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911.
彭剑  肖毅  陈光仪 《计算机教育》2010,(24):132-134
通过具体的案例,从中英文词汇表意的细微差异、用词和句式的多样性以及英文语序的安排等三个方面对比分析计算机专业中文文献的英译,并指出阅读英文专业文献时需要注意的要点。  相似文献   
912.
中国在改革开放以后,由"科技生产力"带领"中国制造"走向了世界。如今,在后工业时代背景下,对传统生产力重新反思并提出"设计生产力"的构思愈来愈显重要。笔者对设计作为生产力要素的多重属性和运行机制进行探索,并对设计生产力的社会意义进行归纳。  相似文献   
913.
CAN总线网络层协议栈开发测试   总被引:1,自引:0,他引:1       下载免费PDF全文
韩鑫  鲍可进 《计算机工程》2011,37(15):232-234,237
对ISO15765协议进行分析,依据协议在基于MC9S12DP512芯片的整车控制器上完成CAN网络层协议栈的开发,给出开发过程。在VC环境下开发测试程序,对协议栈进行测试。结果表明,实现的CAN网络层协议栈符合ISO15765协议的规定,可满足车辆故障诊断系统等具体应用中系统对CAN网络层通信的需求。  相似文献   
914.
林娜  倪林  刘权 《计算机工程》2011,37(21):199-201
提出一种基于自适应方向提升(ADL)小波变换的图像压缩算法。根据灰度共生矩阵角二阶矩的差异,将图像分割成平坦性不同的分块。对纹理信息较少的块,采用一般提升小波变换以减少变换时间。对纹理信息较多的块,采用方向提升小波以提高变换效果。结合多级树集合分裂编码和算术编码对变换系数和方向信息分别进行编码。实验结果表明,与ADL算法相比,该算法能有效减少方向小波变换时间。  相似文献   
915.
孙艳  周学广  陈涛 《计算机工程》2011,37(19):266-269
新型宣传媒介的网络舆情存在大量非法信息。为此,提出一种意会关键词信息取证方法,对中文意会关键词进行定义、分类和量化,给出6种意会关键词提取算法,对提取的证据信息进行完整性处理。实验结果表明,6种算法的提取速度均在毫秒级,查准率和查全率分别达到92%和95%,从而保证在网页舆情监控下非法信息的取证效率。  相似文献   
916.
In order to understand whether a 3D virtual learning environment is effective in facilitating students’ application ability, we designed a 3D virtual supermarket (3DVS) to help business students to transform abstract class theory into concrete application ability in the real world. In the 3DVS, a virtual customer poses questions to the participant, and then the participant, as a simulated clerk, has to reply to the questions. All of the questions in the 3DVS were developed from marketing mix theory and given a scenario-based form. To understand the effects of the 3DVS, the participants were randomly divided into control group (CG) and experiment group (EG), and only the EG participants were trained with the 3DVS. After examined by pretest and posttest, the results of posttest indicated that the participants of the EG performed significantly better in terms of knowledge application than did those of the CG.  相似文献   
917.
This study investigated the extent and nature of university students’ use of digital technologies for learning and socialising. The findings show that students use a limited range of mainly established technologies. Use of collaborative knowledge creation tools, virtual worlds, and social networking sites was low. ‘Digital natives’ and students of a technical discipline (Engineering) used more technology tools when compared to ‘digital immigrants’ and students of a non-technical discipline (Social Work). This relationship may be mediated by the finding that Engineering courses required more intensive and extensive access to technology than Social Work courses. However, the use of technology between these groups is only quantitatively rather than qualitatively different. The study did not find evidence to support popular claims that young people adopt radically different learning styles. Their attitudes to learning appear to be influenced by lecturers’ teaching approaches. Students appear to conform to traditional pedagogies, albeit with minor uses of tools delivering content. The outcomes suggest that although the calls for transformations in education may be legitimate it would be misleading to ground the arguments for such change in students’ shifting patterns of learning and technology use.  相似文献   
918.
This study examines a blended learning setting in an undergraduate course in psychology. A virtual learning environment (VLE) complemented the face-to-face lecture. The usage was voluntary and the VLE was designed to support the learning process of the students. Data from users (N = 80) and non-users (N = 82) from two cohorts were collected. Control variables such as demographical data, attitude towards the learning subject, computer literacy, motivation, learning effort and available infrastructure were captured by means of a self-report. As a learning outcome, the grade in the final exam was included. For the VLE-users, the mean performance in the VLE was taken as a predictor for success in the final exam. Two different groups of VLE-users were observed and classified into ’light and ’heavy’ users. The results showed that among those students who had spent two or more hours per week for pre- and post processing of the lectures, ‘heavy’ VLE-users performed better than non-users in the final exam. Additionally, the ‘heavy’ users’ performance in the VLE was the best predictor for the grade in the final exam. We discuss the results in the context of self-regulated learning competence.  相似文献   
919.
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article’s aim is to develop and systematize guidelines for the design of CMPGs. To develop these guidelines we used a three-step process: evaluating an initial implementation of a CMPG and finding its problems; defining guidelines that can help overcome these problems; and redesigning the game based on the guidelines before testing it in a real class scenario to assess how helpful the guidelines were in solving the initial problems.  相似文献   
920.
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