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2007 First IEEE International Symposium on Information Technologies and Applications in Education最新文献

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A New Model of Device Adapting in Mobile Learning 移动学习中设备适应的新模式
Jianhua Wang, Jing Li, Long Zhang, Xiping Duan
The concept of mobile learning is often defined as learning that takes place with the help of mobile devices to access course materials at everywhere and at anytime; however, these devices operate in different ways and have different capabilities, because of these heterogeneous computing platforms, some course materials may not be in a format that different mobile devices would accept. To make course materials available on these mobile devices as well as on desktop systems, this paper develops an intelligent software agent model capable of adapting to the heterogeneous mobile computing environment. The agent can convert the course materials to the desired format automatically. The agent is able to understand mobile client's capabilities.
移动学习的概念通常被定义为在移动设备的帮助下随时随地访问课程材料的学习;然而,这些设备的操作方式和功能不同,由于这些异构计算平台,一些课程材料的格式可能不是不同的移动设备所能接受的。为了使课程资料能够在这些移动设备和桌面系统上使用,本文开发了一种能够适应异构移动计算环境的智能软件代理模型。代理可以自动将课程材料转换成所需的格式。代理能够理解移动客户端的功能。
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引用次数: 0
Particle Swarm Optimization in Nonlinear Systems 非线性系统中的粒子群优化
Xiyu Liu, Jianping Zhang, Hong Liu
Boundary value problems of fourth order appear in beam equilibrium analysis. Most research focus on the existence of positive solutions with the help of nonlinear analysis tools such as topological indices, critical point theory, etc. The PSO is a stochastic optimization technique inspired by the behavior of a flock of birds, and has found successful applications in searching and optimization. Inspired by the randomized searching nature of PSO, and the widely used dynamic niche technology, this paper presents a new technique of finding positive solutions to fourth order boundary value problems. We propose algorithms to get multiple solutions to the problem.
在梁平衡分析中出现了四阶边值问题。大多数研究都是借助拓扑指标、临界点理论等非线性分析工具来研究正解的存在性。粒子群优化算法是一种受鸟群行为启发的随机优化算法,在搜索和优化中得到了成功的应用。摘要利用粒子群算法的随机搜索特性和广泛应用的动态生态位技术,提出了一种求解四阶边值问题正解的新方法。我们提出算法来得到问题的多个解。
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引用次数: 1
A Knowledge-based Model on the Evolution of Dynamic Capabilities 基于知识的动态能力演化模型
Qicheng Lu, Yong Tang
Based on the reviews of dynamics capabilities, and the research on the knowledge constitution of dynamic capabilities, this paper has integrated the views of "content" and "process" about knowledge management. A conception model on knowledge system has been put forward to demonstrate the evolution of dynamic capabilities in the paper. And then the knowledge activities and evolution mechanisms of dynamic capabilities have been analyzed by this model. From the research, it can be concluded that knowledge activities is the foundation of the evolution of dynamic capabilities, and the organizational learning mechanism can guarantee its sustained development.
本文在回顾动态能力的基础上,对动态能力的知识构成进行了研究,整合了知识管理的“内容”观和“过程”观。本文提出了一个知识系统的概念模型来描述动态能力的演化过程。在此基础上,对知识活动和动态能力演化机制进行了分析。研究表明,知识活动是动态能力演化的基础,组织学习机制是动态能力持续发展的保障。
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引用次数: 1
Analysis of Personalized Information Service System for Digital Libraries 数字图书馆个性化信息服务系统分析
L. Qian, Lizhen Liu, Yue Hu
Along with the rapid development of digital library, digital library of the third generation, taking the main characteristics of the personalized service, has already become the mainstream today. This article first analyzes the concept and characteristics of digital library, then elaborates the inevitability of personalized service as well as the necessity of its development and based on the Propose of establishing interested knowledge-base, enumerates several ways of personalized service, at last according to individualized service, this paper proposes the model of "learning-oriented individual digital library" and prospects the trends of digital library.
随着数字图书馆的快速发展,以个性化服务为主要特征的第三代数字图书馆已经成为当今的主流。本文首先分析了数字图书馆的概念和特点,然后阐述了个性化服务的必然性和发展的必要性,在提出建立兴趣知识库的基础上,列举了个性化服务的几种途径,最后根据个性化服务提出了“学习型个性化数字图书馆”的模式,并对数字图书馆的发展趋势进行了展望。
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引用次数: 7
Design and Implementation of a Cooperative Learning System in Web 基于Web的合作学习系统的设计与实现
Wei Zhang, Shaohua Teng, Xiufen Fu, Junhui You
In order to learn the computer course, ire design and implement a Cooperative Learning System in Web, which is composed of two parts: basic knowledge and cooperative learning component. Students can learn cooperatively when needed. This paper takes the Principles of Compiling course as an example. It presents the principle and application of requesting cooperative learning and discussing cooperative learning, and then shows the effects of learning and the further work in the future.
为了学习计算机课程,我们设计并实现了一个基于Web的合作学习系统,该系统由基础知识和合作学习两部分组成。学生可以在需要时进行合作学习。本文以《编译原理》课程为例。介绍了请求合作学习和讨论合作学习的原理和应用,并指出了学习的效果和今后的工作。
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引用次数: 1
A novel anonymous communication strategy based on Structured peer-to-peer overlay networks 一种基于结构化点对点覆盖网络的新型匿名通信策略
Yanhui Wu
Structured peer-to-peer overlay networks provide a self-organizing, scalable and fault tolerant substrate for cooperative peer-to-peer applications. The rerouting-based anonymous communication protocol building on the structured Peer-to-Peer network is put forward in this paper. Resorting to the self-organizing, structured overlay network, the anonymous strategy does not need a administrant node. Because of the opening character of overlay network, the relation on the expected value of rerouting path length and forward probability, and the relation on the degree of anonymity and the number of malicious nodes are analyzed in this paper. Moreover, the probability, which malicious nodes find the initiator, is increasing with the rounds which the initiator builds the rerouting path. The calculation result demonstrates that descending forward probability makes the expected value of rerouting path length decreases distinctly, therefore limits the communication delay.
结构化点对点覆盖网络为协作式点对点应用提供了自组织、可扩展和容错的基础。提出了一种在结构化点对点网络上建立的基于重路由的匿名通信协议。采用自组织、结构化的覆盖网络,匿名策略不需要管理节点。由于覆盖网络的开放性,本文分析了其重路由路径长度期望值与转发概率、匿名度与恶意节点数之间的关系。此外,恶意节点发现发起者的概率随着发起者建立重路由路径的次数增加而增加。计算结果表明,正向概率的减小使得重路由路径长度的期望值明显减小,从而限制了通信延迟。
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引用次数: 0
The Visualization System of Three-Dimensional Data Field in Petroleum Exploration 石油勘探三维数据场可视化系统
Yujie Liu, Xiao-Dong Zhang, Kewen Li
With rapid development of computer science,the visualization technology has been widely used in morden research and teaching. The main purpose of this system is to handle geological data integratedly to structure an actual reservior visualization system which can be used in the teaching of the petroleum courses. As a multimedia tool, it shows the basic geological structure of reservior with applied interactive ways. This system mainly achieves geological stratum model based on which it achieves geological body by sewing strata and anatomy of geological body..
随着计算机科学的飞速发展,可视化技术在现代研究和教学中得到了广泛的应用。该系统的主要目的是对地质数据进行综合处理,构建一个可用于石油课程教学的实际储层可视化系统。作为一种多媒体工具,它以应用交互的方式展示了储层的基本地质构造。该系统主要实现地层模型的建立,并在此基础上通过地层缝合和地质体解剖实现地质体的建立。
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引用次数: 0
Building Knowledge Map to Improve Education Pattern 构建知识图谱,改进教育模式
Moji Wei, Jie Chen
Focusing on all-around development, the modern education system accelerates the economic growth by providing the talents for society, however, the current education system cannot help learners to choose the most suitable specialty according to his or her own character. This paper analyses the current education pattern as well as the functions of knowledge map through which constructs the talents map, finally it puts forward a specialty-choosing model based on the talents map.
现代教育体系注重人的全面发展,通过为社会提供人才来促进经济的增长,但是现行的教育体系并不能帮助学习者根据自己的性格选择最适合自己的专业。本文分析了我国目前的人才培养模式,并通过知识地图的作用构建了人才地图,最后提出了基于人才地图的专业选择模型。
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引用次数: 0
A Survey on Mobile Games Usage among the Institute of Higher Learning (IHL) Students in Malaysia 马来西亚高等教育学院(IHL)学生手机游戏使用情况调查
H.A. Hashim, S. H. Ab. Hamid, W.A. Wan Rozali
The emerging of mobile games invites many researchers from all around the world to continue the studies related to this field. As in many countries especially Japan and Korea, mobile game is getting more attention from digital gamers as one of the most preferable type of digital games. One good reason that contributes to the success of mobile game is because of its mobility, which means gamers can play games at anytime and anywhere they wish for. In this paper, ire examine the usage of mobile game compared to other type of digital game such as console or arcade game in Malaysia. We also perform a series of analysis regarding to student preferences in every situation before a paradigm shifts from console or arcade game to mobile game. A survey on user preferences among students of Institute of Higher Learning (IHL) has been done to gather useful information and relevant data to support this paper. The survey showed that an overwhelming majority (60%) of the respondents prefer to play game in mobile phone. The questionnaire survey is part of an ongoing research study titled Mobile-Based Mental Skill Game Technology for Programming Course sponsored by Ministry of Science, Technology and Innovation (MOSTT). The data that have been gathered from the survey were analyzed using statistical package for social science (SPSS), Release 13.0.0, to investigate the number and percentage of students that use mobile game.
手机游戏的兴起吸引了世界各地的研究者继续对这一领域的研究。在许多国家,尤其是日本和韩国,手机游戏越来越受到数字玩家的关注,成为最受欢迎的数字游戏类型之一。手机游戏成功的一个重要原因是它的移动性,这意味着玩家可以随时随地玩游戏。在本文中,我们将研究马来西亚手机游戏与其他类型的数字游戏(如游戏机或街机游戏)的使用情况。在从主机或街机游戏转向手机游戏之前,我们还针对学生在各种情况下的偏好进行了一系列分析。为了收集有用的信息和相关数据来支持本文的研究,我们对高等院校学生的使用偏好进行了调查。调查显示,绝大多数(60%)的受访者更喜欢在手机上玩游戏。这项问卷调查是由科技部(MOSTT)赞助的一项正在进行的名为“基于手机的心理技能游戏技术编程课程”的研究的一部分。我们使用SPSS 13.0.0版本对调查收集到的数据进行分析,以调查使用手机游戏的学生数量和百分比。
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引用次数: 17
IDD Personalization Framework for e-Learning 面向电子学习的IDD个性化框架
L. Y. Por
This paper focuses on the development of an IDD personalization framework for personalizing an E-Learning System. The paper begins with a problem domain together with a brief description of e-learning systems and its diffusion in the present day educational system based on the proposed learning approach model. The paper then concentrates on the method of identification questions into different level of difficulties and applies the categorized questions into the IDD model. The design of the IDD model will be revised and discussed together with the personalized learning assessment module via IDR table before a conclusion and future enhancement are presented.
本文的重点是开发一个用于个性化电子学习系统的IDD个性化框架。本文首先从问题域入手,简要介绍了基于所提出的学习方法模型的电子学习系统及其在当今教育系统中的应用。然后重点研究了将问题划分为不同难度等级的方法,并将分类后的问题应用到IDD模型中。通过IDR表对IDD模型的设计进行修改,并与个性化学习评估模块一起进行讨论,然后给出结论和未来的改进。
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引用次数: 1
期刊
2007 First IEEE International Symposium on Information Technologies and Applications in Education
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