首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 46 毫秒
1.
Ethical norms are believed to be followed more loosely on the Internet than in the ‘real world’. This proposition is often evoked to explain the prevalence of so-called digital piracy. In this study, we provide evidence from a vignette experiment that contradicts this claim. Analysing the case of sports broadcast, we compare explicitly the ethical judgement of legal and illegal sharing in the offline and online contexts. We find that the norms concerning legality, availability of alternatives and deriving material benefits from sharing content do not differ substantially between the virtual and real worlds. We also test explicitly for the role of legal awareness and find that emphasising what is prohibited (copyright infringement) is less effective than focusing on what is permitted (fair use) in reducing the disparity between legal and ethical norms.  相似文献   

2.
Play at work is not a contradiction in terms. Rather, distinctions between work and play are becoming less clear, as more jobs involve expertise and microcomputers. This paper starts by describing play, its motives, and its consequences. Then the paper focuses on computer-based activities and suggests guidelines for activities and situations where play can enhance productivity. These guidelines should interest both software designers and those who choose software. The guidelines also generalize to work without computers.  相似文献   

3.
4.
Abstract

ReActivities © are digital play sequences which encourage the integration of social, emotional and cognitive development in children on the autistic spectrum. High levels of anxiety in autistic children can inhibit playful experiences and increase the rigid, stereotypical and challenging behaviours which have a negative effect in social situations. Interactions with objects that offer repetition, pattern and similarity combined with colour and rhythm are regularly used by autistic children as methods to reduce anxiety. However little has been done to interpret these sensations in digital environments. The aim of ReActivities © has been to offer a rich physical and cognitive experience which simulates the perceptible characteristics of phenomena such as elasticity, velocity, gravity and inertia. This is an advanced form of cause and effect that promises a unique form of expression in response to exploration with computer technology. There are numerous thoughtful and engaging websites designed and maintained by autistic people which are testimony to the theory that computers, and particularly electronic networks, offer enormous possibilities for creativity, communication and fun. The project is utilising open source technology to enable autistic users, many of whom are already conversant with programming languages, to adapt and re-generate the software. Fostering a community approach to development affords further opportunities to explore an innovative, inclusive design method that, should it prove successful, could provide a model for other marginalised groups.  相似文献   

5.
《数码时代》2009,(4):24-27
有见到长相酷似上图中之可疑人物者,望速与警方取得联系。这不是玩笑。重复一遍,这不是玩笑……事实上这确实不是玩笑,真的是日本神奈川县警方贴出的一张通辑令,  相似文献   

6.
In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded complete data. Participants were located throughout the United States, with the majority located in the Midwest and Mid-Atlantic states. The survey asked about participants' strategies and preferences in video game play, as well as their problem-solving strategies for homework and business scenarios. Categorical principal components analysis revealed factors that predict an individual will be more likely to cheat in academics or business. Those who were willing to cheat in school or the workplace tended to use similar problem-solving strategies in those two contexts, as well as in video game play. These were strategies to make problem-solving easier, and to bypass difficult tasks instead of working through them, as well as being more likely to give up when a task was difficult. This suggests that cheating behavior may be a pervasive approach that is more highly related to personality or habits than to any influence from video game play, though the strategies used in video games are reflective of the strategies used in other contexts.  相似文献   

7.
The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student’s learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports on a qualitative study of students at an upper secondary school who have played the computer game Global Conflicts: Palestine to learn about the complexity of the Israeli-Palestinian conflict. A sociocultural and dialogic approach to learning and meaning-making is employed as an analytical framework. Analyzing different interactional episodes, in which important orientations and reorientations are located, documents how the student’s learning trajectory developed and changed during the project. When engaged in game play in educational settings, experiences with playing computer games outside of school can relevantly be invoked and become part of the collaborative project of finding out how to play the game. However, these ways of engaging with a computer game might not necessarily facilitate a subtle understanding of the specific topic that is addressed in the game. The findings suggest that the constitution of a computer game as a learning resource is a collaborative project, in which multiple resources for meaning-making are in play, and for which the teacher has an important role in facilitating student’s adoption of a multiperspective on the conflict. Furthermore, the findings shed light on what characterizes student-teacher interactions that contribute to a subtle understanding, and offer a framework for important issues upon which to reflect in game-based learning (GBL).  相似文献   

8.
9.
10.
在.NETCF2.0环境下,用C#语言开发一个Windows Mobile5.0(简称WM5)系统上运行的MP3播放器,并实现歌词的实时显示,通过简单而又清晰的编程实例揭示千千静听歌词实时显示的的奥秘。  相似文献   

11.
VXIplug&play仪器驱动器实现技术(一)   总被引:2,自引:0,他引:2  
  相似文献   

12.
13.
14.
Turboc是目前国内外在微机上运行的最为流行的C语言版本。但是,TurboC的音乐功能和其他高级语言如TurboBasic等相比逊色得多,这不能不说是一种缺憾。有没有一种简单通用的方法可以很快增强TurboC的音乐功能呢?笔者就此问题进行了一番探索,找到了一个弥补这一不足的简单方法:利用TurboBasic的play语句为TurboC编制一个音乐函数play()。实现方法为了使TurboC具有音乐功能,人们一般都根据计算机演奏音乐的原理用TurboC的sound()、nosound()及delay()函数,用编程的手段编制一个音乐函数来实现。这种方法对一般用户来说显…  相似文献   

15.
The present research extends prior work on the relationship between users and technology by examining users’ intention to explore a technology. Drawing on exploration and individual motivation theories, we developed and tested a model examining the effects of hedonic (i.e., personal innovativeness and cognitive absorption) and instrumental (i.e., performance expectancy and image enhancement) factors on individuals’ intentions to explore a technology over time. Based on a study of 94 users exposed to a new technology, with measurements taken at two points in time, we found that both instrumental and hedonic factors affect individuals’ intentions to explore, but their effects change over time such that as time goes by, the effect of personal innovativeness decreases and performance expectancy increases. In addition to our contributions and implications for research on technology acceptance, we present practical implications both for developers and managers, with a view toward helping the development and deployment of technologies that satisfy the evolution of users’ needs over time.  相似文献   

16.
《新电脑》2001,(3)
时尚的外观与靓丽的色彩,即使是成年人也会爱不释手。在任何事物都可以与数码相结合的今天,让我们体会一下数码玩具的魅力。  相似文献   

17.
Can night-time light images play a role in evaluating the Syrian Crisis?   总被引:1,自引:0,他引:1  
This study investigates whether night-time light images acquired from the Defense Meteorological Satellite Program’s Operational Linescan System provide spatial and temporal insight with regard to the humanitarian aspects of the Syrian crisis. Evaluating the ongoing crisis in Syria is challenging since reliable witness reports are hard to gather in a war zone. Therefore satellite images, as one of the few sources of objective information, are potentially of great importance. We used 38 monthly Defense Meteorological Satellite Program’s Operational Linescan System composites covering the period between January 2008 and February 2014. The results indicate that night-time light and lit area in Syria declined by about 74% and 73%, respectively, between March 2011 and February 2014. In 12 of 14 provinces, night-time light declined by >60%. Damascus and Quneitra are the exceptions, with night-time light having declined only by about 35%. Notably, the number of internally displaced persons (IDPs) of each province shows a linear correlation with night-time light loss, with an R2 value of 0.52. Through clustering the time series images, we found that the international border of Syria represents a distinct boundary between regions of differing night-time light spatiotemporal patterns. The contrast across the border increases as the region studied encompasses a wider zone on either side of the border. These findings lend support to the hypothesis that night-time light can be a useful source for monitoring humanitarian crises such as that unfolding in Syria.  相似文献   

18.
This paper proposes a new play segmentation algorithm using a local adaptive model for each sports game, in which the play start shots (PSS) that represent the start of each play segment are detected by comparing all of keyframes with the PSS model. The PSS model is calculated on the fly using generic clustering algorithm and a repetitive characteristic of the PSS. The end of each play segment (the play end shot (PES)) is determined by detecting close up shots using the field color extracted from the play start shots since the camera will focus on the players or the audience with close up view. Experimental results with 28 baseball videos show that good performance can be obtained with the proposed algorithm compared to other algorithms.
Jinguk JeongEmail:
  相似文献   

19.
The study presented in this paper aimed to examine the effect of visual and verbal cognitive style on learning from different types of visualization and modalities of explanatory text. Learning materials in the form of either computer‐based animation or a series of static pictures with written or spoken explanations were presented to 197 students. We found that a more developed visual cognitive style was related to a better learning outcome, when learning from a combination of static pictures and written text. Higher developed visualizers achieved poorer learning outcomes when learning with an animation and written text. The results are partially in line with an ability‐as‐compensator effect and the expertise reversal effect. Additionally, we found a modality effect as the versions with spoken text provided better results on learning outcome than the versions with written text regardless of the prominence of visual cognitive style. No significant interaction effects were found regarding verbal cognitive style.  相似文献   

20.
《Information & Management》2004,41(7):853-868
On-line games have been a highly profitable e-commerce application in recent years. The market value of on-line games is increasing markedly and number of players is rapidly growing. The reasons that people play on-line games is an important area of research. This study views on-line games as entertainment technology. However, while most past studies have focused on task-oriented technology, predictors of entertainment-oriented technology adoption have seldom been addressed.This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief-related constructs to predict users’ acceptance of on-line games. The proposed model was empirically evaluated using survey data collected from 233 users about their perceptions of on-line games. Overall, the results reveal that social norms, attitude, and flow experience explain about 80% of game playing. The implications of this study are discussed.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号