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1.
计算机程序设计课程已成为普通高校本科教学中的公共基础课程之一。目前,关于该课程的一个较普遍的问题是课程结束后学生的实际程序设计能力依然比较差,所编写出来的程序的代码质量不高。原因之一是学生没有养成良好的程序设计风格。着重探讨程序设计风格养成的重要性,以及如何在课程教学中引导学生重视并养成良好的程序设计风格。  相似文献   

2.
现代社会不断向前发展,对于计算机技术的应用也已经逐渐得到普及,在各行各业中引入了计算机技术。在公安消防部队执勤训练中应用计算机技术能够有效提高训练的效果。本文主要是对在当前公安消防部队执勤动训练中运用计算机技术的必要性进行了简要的介绍,重点阐述了计算机技术在公安消防部队执勤训练中的应用。  相似文献   

3.
在传统的AR系统中,虚拟物体和真实场景在视觉上存在较为明显的差异,达不到虚拟物体和真实场景无缝结合的要求。将增强现实技术与NPR有机地结合起来,减小这种视觉差异,研究并实现了水彩画风格的增强现实系统。  相似文献   

4.
Abstract.  Web-based training (WBT) has become prevalent in business organizations. This study used evidence from 10 organizations in Hong Kong to identify the significant factors that influenced their decision to adopt WBT. A qualitative field study was used. This study concluded the following three key factors significantly affect the adoption of WBT in Hong Kong: (1) the perceived benefits/costs of WBT, (2) organizational readiness, and (3) external pressures. The results and implications are discussed.  相似文献   

5.
Abstract  Over the past ten years, information technology (IT) has evolved considerably and computers in schools have become increasingly commonplace in France. However, technological subjects aside, any claim that their use has become integrated into every subject would be questionable. Limiting factors do exist, such as the place of IT in curricula. In order to advise their students to use technological devices, teachers must first be convinced that it is advantageous. Teacher training in IT is therefore essential. This paper reports the results of a quantitative study, undertaken in a French University institute for teacher training (IUFM), which was conducted to ascertain students' initial knowledge and opinions regarding IT. Overall, although their level of expectations was high, the initial level of their competency was low. The integration of IT into teacher-training thus appears problematic.  相似文献   

6.
While prior research has investigated the main effects of external factors on user perceptions of a new IT, little work has been into the interaction effect of external factors on user perceptions. In a longitudinal experimental study, we examined the effect of the quality of persuasive argument, user training, and first-hand use on user perceptions of the new technology over time. We found that the effect of argument quality on users’ perceived ease of use was greater when users had no training. However, we did not find the same effect occurred due to perceived usefulness. We also found that first-hand use changed users’ perceived usefulness more over time when users received high quality arguments or when they had no training. While we found that first-hand use changed users’ perceived ease of use more when users received high quality arguments, first-hand use did not change users’ perceived ease of use differently whether they had or had not received prior training.  相似文献   

7.
为了提高教练的指导效率和丰富羽毛球教学与训练的方法,基于虚拟现实技术和KINECT,开发了一套羽毛球辅助训练系统。该系统利用虚拟现实技术,通过3DS MAX工具进行训练场地的虚拟化建模,搭配Cry Engine引擎技术渲染训练场地场景。KINECT被用来识别这些动作以及使用者的位置变化,并将识别结果通过蓝牙模块传输至VR眼镜内,使VR眼镜内的虚拟环境做出图像、声音等相应的改变,以实现虚拟环境下的人机互动。测试表明,本系统能够准确地实现训练场景的虚拟化,对使用者的各个动作的识别率较高,提高了训练者的学习效率。  相似文献   

8.
The increasing maturity of information technologies (IT) in hospitals and their infrastructure development is improving the quality and efficiency of healthcare services. In these circumstances, an investigation of the diffusion of IT in this context would provide some insight into adopters’ behaviours and further the diffusion of IT in the near future. The purpose of this paper is to conduct an investigation of the diffusion of IT’s innovations in hospitals. Technology acceptance model and innovation diffusion theory have been applied in this research trying to find factors that permit an effective discrimination between early and late adopters. The differences in characteristics between these two categories are assessed and implications based on the research findings are discussed.  相似文献   

9.
目前提出的弹药检测虚拟训练系统接收检测信号接收率较低,检测虚拟训练成功率较低。基于3D虚拟现实技术设计一种新的弹药检测虚拟训练系统,硬件由主控操作机、检测总线接口以及资源测试器组成,软件部分在3D虚拟现实技术下构建虚拟空间,在开放式软件结构构建的基础上进行检测指标划分,对用户界面的文件进行整改,按照弹药检测的指标数据提升整改的方向正确性,选用自检公式对检测的信息进行系统自检,依据检测到的问题的发生形式判断下一次问题发生的触发机制,由此避免下一次问题的产生,从而实现软件流程。实验结果表明,基于3D虚拟现实技术的弹药检测虚拟训练系统能有效提高信号接收率,增强虚拟训练接收成功率,具有较强的应用性。  相似文献   

10.
Abstract  The level and kind of Information Technology (IT) experience which our Postgraduate Certificate of Education (PGCE) students bring with them when they start their training is changing rapidly. This paper compares the IT experience and perceived training needs of two cohorts of primary and secondary PGCE students two years apart, 1989/90 and 1991/92. Many of the findings of the first survey were replicated in the second: there was comparatively little use of computers outside word processing and databases, and there were significant differences between primary and secondary student teachers, and between men and women in their perceptions of their own training priorities. There was a small increase in the degree of importance attached to most training priorities but the only one found to be significantly more popular was 'teaching information technology to students'. Comparing the two cohorts, it was found that there had been large increases in the degree of exposure to IT at work and at college, and significant increases in the use of word-processing, spreadsheets, desk top publishing and graphics programs. Analysis of the responses of students under 25 showed that the use of computers in schools was having an increasingly important effect.  相似文献   

11.
This research represents a theoretical extension of the Technology Acceptance Model (TAM), which IS researchers have used to explain technologies’ perceived usefulness and individuals intention to use it. The authors developed a model, referred to as the Mobile Wireless Technology Acceptance Model (MWTAM), to test the relationship between theoretical constructs spanning technological influence processes (Perceived Ubiquity, and Perceived Reachability) and cognitive influence processes (Job Relevance, Perceived Usefulness, and Perceived Ease of Use) and their impact on Behavioral Intention. MWTAM is assessed using data collected from an online survey and analyzed using AMOS 5.0. Results provide evidence to support MWTAM as both the technological and cognitive influence processes accounted for 58.7% of the variance explained in an individual’s Behavioral Intention toward using mobile wireless technology. Additionally, the path coefficients between constructs ranged from 0.241 to 0.572 providing further evidence to support the theoretical extension of TAM.
Gary GarrisonEmail:
  相似文献   

12.
Technology adoption is usually modeled as a process with dynamic transitions between costs and benefits. Nevertheless, school teachers do not generally make effective use of technology in their teaching. This article describes a study designed to exhibit the interplay between two variables: the type of technology, in terms of its complexity of use, and the type of teacher, in terms of attitude towards innovation. The results from this study include: (a) elaboration of a characteristic teacher technology adoption process, based on an existing learning curve for new technology proposed for software development; and (b) presentation of exit points during the technology adoption process. This paper concludes that teachers who are early technology adopters and commit a significant portion of their time to incorporating educational technology into their teaching are more likely to adopt new technology, regardless of its complexity. However, teachers who are not early technology adopters and commit a small portion of their time to integrating educational technology are less likely to adopt new technology and are prone to abandoning the adoption at identified points in the process.  相似文献   

13.
With the exponential growth of Internet technology, the notion of users’ cognition when navigating such a vast information space has gained prominence. Studies suggest that metaphors can serve as effective tools to scaffold users’ mental modeling processes. However, how users conceive of the metaphorical aid (as opposed to simply how they perceive it) remains questionable. Cognitive style, or the user’s preferred way of information processing, has thus been posited as a possible factor affecting the success of the metaphorical approach in a hypermedia environment.

This study explores the effects of visual metaphors and cognitive styles on users’ learning performances in terms of structural knowledge and feelings of disorientation. The results indicate that a visual metaphor could improve the quality of mental formation, yet simultaneously increase users’ mental load during navigation. In addition, cognitive style is a crucial factor that can significantly affect users’ learning performance.  相似文献   


14.
ABSTRACT

With the rapid development of artificial intelligence, information system, and mobile technologies, some companies (e.g. airlines) consider fully replacing service employees with self-service technologies (SSTs) to cut down costs and to increase efficiency. However, replacing full services with SSTs sometimes fail to deliver the benefits companies have hoped for: users may feel that they are being forced to use SSTs and show resistance to the new technologies. To investigate why users show resistance, we draw inferences from psychological reactance theory and argue that users may perceive the forced adoption as a threat, which leads to resistance of SSTs. A conceptual model was developed and an empirical study was conducted. The results show that, under a forced situation, users are likely to perceive the forced adoption as a threat to their freedom, causing them to have negative emotions and perceptions towards the SSTs, and, in turn, their adoption intention decreases and switch intention increases. The findings provide insights on why users show resistance to SSTs and highlight the impacts of the motivational state of psychological reactance.  相似文献   

15.
Enterprise Resource Planning Systems (ERP) facilitate the flow of information within a company by storing data in common databases. These systems offer a holistic view of the organization because they reduce information redundancy, offer information in real time, help with process standardization, and improve information flow and communication among employees. Nevertheless, the benefits attributed to an ERP implementation can be lost without an effective user training. Previous studies have observed that common training mechanisms don't provide meaningful learning to users, and that user satisfaction rates range from neutral to low. Therefore, in this paper we study the effects that gamification has on ERP training concerning user learning and user satisfaction. Gamification is the use of game elements and game design techniques in non-gaming environments. Several applications prove that gamified systems increase user engagement and performance. Our hypotheses were that a gamified system for ERP training improve user learning and user satisfaction levels during the training period. To test our hypotheses, we designed and evaluated a gamified system. The results showed that users trained using a gamified system performed better than those trained using a conventional, non-gamified, training mechanism.  相似文献   

16.
为了提高乒乓球握姿训练的自动化水平,提出一种基于体感识别技术的乒乓球握姿训练系统,采用图像传感器进行乒乓球握姿的图像信息采集,对采集的乒乓球握姿图像信息进行体感特征监测,提取乒乓球握姿图像的体感动态特征量,采用支持向量机模型进行乒乓球握姿的体感特征分类识别。根据对乒乓球握姿的体感特征识别结果进行乒乓球握姿的自动调节,实现乒乓球握姿训练优化。仿真结果表明,采用该方法进行乒乓球握姿训练的提高特征检测能力较好,识别准确性较高,提高了乒乓球握姿的自动训练水平。  相似文献   

17.
This paper investigates the influence of goal awareness and IT self-efficacy on job satisfaction based on the motivation sequence model, goal-setting theory, and social cognitive theory. Using a large-scale field survey of healthcare enterprise resource planning (ERP) system users (n?=?352), this study investigates these relationships and provides important insight to healthcare ERP system researchers and managers. Both goal awareness and IT self-efficacy influence positive job satisfaction of healthcare ERP system users, as expected. Furthermore, the influence of goal awareness is stronger when the role of ERP systems is highly perceived for decision-making of the job. There was no interaction effect between goal awareness and IT self-efficacy in the post hoc analysis. The model is significantly supported by the empirical test with the large number of field data from healthcare ERP system users in the healthcare company. Practical and academic implications are discussed in the paper.  相似文献   

18.
Abstract

Technological innovations have, until recently, had little impact on the office environment. The advent of the microelectronic revolution has generated devices and mechanisms that support a wide spectrum of administrative functions and increase both the efficiency and effectiveness of office workers. This paper presents a state-of-the-art perspective on the newer technological aids developed specifically for the office environment. The speed and versatility of these aids is a tribute to recent innovations in the field of computers and communications.  相似文献   

19.
陈春燕 《计算机时代》2012,(3):43-44,47
对北京信息职业技术学院网络技术专业校内生产性实训的实施过程和效果进行了总结与分析。从生产性实训设计思路、生产性实训载体、生产性实训的效果三个方面进行了论述。分析了网络技术专业校内生产性实训的设计思路、项目的组织、实训活动的安排以及实训的效果。  相似文献   

20.
This study builds upon previous research by comparing and contrasting the decision to adopt wireless technologies with the decision to continue to use wireless technologies. In the context of web-enabled cell phones, we propose, test and compare the predictive ability of two value-based models using a multi-group analysis. The findings suggest that regardless of whether an individual was choosing to adopt or continue to use a web-enabled cell phone, perceived usefulness, enjoyment and perceived fee influenced perceived value. In turn, perceived value influenced the adoption or continued use decision. Technicality had a significant negative effect on perceived value in the context of continued use, but not for adoption. Our results also suggested a shift in the importance of benefits in the formation of perceived value; perceived usefulness played a greater role for adopters, while enjoyment played a better role for continued users. Lastly, our results indicated that uncertainty avoidance did not mediate the relationship between perceived value and intention in either the continued use or adoption contexts, while habit was significant in its mediation of the relationship between perceived value and continued use intention. Collectively, habit and perceived value explained 71% of the variation in continued use intention.  相似文献   

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