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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.
Computer-Supported Collaborative Learning (CSCL) is concerned with how Information and Communication Technology (ICT) might facilitate learning in groups which can be co-located or distributed over a network of computers such as Internet. CSCL supports effective learning by means of communication of ideas and information among learners, collaborative access of essential documents, and feedback from instructors and peers on learning activities. As the cloud technologies are increasingly becoming popular and collaborative learning is evolving, new directions for development of collaborative learning tools deployed on cloud are proposed. Development of such learning tools requires access to substantial data stored in the cloud. Ensuring efficient access to such data is hindered by the high latencies of wide-area networks underlying the cloud infrastructures. To improve learners’ experience by accelerating data access, important files can be replicated so a group of learners can access data from nearby locations. Since a cloud environment is highly dynamic, resource availability, network latency, and learner requests may change. In this paper, we present the advantages of collaborative learning and focus on the importance of data replication in the design of such a dynamic cloud-based system that a collaborative learning portal uses. To this end, we introduce a highly distributed replication technique that determines optimal data locations to improve access performance by minimizing replication overhead (access and update). The problem is formulated using dynamic programming. Experimental results demonstrate the usefulness of the proposed collaborative learning system used by institutions in geographically distributed locations.  相似文献   
3.
陶金勇 《煤炭技术》2003,22(1):25-27
针对朱仙庄矿 84 15工作面切眼特殊的地质条件 ,介绍了高强锚杆 (索 )支护技术成功应用于特厚极软煤层的经验 ,并对巷道支护成本进行了分析  相似文献   
4.
反应器和钢烟囱整体吊装的难点和对策   总被引:1,自引:0,他引:1  
介绍了在金陵石化炼油厂200万t/a柴油加氢装置建设中,将质量为237t的反应器和高60m的钢烟囱成功进行整体吊装过程中的关键技术.通过此项工程实践得出以下结论象钢烟囱这样细长重物的整体吊装,由两台吊车抬立起后,再由主吊车独立吊装就位的施工方法简单易行,安全可靠,应用范围广;结构复杂细长杆的吊装强度和挠度计算比较复杂,在计算过程中可以忽略部分次要件的质量,分别以两吊点为支点计算上下吊点所受的力,然后再按比例放余量,使两吊点受力之和等于细长杆的重力,计算挠度时,可以适当地把问题夸大化,从而建立近似的力学模型;高压厚壁重型容器的吊装,宜直接设置专门吊盖与大法兰用螺栓把紧起吊;施工现场地基坚实是保证吊车站位和吊装施工的前提条件.  相似文献   
5.
Ready-to-drinks (RTDs) are composed of an alcoholic component and a soft-drink base and are primarily consumed by a youth market. The authors explored whether liking and experience with an RTD soft-drink base predicts liking for the RTD. Participants (N=350) from ages 12 to 30 years sampled 3 RTDs and their respective soft-drink and alcoholic components. For milk- and fruit-based RTDs, liking for and familiarity with their soft-drink base was the best predictor of liking for and familiarity with the RTD itself. For the Coke-based RTD, familiarity with and liking for bourbon best predicted familiarity with and liking for the RTD. All of these effects were consistent across blind and nonblind testing. The authors' results suggest that where there is perceptual similarity between the RTD and its soft-drink base, these beverages may provide an easy transition into alcohol consumption for novice drinkers. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
6.
禅宗解脱的实质是生命的自由。通过明心见性、转迷入悟的途径,心灵摆脱烦恼业障,进入无我境界,从而体验到一种想象的自由。这一过程在很多方面类似审美活动,在体验上具有审美自由的特征。但禅宗的解脱,以及解脱所达到的审美的人生境界之可能,其关键在于生命主体的自我消解。无我的或曰没有主体的自由,并不是一种真正的自由。因而,禅宗关于人的解放的理论和实践,其价值仅仅在宗教方面和美学方面。  相似文献   
7.
于正禄 《轧钢》2007,24(2):51-54
介绍了带钢推拉式浅槽紊流盐酸酸洗各工序的操作经验,并提出了建议。  相似文献   
8.
华北油田隐蔽油藏勘探实践与认识   总被引:26,自引:11,他引:15  
随着勘探的不断深入,华北油田富油凹陷构造油藏的勘探程度越来越高,勘探对象日趋复杂,勘探难度越来越大。面临勘探现状,华北油田认真分析勘探形势,立足资源基础,解放思想,积极转变勘探观念,有意识地加强隐蔽油气藏的深入研究与勘探,先后在冀中坳陷的饶阳凹陷、二连盆地的巴音都兰凹陷、乌里雅斯太凹陷等发现了多个规模富集的隐蔽油藏。通过隐蔽油藏的勘探实践,取得了四点主要认识、六点重要启示,对今后深化华北油田隐蔽油藏的勘探具有重要的指导作用。  相似文献   
9.
转变观念是润滑技术现代化的必要途径   总被引:1,自引:1,他引:0  
探讨了国内润滑工作存在的问题,分析了近20年来润滑技术的发展状况,介绍了国内先进单位合理用油取得的效益和经验,提出用油现代化的看法。  相似文献   
10.
Do experiences make people happier than material possessions? In two surveys, respondents from various demographic groups indicated that experiential purchases-those made with the primary intention of acquiring a life experience--made them happier than material purchases. In a follow-up laboratory experiment, participants experienced more positive feelings after pondering an experiential purchase than after pondering a material purchase. In another experiment, participants were more likely to anticipate that experiences would make them happier than material possessions after adopting a temporally distant, versus a temporally proximate, perspective. The discussion focuses on evidence that experiences make people happier because they are more open to positive reinterpretations, are a more meaningful part of one's identity, and contribute more to successful social relationships. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
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