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This study investigated the association between trust in individuals, social institutions and online trust on the disclosure of personal identifiable information online. Using the Internet attributes approach that argues that some structural characteristics of the Internet such as lack of social cues and controllability are conducive to a disinhibitive behavior it was expected that face to face trust and online trust will not be associated. In addition, it was expected that from the three components of trust, online trust only will be associated with the disclosure of identifiable personal information online. A secondary analysis of the 2009 Pew and American Life of Internet users (n = 1698) survey was conducted. In contrast with the Internet attribute approach the effect of trust in individuals and institutions was indirectly associated with the disclosure of identifiable information online. Trust in individuals and institutions were found to be associated with online trust. However, online trust only, was found to be associated with the disclosure of personal identifiable information. While trust online encourages the disclosure of identifiable information, perception of privacy risks predicted refraining from posting identifiable information online. The results show a complex picture of the association of offline and online characteristics on online behavior. 相似文献
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18年前,倾盆坠落的流星雨席卷了亚洲地区,整片大陆进入了非常戒备状态。16年后,具有国家性规模和影响力的Saint财团建立了四个特殊教育机关,分别是:“圣文学院”、“玄岩学院”、“凤凰学院”、“号令学院”。四个学院从各个地区、各个学校选拔出运动特技天才, 相似文献
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大势所趋,明年的主流网游产品将是画面表现和代入感觉更加逼真的全3D游戏!《天堂Ⅱ》、《WOW》等一批高水平3D游戏即将登陆中国大陆这块网游热土。国产游戏在积攒、追赶了几个年头之后,终于拿出了一款同等重量级的作品,那就是目标软件的《傲世online》。仅仅是放出了几张场景截图,其完美的画面质量便引起了玩家的高度关注和热情 相似文献
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说起热门电视剧改编网络游戏,相信许多朋友都不会感到陌生,不过若是说起将《还珠格格》改编成一款MMORPG游戏,那么足够震惊许多人了。作为一部言情作品,无论是剧情还是人物设定,《还珠格格》的内容都实在不足以撑起一款网络游戏。但是,作为一部红遍大江南北十几年的剧集,游戏制作者还是可以通过剑走偏锋的方式,获得其他游戏无法企及的成功。 相似文献
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Xiuxian Li 《控制理论与应用》2021,38(1):153-156
Online optimization has received numerous attention in recent two decades, mostly inspired by its potential applications to auctions, smart grids, portfolio management, dictionary learning, neural networks, and so on. Generally, online optimization is a sequence of decision making processes, where a sequence of time-varying loss functions are gradually revealed in a dynamic environment which may be adversarial. At each time instant, the loss function information at current time is revealed to the decision maker only after her/his decision is made. The objective of online optimization is to choose the best decision at each time step as far as possible, but unfortunately, this goal is generally diffcult or impossible to achieve. As such, to measure the performance for an algorithm, two metrics are usually exploited, i.e., regret and competitive ratio, for which the former one is leveraged more frequently in the literature. Moreover, two kinds of regrets, i.e., static and dynamic regrets, are usually considered by researchers, where the static regret is to compare the performance with a cumulative loss with respect to the same best decision through all the time horizons, while the dynamic regret is with respect to the best decision at each time instant. More recently, another regret, called adaptive regret , has been proposed and investigated as a suitable metric for changing environments, as dynamic regret does.
Historically, centralized online optimization is first addressed, that is, there is a centralized decision maker who can access all the information on the revealed loss function at each time. Along this line, a wide range of results have thus far been reported in the literature. For example, online optimization was studied subject to feasible set constraints, where it has been shown that the optimal bound is O( √ T) for static regret.... 相似文献
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The supremacy of online white supremacists – an analysis of online discussions by white supremacists
A content analysis was conducted on five different white supremacist online forums to observe the discourse and types of activities occurring within. In addition, web link analysis was conducted on the forums to identify the presence of external links being posted and discussed by members. We found that members used the forums primarily for information provision, recruitment and networking. Based on these results, we discuss the implications that online hate speech have within offline settings, and the affects these activities have on Canadian citizens in light of the recent repeal of section 13 of the Canadian Human Rights Act (1985), the primary tool in Canada with which to deal with hate speech and other activities observed. The insights extracted from this research have provided novel insight into the sentiments and activities of the white supremacist movement online, a relatively unexplored venue of hate speech and propaganda online. 相似文献
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一、引言 联机应用开发系统(Application DevelopmentSysem/online)简称ADS/online是美国Cullinet软件公司1983年推出的,是开发应用软件的有效工具。ADS/online建立在该公司研制的数据库管理系统IDMS(Integrated DataManagement System)基础上,所以使应用开 相似文献
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如果你是一个武侠游戏迷,那么一定不会忘记在《武林群侠传》中经历的酸甜苦辣,更不会忘记那个闯荡江湖的小虾米东方未明。不用再怀念了,因为一个新的奇迹即将诞生。在经典单机游戏改编网络游戏盛行的今天,中华网龙也带来了全新的《武林群侠传online》。网络游戏特性决定了它不可能照抄单机游戏中的元素。那么《武林群侠传online》又会带来哪些精彩呢? 相似文献
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1.合击过于强大这使得本应该充满策略的回合制战斗变得索然无味,玩家一味地追求合击,而“谁打最后一下拿经验”的不合理设定也使敏差大的游戏角色间的组队、练级变得没有任何意义,速度只会更慢,而且还要和队友抢经验值,这在一定程度上限制了玩家间的合作与交流。值得庆幸的是,以上的情况一般只在练级过程中出现,PK和做任务、打BOSS还是充满了趣味性的。2.经济系统配备不完善《吞食天地online》(以下简称TS)中玩家从系统得到游戏货币的途径,现在看来只有把获得的合成原料和补给品卖给NPC而已,但是这两种物品消耗量极大,而且商店收购的价… 相似文献
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The alarming growth rate in the online game industry calls for a need of understanding the determinants of online gamers’ behaviour. Investigating how online gamers choose different online characters assists online game vendors to design characters that match the needs of different online gamers. Recently, numerous online game designers have introduced celebrity figures as characters for certain online games. The popularity of those celebrities has resulted in greater awareness of these games, and hopefully further increases the playability of online games. While different online gamers are motivated by different desires for playing, it is insufficiently researched whether these online celebrity characters have actually altered players’ choice in giving preference to these games. Thus, this study conducts an experimental design to study the reasons behind players’ choice of characters by studying how online games perceive the interpersonal attractiveness of celebrity online characters, and how online gamers with different playing motivations display different behaviours in their choice of online game characters. Results from the survey filled out by participants after the experiments show that the attractiveness of celebrity online characters is significantly higher than that of non-celebrity characters. Further, online game players with a social playing motivation tend to choose celebrities as their online game characters. 相似文献