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81.
文章介绍了校园网信息系统安全的现状,结合校园网信息系统的特点和安全要素分析,提出了适合校园网环境下的信息系统安全评估流程,并针对校园网信息系统安全评估报告,提出实施校园网信息系统加固的流程和实施系统加固的内容和方法。  相似文献   
82.
本文提出的基于以太网技术的监测换热器在线评价系统,有效地解决了中石化天津分公司循环水系统监测换热器由于地理分布分散而造成的管理信息瓶颈问题,提升了工业水管理水平和效率,为节水减排工程的成功实施和循环水系统的虚拟整合奠定了基础。同时,该设计方案和实现方法也为同类课题的研发提供了可行思路,具有一定的应用价值。  相似文献   
83.
The interaction spaces between instructors and learners in the traditional face-to-face classroom environment are being changed by the diffusion and adoption of many forms of computer-based pedagogy. An integrated understanding of these evolving interaction spaces together with how they interconnect and leverage learning are needed to develop meaningful strategies for effective teaching and learning. The 18i collaborative interaction spaces model was designed based on constructivist principles, and describes 18 mixed instructor–learner spaces contextualized at a finer operational scale that makes explicit a wider range of interactions. The model was implemented during the life cycle of an undergraduate GIS-based multimedia cartography course. One output was the generation of a repository of rule-based trajectory plans for rapid planning and problem solving. The model provides an integrated workflow to manage course contents, products, interactions, individuality, and learning styles in blended environments.  相似文献   
84.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games.  相似文献   
85.
Euline   《Computers & Education》2008,51(4):1553-1568
This paper analyses the process of multimedia integration in English language classrooms equipped with interactive whiteboard (IWB) technology, and offers insights into the theoretical underpinnings of multimedia use in language learning from the perspective of cognitive learning theory. The data discussed here are drawn from a study carried out as part of a PhD research programme at Lancaster University (UK). The study was conducted within an interpretative research paradigm, and data were collected and analysed according to a qualitative approach. In the first part, the paper discusses some perceived pedagogical benefits of adopting a multimedia-oriented approach in the IWB-based classroom. Secondly, it discusses a variety of potential problems related to the use of multimedia resources in the language classroom in question. Finally, the paper draws upon the literature on multimedia learning to address the potential pedagogical implications of these research findings.  相似文献   
86.
User simulation in a stochastic dialog system   总被引:1,自引:1,他引:0  
We present a new methodology of user simulation applied to the evaluation and refinement of stochastic dialog systems. Common weaknesses of these systems are the scarceness of the training corpus and the cost of an evaluation made by real users. We have considered the user simulation technique as an alternative way of testing and improving our dialog system. We have developed a new dialog manager that plays the role of the user. This user dialog manager incorporates several knowledge sources, combining statistical and heuristic information in order to define its dialog strategy. Once the user simulator is integrated into the dialog system, it is possible to enhance the dialog models by an automatic strategy learning. We have performed an extensive evaluation, achieving a slight but clear improvement of the dialog system.  相似文献   
87.
Requirements engineering (RE) is a critical phase in the software engineering process and plays a vital role in ensuring the overall quality of a software product. Recent research has shown that industry increasingly recognizes the importance of good RE practices and the use of appropriate RE techniques. However, due to the large number of RE techniques, requirements engineers find it challenging to select suitable techniques for a particular project. Unfortunately, technique selection based on personal experience has limitations with regards to the scope, effectiveness and suitability of the RE techniques for the project at hand. In this paper, a Knowledge-based Approach for the Selection of Requirements Engineering Techniques (KASRET) is proposed that helps during RE techniques selection. This approach has three major features. First, a library of requirements techniques was developed which includes detailed knowledge about RE techniques. Second, KASRET integrates advantages of different knowledge representation schemata and reasoning mechanisms. Thus, KASRET provides mechanisms for the management of knowledge about requirements techniques and support for RE process development. Third, as a major decision support mechanism, an objective function evaluates the overall ability and cost of RE techniques, which is helpful for the selection of RE techniques. This paper makes not only a contribution to RE but also to research and application of knowledge management and decision support in process development. A case study using an industrial project shows the support of KASRET for RE techniques selection.
Behrouz H. FarEmail:
  相似文献   
88.
该文给出了UML的概念与要点,应用UML对教学考评系统进行了建模。给出了系统的用例模型、整体结构模型、静态模型、动态模型,并分析了模型对教学考评变化的可适应性。  相似文献   
89.
该文阐述了数据挖掘教学评价系统中建立教学评价指标体系的理论,提出了建立的原则及其应该发挥的作用。应用层次分析法(AHP)对教师教学评价体系模型进行科学的分析,最终选出评估指标。  相似文献   
90.
结合"双向评价系统"开发实践,从系统概述、评价系统主要功能及角色划分、系统数据库结构三个方面讨论了该软件的基本架构,认为只有做到软件架构的科学合理,才能保证软件开发质量的先进实用。  相似文献   
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