共查询到10条相似文献,搜索用时 203 毫秒
1.
The Architecture-Engineering-Construction (AEC) industry has been slow in turning the potential of Information and Communication Technologies into greater efficiency and productivity. This is a phenomenon which can be observed in many countries, and in Denmark this issue has been recognized as a major problem for the further development of the AEC industry. The public-private and nationally funded R&D program ‘Digital Construction’ was initiated in 2003 to establish a common platform for exchanging digital information and stimulating digital integration in the Danish AEC industry. This paper reports on the lessons learned from developing strategies, demands and guidelines in the ‘Digital Construction’ program and from adapting one of its ‘digital foundations’, the ‘3D Working Method’, to the design process of the large-scale building project ‘The Icelandic National Concert and Conference Centre’. The explorations are based on a process evaluation of the R&D program and a qualitative case study of the building project. The paper reports on identified factors enabling or hindering the adaptation, as well as on the benefits and challenges experienced from using and exchanging 3D object models according to the ‘3D Working Method’. The paper concludes that the adaptation has been successful due to the initial ambitions of the project actors. Nevertheless, there are still many challenges to be overcome. The findings indicate that the introduction of the ‘3D Working Method’ to the real-life project depended on the success of balancing an array of the factors identified across the R&D program and the different levels within the building project. Three especially crucial balancing acts are explored; first, the power of the ‘implementer’ versus the expected risk and benefits of implementation, second, the strategies and guidelines within the program versus the resources for learning and the organizational traditions for using digital tools, and third, the level of ambition versus the skills of the users and the potential of the technology to address real-life practice. Mastering these balancing acts requires a broad understanding of both the project and its context. The findings from qualitative and holistic studies as presented in this paper are valuable for building such understanding, and for further learning and improvement regarding strategies for integrating ICT in architectural and engineering practice. 相似文献
2.
Digital games appear to motivate players intrinsically. Of various game features, fantasy in particularly plays a crucial role in enhancing motivation and is a key factor in immersion in gameplay. As with its inherent value, fantasy also plays a vital role in distinguishing digital games itself from other media. Despite its significance, fantasy has received little attention, and this concept is still ambiguous to define with any certainty. This study thus aims to create a framework to explore a dimension of fantasy and to develop a scale to measure a state of fantasy in digital games. As a result, four factors were extracted, which were ‘identification’, ‘imagination’, ‘analogy’, and ‘satisfaction’, to account for fantasy state in digital gameplay. Based on these factors, a fantasy scale in digital games (FSDGs) included 16 items was developed. 相似文献
3.
This study examined the question, ‘What is the impact of a digital math intervention on secondary ELL students’ mathematical capabilities and perceptions of their future possibilities?’ The hypothesis was that through its direct effect on increasing students’ math ability and its indirect effect on increasing students’ perceived math self-efficacy, the digital intervention affects students’ perceptions of their functionings and future possibilities. A path analysis, with qualitative data nested into the design, was used to analyze the conceptualized relationships. The study was conducted with 50 ninth-and-10th-grade Hispanic students in a Colorado high school, over 6 months. The primary finding was that through its direct effect on increasing students’ math ability and its indirect effect on increasing students’ perceived math self-efficacy, the digital intervention improved students’ perceptions of their functionings and future possibilities. What this study specifically underscores is the importance of taking a coherent and purposeful approach toward the design of digital student-directed educational technology, especially for ELL students who may have specific learning needs. 相似文献
4.
A new efficient optimization method, called ‘Teaching–Learning-Based Optimization (TLBO)’, is proposed in this paper for the optimization of mechanical design problems. This method works on the effect of influence of a teacher on learners. Like other nature-inspired algorithms, TLBO is also a population-based method and uses a population of solutions to proceed to the global solution. The population is considered as a group of learners or a class of learners. The process of TLBO is divided into two parts: the first part consists of the ‘Teacher Phase’ and the second part consists of the ‘Learner Phase’. ‘Teacher Phase’ means learning from the teacher and ‘Learner Phase’ means learning by the interaction between learners. The basic philosophy of the TLBO method is explained in detail. To check the effectiveness of the method it is tested on five different constrained benchmark test functions with different characteristics, four different benchmark mechanical design problems and six mechanical design optimization problems which have real world applications. The effectiveness of the TLBO method is compared with the other population-based optimization algorithms based on the best solution, average solution, convergence rate and computational effort. Results show that TLBO is more effective and efficient than the other optimization methods for the mechanical design optimization problems considered. This novel optimization method can be easily extended to other engineering design optimization problems. 相似文献
5.
The UK Government strategy for aging in the 21st Century challenges conceptions of older people as passive recipients of care and promotes their engagement as active citizens. The strategy includes a commitment to test services which embody these principles with a range of innovative pilot projects. This paper summarises research on older people’s information needs and use which informed the design for one of these projects, Leeds Link-Age Plus. The research explored the complex circumstances around which older people access and use social and community information – a topic that has received limited attention in the literature. The paper is novel in considering how the use of informal networks for securing information, advice and advocacy can be supported by technology literate mediators, who may be older people, located within local community or voluntary organisations. Emphasising the mediator in design facilitates social contacts, directly addresses issues of trust and can reduce the chance of causing distress dealing with complex information. A model is suggested for using emerging technology to introduce new ways in which information for older adults can be improved by digital ‘circles of support’ – a form of social network where mediators collaborate to create and share self-authored content. 相似文献
6.
Derek N. Mueller Author Vitae 《Computers and Composition》2009,26(4):240-250
This article offers a theoretical framework for ‘digital underlife’: the distal and potentially transgressive discursive activities proliferated by emerging technologies. Digital underlife is an adaptation of sociologist Erving Goffman's concept of underlife, which figured centrally in Robert Brooke's well-known study of writing activity in 1988. As emerging digital technologies fray the communicative bounds of traditional sites for teaching and learning, such as the classroom and the conference hall, we are confronted anew with a complex array of possibilities for giving and getting attention. Drawing on the work of Charles Moran and Richard Lanham, this article calls for a more receptive disposition toward the productive dimensions of digital underlife. The article promotes a stance that imagines productive digital underlife to be intrinsic to curricula that combine digital writing activity and rhetorical education, rather than short-selling digital underlife as mere distraction, as an impediment to learning, or worse, attempting to banish it altogether. 相似文献
7.
In many three-dimensional imaging applications, the three-dimensional space is represented by an array of cubical volume elements (voxels) and a subset of the voxels is specified by some property. Objects in the scene are then recognised by being components of the specified set and individual boundaries are recognised as sets of voxel faces separating objects from components in the complement of the specified set. This paper deals with the problem of algorithmic tracking of such a boundary specified by one of the voxel faces lying in it. The paper is expository in that all ideas are carefully motivated and introduced. Its original contribution is the investigation of the question of whether the use of a queue (of loose ends in the tracking process which are to be picked up again to complete the tracking) is necessary for an algorithmic tracker of boundaries in three-dimensional space. Such a queue is not needed for two-dimensional boundary tracking, but published three-dimensional boundary trackers all make use of such a thing. We prove that this is not accidental: under some mild assumptions, a boundary tracker without a queue will fail its task on some three-dimensional boundaries. 相似文献
8.
This article deals with how school subjects’ paradigms, i.e. the established content of the teaching and the way in which the teaching is traditionally organised, are influenced when digital media are becoming increasingly common in educational contexts. The study is based on interviews in so-called focus groups with teachers of different school subjects in a Swedish lower secondary school about issues concerning how much they use media and ICT in their teaching and how they think this affects the content of their subject, relations in the classroom, working methods and the role of the teacher. The theoretical point of departure is Basil Bernstein’s concepts of ‘recontextualisation’, ‘framing’, ‘classification’, and ‘the sacred and the profane’. The study shows that the teachers in the lower secondary school where the investigation was conducted use so-called new media to a relatively limited extent but that they are ready to develop their use if resources are made available. They also think that the content, working methods, relations and the role of the teacher are changing, usually for the better. Drawing on Durkheim’s concepts of ‘the sacred’ and ‘the profane’ it appears in this study that the sacred in schools is often associated with the physical and practical. 相似文献
9.
A part is primarily characterized by its ‘function(s)’. The function of the part is achieved through its ‘interactions’ with other parts in an assembly under a set of operating conditions. These ‘interactions’ constitute the ‘behavior’ of the part. The ‘part behavior’ is achieved through a set of spatial and design functional relationships between the interacting surfaces of the parts. The set of spatial and design functional relationships for a part constitutes the Part Function Model (PFM) of that part. In this paper, the nature and role of part ‘functions’ and ‘behaviors’ have been studied in the context of a product design system. The paper addresses the following issues: (i) relationship between function, behavior, and geometry of a part; (ii) importance of ‘part behavior’ over ‘part function’, and development of a ‘part behavior’ model; (iii) methodology for transforming the part behaviors into the PFM model of the part; (iv) product model framework for storing the PFM model information with an Object Oriented Programming (OOP) based CAD system (Concentra's Concept Modeller); (v) importance of the PFM model within the product development process; and (vi) application of the PFM model for generating various product specifications of the part. The prototype implementation of a Functional Design System for transforming part behaviors into different types of part specifications has also been presented in this paper. 相似文献
10.
Bram Pynoo Jo Tondeur Johan van BraakWouter Duyck Bart SijnavePhilippe Duyck 《Computers & Education》2012,58(4):1308-1317
In this study, teachers' acceptance and use of an educational portal is assessed based on data from two sources: usage data (number of logins, downloads, uploads, reactions and pages viewed) and an online acceptance questionnaire. The usage data is extracted on two occasions from the portal's database: at survey completion (T1) and twenty-two months later (T2). Framework for this study is C-TAM-TPB (Combined Technology Acceptance Model and Theory of Planned Behavior). 919 usable responses from teachers are obtained. Based on the observed use data at T1, four types of portal users are distinguished: ‘new’ (N = 37), ‘light’ (N = 641), ‘medium’ (N = 201), and ‘heavy’ (N = 40). Path analyses show that all predictor variables in C-TAM-TPB influence teachers' portal acceptance, but their significance level varies depending on the user type. The strongest predictors of behavioral intention to use the portal are attitude (‘new’) and perceived usefulness (‘light’, ‘medium’ and ‘heavy’), with variance explained ranging from .39 (‘medium’) to .71 (‘heavy’). The observed use data show that the portal is primarily used to search for and download material, rather than for sharing material or information. The use data at T2 show that teachers become more efficient in their search behavior and that the majority of the teachers use the portal more frequently. Guidelines are proposed to policymakers and school boards aiming to introduce a similar technology to teachers. 相似文献