviors" were evaluated with "Checklist for Difficult Children." Three children who exhibited high scores for all four subscales were selected for the study. According to the nursery teacher, Child A was diagnosed with autism spectrum disorder. Child B's mother had an attitude problem in childrearing, so the child was not disciplined by her. And Child C showed signs of attachment disorder. DUAL measurements were taken from Child A, Child B, and Child C, respectively paired with their nursery teacher, to visualize any mental interactions with the teacher.
在这项研究中,对三个孩子(孩子A,孩子B和孩子C)和他们的幼儿园老师(当孩子3岁和4岁时)进行了手指脉搏波的双重测量。使用“困难儿童检查表”(S. Shimano, 2014)[1]对困难儿童的行为进行评估和评分。采用《困难儿童检查表》对“问题(反社会行为)”、“反社会行为”、“自闭行为”和“多动行为”四个分量表进行评估。三个在所有四个分量表中表现出高分的儿童被选为研究对象。据幼儿园老师说,孩子A被诊断为自闭症谱系障碍。孩子B的母亲在育儿方面有态度问题,所以孩子没有受到她的管教。孩子C表现出依恋障碍的迹象。对儿童A、儿童B和儿童C进行双重测量,分别与他们的幼儿园老师配对,以可视化与老师的任何心理互动。
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引用次数: 2
Characteristics and Trends of FD and Educational Information Technology Training in Japanese Universities 日本大学FD与教育信息技术培训的特点与趋势
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00013
Z. Li, Yuan Yuan, F. Zhao, Hai Zhang, Ming Lei
Good educational information technology training is an important guarantee for the development of education. As a developed country of education, Japan has many excellent achievements in the field of faculty development (FD). In order to further improve the development level of faculty development, we put our research attention on characteristics and trends of faculty development in Japanese Universities through reviewing the historical development of Japanese faculty development and by means of literature review. As a result, we made a detailed study on the historical context, characteristics and trend of Japanese faculty development.
良好的教育信息技术培训是教育事业发展的重要保障。日本作为教育发达国家,在教师发展领域取得了许多卓越的成就。为了进一步提高日本大学师资队伍的发展水平,本文通过对日本大学师资队伍发展的历史回顾和文献回顾,对日本大学师资队伍发展的特点和趋势进行了研究。因此,我们对日本教师发展的历史背景、特点和趋势进行了详细的研究。
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引用次数: 0
A Learning Engagement Model of Educational Games Based on Virtual Reality 基于虚拟现实的教育游戏学习参与模型
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00010
Nan Gao, T. Xie, Geping Liu
In recent years, the relationship between engagement and students' learning outcomes has received more and more attention. The research has shown that when educational games are used for learning by students, engagement and motivation of students play an important role in improving learning outcomes. Therefore, the goal of many educational games is to enable learners to actively engage in games. In particular, the application of virtual reality technology can greatly improve the sense of presence and interaction that are deficient in educational games, stimulate learners' interest and enhance their engagement. Although it has been proved that educational games based on virtual reality can effectively improve engagement of learners, there is still no clear guidance on how to design educational games to improve engagement of learners. In order to solve this problem, a literature review is used in this article to systematically analyze how to promote the game engagement. The design model of VR-based educational game engagement is proposed, which attempts to explain how to design virtual reality educational games with more effective and high-level engagement with Usability, Playability and Immersion.
近年来,敬业度与学生学习成果的关系受到越来越多的关注。研究表明,当教育游戏被学生用于学习时,学生的参与和动机在提高学习效果方面起着重要作用。因此,许多教育游戏的目标是让学习者积极参与游戏。尤其是虚拟现实技术的应用,可以极大地改善教育游戏所缺乏的临场感和互动性,激发学习者的兴趣,提高学习者的参与度。虽然已经证明基于虚拟现实的教育游戏可以有效地提高学习者的参与度,但是如何设计教育游戏来提高学习者的参与度,目前还没有明确的指导。为了解决这一问题,本文采用文献综述的方法,系统分析了如何提升游戏用户粘性。提出了基于vr的教育游戏沉浸度设计模型,该模型试图解释如何设计具有可用性、可玩性和沉浸性的更有效和高水平沉浸度的虚拟现实教育游戏。
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引用次数: 3
Research on Emotional Mobilization and Legitimation Strategy of Welfare Crowdfunding for Poverty Alleviation 福利众筹扶贫的情感动员与正当化策略研究
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00033
S. Chen, Weidong Zuo, Y. Hou
The development of Internet technology has brought new opportunities for social welfare organizations to alleviate poverty. By using welfare crowdfunding, social welfare organizations actually initiate and participate in the social movements on the Internet that fight for the rights of the poor. Therefore, this article takes Taobao Crowdfunding platform as example, drawing on Fairclough's discourse analysis framework to analyze the strategy of emotional mobilization and legitimation. This research found that by using crowdfunding platforms, social welfare organizations shape shabby living environment and tragic characters to arouse public sympathy and identity. Meanwhile, social welfare organizations state their identity and social values to earn objectification of legitimacy, and to earn subjectification of legitimacy through critic of relevant issues and relatively independent relationship with the government.
互联网技术的发展为社会福利组织的扶贫工作带来了新的机遇。通过福利众筹,社会福利组织实际上发起并参与了互联网上为穷人争取权利的社会运动。因此,本文以淘宝众筹平台为例,借鉴费尔克劳的话语分析框架,对情感动员与合法化策略进行分析。本研究发现,社会福利组织利用众筹平台,塑造贫困的生存环境和悲剧人物,引起公众的同情和认同。同时,社会福利组织通过陈述自己的身份和社会价值来获得合法性的客体化,并通过对相关问题的批评和与政府相对独立的关系来获得合法性的主体化。
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引用次数: 0
A Method for Ink-Wash Painting Rendering for 3D Scenes 一种3D场景水墨画渲染方法
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00050
Jie Wang, Yinghua Shen, Wanying Ding
This paper implements a method of rendering 3D scenes containing the elements such as mountains, fog atmosphere and water into ink-wash painting style. In our method, we simulated the texture of Xuan paper and Juan by procedure and extracted feature lines from the mountain models based on curvature. We also added fog atmosphere and water wave effects to make a fuller scene. Besides, we used an empirical ink diffusion model with the background texture representing the absorption capacity of the canvas to simulate the diffusion of ink and achieved the whole process of 3D ink-wash rendering. Compared with previous works, we utilized both 3D rendering and 2D image processing knowledge and finally achieved a more complete rendering process automatically transferring the 3D scenes into landscape paintings with better visual effects.
本文实现了一种将包含山、雾、水等元素的三维场景渲染成水墨画风格的方法。在该方法中,我们通过程序模拟宣纸和胡安的纹理,并基于曲率从山模型中提取特征线。我们还添加了雾的气氛和水波的效果,使一个更完整的场景。此外,我们使用经验墨水扩散模型,背景纹理代表画布的吸收能力来模拟墨水的扩散,实现了3D水墨渲染的全过程。与之前的作品相比,我们利用了3D渲染和2D图像处理知识,最终实现了更完整的渲染过程,将3D场景自动转换为视觉效果更好的山水画。
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引用次数: 5
A Consideration of Media Environment Regarding Air Pollution Problems in China: Based on the Content Analysis of the Reports of "People's Daily" from Jan. 1,1970 to Nov. 30,2011 关于中国大气污染问题的媒体环境思考——基于《人民日报》1970年1月1日至2011年11月30日报道内容分析
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00051
Junqing Xu, Yuyu Hu, E. Miyoshi
The problem of PM2.5 in China has become a worldwide issue, and there are many daily reports covering it in many different forms. Actually, in China, air pollution coverage began in the 1970s, while news and features reported about greenhouse gases to particulate matter like PM2.5. By analyzing past coverage, the tendency of media attention and concern about air pollution issues regarding the mainstream consciousness, and the changes in reporting methods can be seen, and impacts on public opinion can also be inferred. In this study, a quantitative content analysis of the articles in the People's Daily newspaper from 1970.1.1 to 2011.11.30 was conducted. Based on the results, through 40 years of coverage, the public awareness of air pollution has taken shape. However, whether a deeper understanding and initiatives to participate have been formed are still problems.
中国的PM2.5问题已经成为一个世界性的问题,每天都有很多不同形式的报道。实际上,在中国,空气污染的报道始于20世纪70年代,当时的新闻和特写报道的是温室气体和PM2.5等颗粒物。通过分析以往的报道,可以看出媒体在主流意识上对空气污染问题的关注和关注的趋势,以及报道方式的变化,并可以推断出对舆论的影响。本研究对《人民日报》1970年1月1日至2011年11月30日的文章进行了定量的内容分析。根据结果,通过40年的覆盖,公众对空气污染的认识已经形成。然而,是否形成了更深层次的认识和参与的积极性仍然是问题。
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引用次数: 3
Research on the Construction of the Attractiveness of Universities WeChat Public Accounts — Taking Communist Youth League Public Platform of Guangxi University as an Example 高校微信公众号吸引力构建研究——以广西大学共青团公众平台为例
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00045
Kai Li, Xin Huang, Xiaoyang He
With the wide usage of the WeChat public platforms, universities have also established their own WeChat public platform to provide information services to teachers and students. The WeChat public account has become a new form of campus media. This study takes the WeChat public platform of Guangxi University Communist Youth League (XDTXXW) as an Example to find the main affecting factors of increasing users of campus WeChat public account and its influence mechanism. Study finds that entertainment and the usefulness of the service are the main factors that increase users to the campus media. Suggestions for the operation of WeChat public account in universities are put forward.
随着微信公众平台的广泛使用,高校也纷纷建立了自己的微信公众平台,为师生提供信息服务。微信公众号已经成为一种新的校园媒体形式。本研究以广西大学共青团微信公众平台(XDTXXW)为例,寻找校园微信公众号用户增加的主要影响因素及其影响机制。研究发现,娱乐性和服务的实用性是校园媒体用户增加的主要因素。对高校微信公众号的运营提出了建议。
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引用次数: 3
Research, Practice and Promotion of Information Technology Standardization in Newspaper Groups 报业集团信息技术标准化的研究、实践与推进
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00017
Chaoyang Wang, M. He
Information technology is not only the direct inducement and enabler, prerequisite and main thrust of media process reengineering, but also the fundamental inducement of media convergence. As the main form of China's media groups, newspaper groups have gradually carried out the practice and discussion of information technology standardization in the face of process reengineering. Starting from the background of media convergence and process reengineering of newspaper groups, this paper analyzes the meaning of information technology standardization, puts forward the information technology standard of newspaper groups, sorts out the research and practical context of domestic and foreign news information standards, and finally puts forward three ways of promoting information technology standards.
信息技术是媒介流程再造的直接诱因和推动者、前提和主力军,也是媒介融合的根本诱因。报业集团作为中国传媒集团的主要形式,面对流程再造,逐步开展了信息技术标准化的实践与探讨。本文从媒介融合和报业集团流程再造的背景出发,分析了信息技术标准化的含义,提出了报业集团信息技术标准,梳理了国内外新闻信息标准的研究与实践脉络,最后提出了推进信息技术标准的三种途径。
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引用次数: 0
The Effect of 3D Electronic Board Game in Enhancing Elementary Students Learning Performance on Human Internal Organ 三维电子桌游对提高小学生人体内脏学习成绩的影响
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00054
Yu-Jie Zheng, I-Ling Cheng, N. Chen
Health and physical education is strongly related to children's lives. The aim of health and physical education is to assist children to develop health and vigor of the mind and body although it is not a major academic discipline as Science, Technology, Engineering, and Mathematics (STEM) in elementary school. This study integrated experiential learning theory into a human body model 3D puzzles game to develop an electronic board game called organ savior game. Also the single-chip computers and sensors were used in organ savior game to provide more immediate and interactive feedback to inspire and engage elementary school students to learn human internal organ knowledge in the health and physical course. The experimental results showed that using organ savior game significantly improved learning achievements. It implies that using electronic board game with immediately and interactive feedback can promote students' learning achievements in learning human internal organ and the health information compare to conventional board game. The main contribution of this study is integrating board game into computer software to enhance students learning effectiveness in the health and physical course.
健康和体育教育与儿童的生活密切相关。健康和体育教育的目的是帮助儿童发展身心健康和活力,尽管它不是小学科学,技术,工程和数学(STEM)的主要学科。本研究将体验学习理论融入人体模型3D解谜游戏中,开发了一款名为“器官拯救游戏”的电子桌游。将单片机和传感器应用于器官拯救游戏中,提供更即时、互动的反馈,激发和吸引小学生在健康与体育课程中学习人体内部器官知识。实验结果表明,使用器官拯救游戏可以显著提高学习成绩。这表明,与传统棋盘游戏相比,使用即时互动反馈的电子棋盘游戏可以提高学生在学习人体内脏和健康信息方面的学习成绩。本研究的主要贡献在于将桌游整合到电脑软体中,以提高学生在健康与体育课程中的学习效能。
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引用次数: 2
Adoption of User-Generated Content Initiatives by Media Organizations 媒体机构采用用户生成内容的措施
Pub Date : 2018-12-01 DOI: 10.1109/ICIME.2018.00032
Han Lv, Zeng Lu, Y. Liu
We are in the times of "participatory media culture". This paper first examines the possibilities by news APPs providing for the user participation. We examine the UGC features presented by nine news APPs, assign variables according to its varying degrees of participation, and present the overall degree of user participation of each news APP. This study also explores the factors behind the adoption of UGC features initiatives in mainstream news organizations, discusses the reasons for the unsatisfactory conditions of user participation in mainstream media journalism practices, and tries to build a whole influencing mechanism of the adoption of UGC initiatives.
我们正处在一个“参与式媒体文化”的时代。本文首先考察了新闻app提供用户参与的可能性。我们考察了9个新闻APP呈现的UGC特征,根据其不同的参与程度分配变量,并给出了每个新闻APP的总体用户参与程度。本研究还探讨了主流新闻机构采用UGC特征举措背后的因素,讨论了主流媒体新闻实践中用户参与状况不理想的原因。并试图建立一个采用UGC倡议的整体影响机制。
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引用次数: 0
期刊
2018 International Joint Conference on Information, Media and Engineering (ICIME)
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