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1.
杨春燕  宾冬梅  黎新 《电信科学》2021,37(2):144-153
提出了一种基于实用拜占庭容错(PBFT)算法的区块链技术,首先对传统的实用拜占庭容错算法原理进行了阐述,该传统算法包含前期、需求、预准备、准备、确认、答复6个阶段,但传统算法具有实时性差、缺乏惩罚机制、带宽高的缺点。针对出现的这些问题,又对传统算法进行了改进,具体涉及记账节点、共识过程以及视图切换过程。通过测试进一步证明了该改进算法的实用性,并将该算法应用于电网企业中,构建的虚拟仓库实现了联储联备,降低了库存资金的耗费,并且提高了电网企业库存管理的效率。  相似文献   
2.
基于“以学生为本”的OBE教育理念,本文对电气人才创新能力培养进行了探索。整个过程将专业课程体系契合学业规划以明确学生学习目标;学生参与理论、实践教学和平台搭建,在夯实其理论知识的同时丰富教学资源;在创新考核中采用“螺旋递进式”的师生互动模式,全程培养学生自主的创新能力。多年实践探索表明学生在课程实践、学科竞赛、论文发表和申报专利等方面的创新能力得到显著提升。  相似文献   
3.
论述了现有配电网自动化系统的基本特征、广义特征及发展中遇到的信息系统悖论问题,分析配电网自动化及其信息系统实施的必要条件,针对重庆城乡"二元化"结构提出因地制宜的实现方式和实用化条件,考虑了网络、设备、通道、投资、客户、运维等多方面因素,旨在基于现有理论和经验分析并避免配电网自动化应用中的典型误区。从自动化及相关系统的实施条件、实现方式和实用化等方面进行深入剖析,以新的角度重新认识配电网自动化,对技术、管理和理念等方面问题逐一解析,力图破解配电网自动化领域的信息系统悖论,最终加快实现配电运维水平大幅度提升。  相似文献   
4.
肖祥高 《纺织报告》2020,(1):108-109
随着社会的不断进步与经济的飞速发展,人们的个性化意识开始觉醒,千篇一律的服装设计无法满足人们的需求。手绘技艺是一门新兴的行业,将手绘与服装设计相结合,能够碰撞出不一样的火花,手绘服装越来越受到消费者的喜爱。同时,在进行服装设计与服装生产教学的过程中,手绘也成为一门必须掌握的基本技能。系统地介绍了手绘技巧和服装制版的基本概念,并通过讨论二者之间的关系,详细分析手绘技巧在服装制版中的实践应用。  相似文献   
5.
As the standard of living constantly improves, and as life expectancy increases in developed countries, the number of adults who want to have a gratifying life increases as well. Furthermore, although the Internet offers a world of potentially rewarding experiences, there is much heterogeneity among older people with respect to those who are able to benefit from its use. To reduce this gap, public access and digital literacy programs have been implemented. The aim of the study was to find out the extent to which these programs moderate the effects of age and socioeconomic status on social access to and use of the Internet in a sample of older users in Spain. Through quota sampling of retired users over 54 years of age in Spain (N = 560), who were regular users of public supports for Internet access, a structural equation modeling and multi-group analysis was conducted. The data showed a staggered association of access indicators (physical access, digital skills and social e-activities) on the social gratifications obtained, as well as the moderating role of institutional supports. This study provides empirical evidence of the ability of public supports to moderate the effect of socioeconomics inequalities on access and social exploitation of the Internet by older people. The findings point to the need to strengthen digital literacy actions, especially in supports that are more sensitive to the effect of age and socio-economic status.  相似文献   
6.
This paper analyzes the problems existing in the teaching of data structure course, and puts forward the reform from the as- pects of strengthening basic programming, visualized explanation of abstract theory, combination of C++, Java programming, ratio- nal use of online platform, and stratification of exercises, aiming at improving students' practical ability, learning interest and self- confidence.  相似文献   
7.
Besides entertainment, games have shown to have the potential to impact a broader variety of cognitive abilities. Research has consistently shown that several aspects in cognition such as visual short-memory, multitasking and spatial skills can be enhanced by game play. In a previous study, it was found that playing Monkey Tales, a game aimed at training arithmetic skills, helped second grade pupils to increase their accuracy in mental calculation as compared to paper exercises. In this follow up study we explore whether traditional methods and game training differ in terms of the cognitive processes that both are able to impact. We incorporated standardized measures of working memory and visuo-motor skills. Additionally, the mathematics game was modified and its contents extracted to allow precise comparison between the gaming and paper exercises condition. Thus each single math exercise, type of question (e.g., multiple choice), quantity and order was perfectly matched in the game training and the traditional training conditions. Gains in arithmetical performance, and self-reported measures of enjoyment were also investigated. We found some evidence suggesting that arithmetic performance enhancement induced by game play and paper exercises differ not only in terms of enjoyment but also of working memory capacity improvements.  相似文献   
8.
随着科学技术水平的不断提高,在学校教育中应用多媒体CAI的现象越来越普遍,并且受到了广大师生的喜爱。在篮球技术教学中,多媒体CAI课件得到了广泛的应用,并且发挥了非常重要的作用,促进了学生篮球技术水平的提高,实现了预期的教学效果。  相似文献   
9.
This systematic review study synthesizes research findings pertaining to the use of augmented reality (AR) in language learning. Published research from 2014 to 2019 has been explored and specific inclusion and exclusion criteria have been applied resulting in 54 relevant publications. Our findings determined: (a) devices and software employed for mastering AR; languages and contexts in which AR had been applied; theoretical perspectives adopted for guiding the use of AR; the number of participants in AR activities and benefits from using AR as an educational tool in the language classroom; (b) alignment of the affordances of Augmented Reality with the KSAVE (Knowledge, Skills, Attitudes, Values, Ethics) 21st-century skills framework; (c) future directions in AR research and practice. The main findings from this review demonstrate the popularity of mobile-based AR for supporting vocabulary (23.9%), reading (12.7%), speaking (9.9%) writing (8.5%) or generic language skills (9.9%). Our findings also uncovered areas that merit future attention in the application of AR in language learning – for instance learning theories were not often considered in the implementation of AR. The study concludes with suggestions for future research especially in the areas of instructional design and user experience.  相似文献   
10.
本文对尘埃粒子计数器粒子浓度示值误差校准结果的计算进行了讨论,并以制药行业中尘埃粒子计数器的使用为例对尘埃粒子计数器校准结果的应用进行了探讨。  相似文献   
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