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1.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   
2.
Tsay  Ming-yueh  Tseng  Yu-wei  Wu  Tai-luan 《Scientometrics》2019,121(3):1323-1338
Scientometrics - In this study, scholarly communication systems provided by commercial services and open access systems are examined on the basis of the comprehensiveness and uniqueness of their...  相似文献   
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Ho  Y. S.  Chiu  C. H.  Tseng  T. M.  Chiu  W. T. 《Scientometrics》2003,57(3):369-376
Honour Index (HoI), a method to evaluate research performance within different research fields, was derived from the impact factor (IF). It can be used to rate and compare different categories of journals. HoI was used in this study to determine the scientific productivity of stem cell research in the Asian Four Dragons (Hong Kong, Singapore, South Korea and Taiwan) from 1981 to 2001. The methodology applied in this study represents a synthesis of universal indicator studies and bibliometric analyses of subfields at the micro-level. We discuss several comparisons, and conclude the developmental trend in stem cell research for two decades. This revised version was published online in August 2006 with corrections to the Cover Date.  相似文献   
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Applies the technique of parallel processing to concept learning. A parallel version-space learning algorithm based upon the principle of divide-and-conquer is proposed. Its time complexity is analyzed to be O(k log2n) with n processors, where n is the number of given training instances and k is a coefficient depending on the application domains. For a bounded number of processors in real situations, a modified parallel learning algorithm is then proposed. Experimental results are then performed on a real learning problem, showing that our parallel learning algorithm works, and being quite consistent with the results of theoretical analysis. We conclude that when the number of training instances is large, it is worth learning in parallel because of its faster execution  相似文献   
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Packet scheduling in a WCDMA system poses a new challenge due to its nature of variable bit rates and location-dependent, time-varying channel conditions. In this work, three new downlink scheduling algorithms for a WCDMA base station are proposed to support multimedia transmissions. Using a credit management and a compensation mechanism, our algorithms provide rate guarantee and fair access to mobile terminals. In particular, we propose to allow a user to simultaneously use multiple OVSF codes in a time-sharing manner, which we call a multicode, shared model. Using multiple codes allows us to compensate those users suffering from bad communication quality or even errors. The proposed schemes can tolerate a multistate link condition (compared to the typically assumed two-state, or good-or-bad, link condition) by adjusting the number of OVSF codes and the spreading factor of each code. Simulation results show that the proposed schemes do achieve higher bandwidth utilization while keeping transmission delay low.  相似文献   
9.
Harmonic broadcasting for video-on-demand service   总被引:5,自引:0,他引:5  
Using conventional broadcasting, if we want to support a 120-minute popular movie every 10 minutes, we need 12 video channels. Assuming the set-top box at the client end can buffer portions of the playing video on a disk, pyramid broadcasting schemes can reduce the bandwidth requirements to 5.7 channels. We present a new scheme which only needs 3.2 channels. For a movie with length D minutes, if we want to reduce the viewer waiting time to D/N minutes, we only need to allocate H(N) video channels to broadcast the movie periodically, where H(N) is the harmonic number of N, H(N)=1+1/2+…+1/N. In order to support video-on-demand service for a popular movie, the new scheme greatly reduces the bandwidth requirements  相似文献   
10.
Hispanic children are the fastest growing segment of the population. Numerous factors place them at-risk for school success. This study examined the effects of Child-Centered Play Therapy (CCPT) compared to a curriculum-based small group intervention with 29 Hispanic children referred for school counseling due to behavior problems. Children were assigned to treatment groups by random drawing within grade levels. Treatment was provided by Hispanic bilingual counselors. Statistical analysis revealed that, according to parent report, children receiving CCPT showed statistically significant decreases in externalizing behavior problems, compared to the curriculum-based treatment group. Effect size calculations revealed that CCPT demonstrated a large treatment effect on externalizing behavior problems and a moderate treatment effect on internalizing behavior problems. Cultural considerations and recommendations for practice and future research are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
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