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1.
Xie  Zheng 《Scientometrics》2019,121(1):503-519

This study provided a game model to simulate the evolution of coauthorship networks, which is a geometric hypergraph built on a circle. A fraction of nodes are randomly selected to attach an arc to express their reputation. The cooperation condition of a new node and existing nodes depends on their distance and the existing nodes’ reputation. The condition gives an expression of kin selection and network reciprocity, two typical mechanisms of cooperation. The size of a node’s reputation is expressed by the length of its arc, which is defined by a function of time and hyperdegree. The function describes the heterogeneity in the size of reputation on nodes and that in the fading speed of reputation on hyperdegrees. The model reveals that the heterogeneities can reproduce the dichotomy of node clustering and degree assortativity, as well as the trichotomy of degree and hyperdegree distributions: generalized Poisson, power-law, and exponential cutoff.

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2.
严晨  吴丹丹 《包装工程》2022,43(14):383-387, 407
目的 以在游戏理论界具有里程碑式意义的赫伊津哈的游戏理论为代表,探究以游戏理论指导包装创意设计实践的可行性、设计思路与具体方法。方法 对游戏理论的缘起进行系统回顾与思辨,分析赫伊津哈视角下游戏的定义与游戏的属性,并以此作为理论基础,结合“时光机纸牌”“福虎镇宅”2个案例展开具体研究,论述游戏理论与包装创意设计之间的关系,以及赫伊津哈视角下游戏的3种属性在设计实践中的具体应用。结果 得出赫伊津哈游戏理论中所述游戏的3种属性,即自主性、界定性、情感化,如何应用于产品包装的结构、情境与视觉创意设计之中。结论 赫伊津哈的游戏理论与包装创意设计之间具有较高的契合度,可以从游戏理论的新视角为设计实践提供一种新思路和新方法。  相似文献   

3.
Distributed power market trading has the characteristics of large number of participants, scattered locations, small single trading scale, and point-to-point trading. The traditional centralized power trading model has the problems of large load, low efficiency, high cost, reliance on third parties and unreliable data. With the characteristics of decentralization and non-tampering, blockchain can establish a point-to-point trusted trading environment and provide effective solutions to the above problems. Therefore, this paper proposed a distributed power market trading framework based on blockchain. In this framework, the distributed power supply characteristics and trading needs of each participant are analyzed, a complete distributed trading process based on blockchain is designed. In addition, we have studied the key technologies of distributed power market trading. With the goal of power service reputation and maximum revenue of distributed power providers, we have established a matching degree model, a distributed power market trading optimization model, and designed a smart contract-based power market trading optimization strategy and power trading settlement strategy. Finally, we designed experiments to verify the performance of the proposed framework.  相似文献   

4.
赵骅  夏汉武 《工业工程》2011,14(1):58-62
从社会网络理论视角出发,建立声誉模型,分析在无声誉传播机制和有声誉传播机制情况下,集群内企业为维持长期合作的博弈行为,研究企业集群的信任形成机制。通过修正KMRW模型得到:在集群网络环境下,集群内企业只有比非网络环境下的集群企业保持更良好的声誉,才能形成信任关系并长期合作,其实质是一种博弈均衡。  相似文献   

5.
李静  郭雪丰  申正义 《包装工程》2019,40(20):169-174
目的 通过分析现有居民闲置物品交易平台的不足,调研目前居民对闲置物品处理过程中存在的问题,提出一种有效处理居民闲置物品的交易平台设计方案。方法 立足于经济共享与利益共存的背景下,借鉴服务设计的创新思维与方法,以居民、企业和其他相关组织为研究对象,缔造利益相关共同体。基于调查及数据分析,对居民的闲置资源进行评估与定位,提出建设居民闲置物品交易平台的策略,并且对如何处理居民的闲置物品提出有效的处理方法。结论 顺应共享经济的发展需求,推行“有价值的社会资源循环再利用”的理念,通过总结有效的居民闲置物品交易平台建设策略,设计出提供便捷服务的居民闲置物品交易平台,解决居民的多种生活需求的同时,促进社区居民闲置物品的资源整合,并使其达到有效的循环利用,为社会的生态性发展贡献一份力量。  相似文献   

6.
目的分析游戏产生乐趣的机制,研究出适用于现代设计体验的游戏特征。方法以游戏的元素和机制为基础,对人们的乐趣分类研究,分析游戏是如何满足不同层次消费者的精神需求的,对其中游戏的元素和机制不断产生乐趣的原理进行分析。结论游戏作为人们日常消遣和娱乐的方式之一,用户在游戏互动体验中更容易操作,娱乐交互的效果更好,游戏带来的情感化、娱乐化体验让用户更加主动地参与。游戏的使用者和设计的体验者具有一致性——人,人们产生乐趣的方式也具有共同性,并且随着人们精神需求的不断提高,现代设计体验已经无法满足,可以借鉴其中部分产生乐趣的方法,运用于设计之中。通过对游戏产生乐趣机制的研究,将现代设计体验提升到一个新的层次。  相似文献   

7.
TRIZ理论的40个发明原理在儿童家具设计中的应用   总被引:3,自引:3,他引:0  
目的为了快速找到儿童家具设计中具有创新性的解决方案。方法对现有儿童家具进行调查、分类和研究,总结出在儿童家具中常用的TRIZ理论中的40个发明原理中的常用原理。结论以儿童安全为中心的发明原理、增加趣味性的发明原理以及节省成本的发明原理,通过这些原理的可以直接针对设计的需求,快速到找解决问题的基本方法,并在幼儿园的家具设计中进行了应用实践,得到了令人满意的设计结果。  相似文献   

8.
应艳  陈炬 《包装工程》2018,39(6):127-132
目的研究天一阁的符号意象与文创产品设计的关系。方法从传统文化衍生面进行叙事性设计法研究以发现文化特征,运用本研究提出的由概念模型、研究策略和设计流程组成的三阶文创产品设计模式,对研究对象的文化特征符号进行探究,将其转译为植根在地域性上的文创产品的意象表达,继而将意象元素融入创意产品设计中。结论对天一阁的文化特征辨识分析表明,文化特征是嵌入产品中的价值元素,可以强调其价值或意义。研究通过提取天一阁最为显现的文化特征符号,演示如何从文化衍生的面向进行叙事性设计;将天一阁符号意象转变为消费市场的现代设计的例子,适用本土文化创意产品设计模型,能为文创设计者以叙事性设计法设计创意产品及文创教育提供参考。  相似文献   

9.
邱杰  胡康  陈丰 《包装工程》2022,43(18):112-121
目的 当前儿童合作行为主动发生及持续发生率较低,通过产品设计促进儿童合作行为养成。方法 通过观察、深入访谈和问卷调研的方式分别对儿童、教师和家长进行需求调研,结合儿童发展心理学总结出学龄前儿童合作行为养成难点并提出解决策略;对行为养成相关产品进行市场调研,产生设计定位,结合机制元素和组建元素调研排序结果,进行游戏化设计实现;通过八角行为分析法框架对产品信息架构进行分析及优化,进而进行产品UI界面设计和学龄前儿童课堂交互机器人设计。结果 构建了基于DMC的游戏化设计流程,完成了学龄前儿童合作行为养成系统游戏化设计,得到被测试者认可。结论 将设计方案进行用户测试并针对评价结果提出优化方案,验证了基于DMC的游戏化设计流程在学龄前儿童合作行为养成系统设计中的可行性和有效性。  相似文献   

10.
劝导用户行为改变的游戏化设计应用   总被引:1,自引:0,他引:1  
武笑宇  辛向阳 《包装工程》2017,38(20):194-198
目的探索劝导式设计中游戏化对用户行为产生的影响,通过系列游戏化产品劝导用户转变行为。方法依托长虹校企合作项目,通过对劝导式设计中改变行为的相关因素进行分析,运用游戏化的设计方法,从用户研究到原型设计,对现代生活方式下的客厅行为进行引导。结果以游戏化作为改变用户行为和态度的切入点,设计PINCO系列产品和服务。结论用实际项目验证游戏化改变用户行为的可能性,为劝导用户行为改变的设计实践提供新思路。  相似文献   

11.
目的提出能满足幼儿认知及其情绪发展需求的数字游戏界面设计策略。方法以发展心理学理论为基础,梳理了幼儿认知和情绪发展的特点;并从幼儿教育的视角归纳了符号化、透明化、生活化的界面设计原则。结论建立了发展心理学视角的幼儿数字游戏界面设计策略,即扁平化设计提升了幼儿的认知学习能力,拟物化设计培养了幼儿的视觉审美能力,情感化设计增强了幼儿的社会适应能力。  相似文献   

12.
A key, yet often neglected, component of digital evolution and evolutionary models is the ‘selection method’ which assigns fitness (number of offspring) to individuals based on their performance scores (efficiency in performing tasks). Here, we study with formal analysis and numerical experiments the evolution of cooperation under the five most common selection methods (proportionate, rank, truncation-proportionate, truncation-uniform and tournament). We consider related individuals engaging in a Prisoner''s Dilemma game where individuals can either cooperate or defect. A cooperator pays a cost, whereas its partner receives a benefit, which affect their performance scores. These performance scores are translated into fitness by one of the five selection methods. We show that cooperation is positively associated with the relatedness between individuals under all selection methods. By contrast, the change in the performance benefit of cooperation affects the populations’ average level of cooperation only under the proportionate methods. We also demonstrate that the truncation and tournament methods may introduce negative frequency-dependence and lead to the evolution of polymorphic populations. Using the example of the evolution of cooperation, we show that the choice of selection method, though it is often marginalized, can considerably affect the evolutionary dynamics.  相似文献   

13.
Cooperative behaviour lies at the very basis of human societies, yet its evolutionary origin remains a key unsolved puzzle. Whereas reciprocity or conditional cooperation is one of the most prominent mechanisms proposed to explain the emergence of cooperation in social dilemmas, recent experimental findings on networked Prisoner''s Dilemma games suggest that conditional cooperation also depends on the previous action of the player—namely on the ‘mood’ in which the player is currently in. Roughly, a majority of people behave as conditional cooperators if they cooperated in the past, whereas they ignore the context and free ride with high probability if they did not. However, the ultimate origin of this behaviour represents a conundrum itself. Here, we aim specifically to provide an evolutionary explanation of moody conditional cooperation (MCC). To this end, we perform an extensive analysis of different evolutionary dynamics for players'' behavioural traits—ranging from standard processes used in game theory based on pay-off comparison to others that include non-economic or social factors. Our results show that only a dynamic built upon reinforcement learning is able to give rise to evolutionarily stable MCC, and at the end to reproduce the human behaviours observed in the experiments.  相似文献   

14.
The standard reference clinical score quantifying average Parkinson''s disease (PD) symptom severity is the Unified Parkinson''s Disease Rating Scale (UPDRS). At present, UPDRS is determined by the subjective clinical evaluation of the patient''s ability to adequately cope with a range of tasks. In this study, we extend recent findings that UPDRS can be objectively assessed to clinically useful accuracy using simple, self-administered speech tests, without requiring the patient''s physical presence in the clinic. We apply a wide range of known speech signal processing algorithms to a large database (approx. 6000 recordings from 42 PD patients, recruited to a six-month, multi-centre trial) and propose a number of novel, nonlinear signal processing algorithms which reveal pathological characteristics in PD more accurately than existing approaches. Robust feature selection algorithms select the optimal subset of these algorithms, which is fed into non-parametric regression and classification algorithms, mapping the signal processing algorithm outputs to UPDRS. We demonstrate rapid, accurate replication of the UPDRS assessment with clinically useful accuracy (about 2 UPDRS points difference from the clinicians'' estimates, p < 0.001). This study supports the viability of frequent, remote, cost-effective, objective, accurate UPDRS telemonitoring based on self-administered speech tests. This technology could facilitate large-scale clinical trials into novel PD treatments.  相似文献   

15.
徐蓁 《包装工程》2019,40(11):66-71
目的 考虑生鲜农产品保鲜投入的市场正外部性效应,解决供应链成员的“搭便车”问题。方法 以2级生鲜农产品供应链为研究对象,构建有限理性特性下的供应商-零售商保鲜投入演化博弈模型,通过雅克比矩阵求解和MATLAB仿真模拟来分析参与者策略的动态演化过程。结果 供应商与零售商的保鲜投入策略与双方单位投入产出效益密切相关,当该参数取值条件位于不同阈值区间时,系统呈现出多种演化稳定均衡;博弈初始状态、市场敏感度、搭便车收益等因素影响系统最终演化稳定结果的形成。 结论 通过分析生鲜农产品供应链成员的保鲜投入策略,为提高生鲜农产品保鲜水平提供了对策建议。  相似文献   

16.
常熟花边又称常熟雕绣,是独具特色的地方工艺美术品,也是我国著名的出口手工艺品,2007年常熟花边雕绣技艺被列为第一批江苏省非物质文化遗产名录。常熟花边在传统江南民间刺绣工艺的基础上,吸收了欧洲的抽纱工艺,形成了清新淡雅的雕绣艺术风格。它在百年的发展历程中走过了初创期、成熟期、繁荣期、衰退期,20世纪70—80年代是常熟花边的辉煌时期,在国际市场上享有极高声誉。20世纪90年代之后,随着现代工业化的迅猛发展,致使我国传统手工艺受到极大影响,常熟花边难以适应新时代的需求日渐衰落。依据翔实史料文献,通过实地田野调查法,运用人类学等跨学科研究方法,叙述常熟花边雕绣手工艺发展的历史渊源,剖析其百年盛衰的历史成因,阐释在中西文化交融中它所承载的多元文化特征。常熟花边源于西方传教士在江南的宗教传播,上海徐家汇圣母院女工工场是江南花边手工艺的摇篮,也是中国女性职业教育的启蒙地。随着社会经济价值规律的变化,传统手工艺必将适应新时代的发展,进一步思考在全球一体化进程中,如何挖掘常熟花边产品在当代的多元价值,使现代化的花边工艺带给大众全新的审美体验与经济价值,实现社会转型下当代工艺美术品的创新与转化。  相似文献   

17.
Systemic events or widespread disruptions in financial markets like the Flash Crash are a public concern as they jeopardise investors’ confidence in financial markets and result in financial losses for market participants. Federal regulations for financial markets do not keep pace with the evolution and growth of financial technology including advances in algorithmic and high-frequency trading (HFT). We report an analysis of the Flash Crash which occurred on 6 May 2010 using Rasmussen's 1997 risk management framework. While the framework has been validated on a number of well-documented accidents, our work examines the framework in the context of a large-scale adverse event associated with complex technologies and automated systems capable of evolving over time. Our contribution is a set of implications of the Flash Crash associated with Rasmussen's propositions. These implications would inform regulators and risk assessment methods for rapidly evolving complex socio-technical systems.  相似文献   

18.
李萌  贾云鹏 《包装工程》2022,43(16):68-75
目的 智能家居环境为家庭中的游戏设计提供了新的可能性。探讨在新场景下面向儿童的智能家居游戏交互设计策略,展示设计案例和实践。方法 简要概述智能家居的含义,说明游戏作为家居活动对家庭成员的重要性。之后引入智能家居场景下和儿童游戏设计紧密相关的3种交互技术,分析了该环境为儿童游戏设计带来的改变。最后依据相关案例推导出设计策略,展示了一个设计实践。结论 智能家居中可交互的表面和沉浸式空间体验,为儿童游戏机制和体验带来了拓展空间。新场景下的儿童游戏设计需要考虑并充分利用家居空间中的可交互表面,同时根据儿童用户的行动特征选择交互空间,规避杂物造成的空间交互障碍,为儿童和家庭成员提供具身性、可协作、更自然的家居游戏体验。  相似文献   

19.
在分析高速电主轴功率与负载转矩关系的基础上,提出了一种负载扭矩软测量的方法.采用电主轴定子电压、定子电流、空载电流和主轴转速作为辅助变量,建立了基于BP神经网络的负载扭矩软测量模型.以航空发动机离合器轴承试验台扭矩检测为例,对软测量模型进行了仿真研究.仿真结果表明,该方法能够满足一定精度要求,为解决高速电主轴拖动系统扭矩传感器昂贵和不易安装等问题,提供了一种解决方法.  相似文献   

20.
孙金岭  郭怡琳 《包装工程》2023,44(7):270-276
目的 考虑消费者对环保标签的信任度和绿色意识,探究利他偏好对制造商和零售商决策的影响。方法 构建由生产自贴环保标签型绿色产品制造商和零售商组成的Stackelberg博弈模型,分析制造商利他偏好的作用机制,然后采用数值分析方法对决策结果进行对比。结论 消费者对环保标签信任度的提升和制造商利他偏好的增强有助于提升绿色努力水平和绿色供应链总利润;当制造商利他偏好强度过大时,制造商的利润会随着消费者信任度的增加而减少,可能出现负值,引起供应链失衡;制造商利他偏好强度和消费者信任度越大,对制造商效用的提升效果越明显。  相似文献   

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