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1.
WRESTORE (Watershed Restoration Using Spatio-Temporal Optimization of Resources) is a web-based, participatory planning tool that can be used to engage with watershed stakeholder communities, and involve them in using science-based, human-guided, interactive simulation–optimization methods for designing potential conservation practices on their landscape. The underlying optimization algorithms, process simulation models, and interfaces allow users to not only spatially optimize the locations and types of new conservation practices based on quantifiable goals estimated by the dynamic simulation models, but also to include their personal subjective and/or unquantifiable criteria in the location and design of these practices. In this paper, we describe the software, interfaces, and architecture of WRESTORE, provide scenarios for implementing the WRESTORE tool in a watershed community's planning process, and discuss considerations for future developments. 相似文献
2.
Large lectures are the predominant way of teaching first-year students at universities in Norway. However, this forum for education is seldom discussed as a context for a formative feedback practice. The purpose of this sequential mixed methods study was to address whether and how a student-response system can open for a formative feedback practice in lectures and thereby support students' ability to monitor their own learning, as well as supply insight into how students engage with the feedback in their course work. The context for the study was large lectures (150–200 students) in a qualitative method course for first-year psychology students. Findings from the survey (n = 149) showed a positive correlation between the extent to which students report that they use clickers to monitor their own learning, and the extent to which they report that they used the feedback in their own course work. However, findings indicate that students valued the process of monitoring their own learning during the lectures to a greater extent than they actually used the feedback in their course work. Findings from interviews (n = 6) illustrated various ways students applied feedback in their course work. 相似文献
3.
用 3 个仿射图的投射方向构成 1 个仿射坐标系,同时也构成 1 个三棱锥,在此仿射坐标系中用球面三角重新研究由两个仿射图求第 3 个仿射图的投影作图理论 ——平行线束法。进一步还给出了由两个仿射图得到正投影的条件、由两个正投影得到第 3 个正投影的条件、以及由 V,H 两投影得到指定方向上的正投影的条件,简化了研究过程,得到了更简单的公式。 相似文献
4.
先说明市内接入网的单位用户和住家用户两大类使用通信和电视、交互型和分配型业务的要求不相同,相应地对光纤传输的应用须作不同的考虑,文中认为;光纤从市内交换局直连办公大楼是合乎现实需要的,而对于居民住家,宜选用光纤连至路边或光纤与同轴结合和适当利用无源光网络等方案,俟将来时机成熟才实行光纤连至每一家,文末有概括总结,说明接入网不同于长途网,接入网的光纤系统可以使用常规单模光纤,工作于波长1.3μm,而光放大器和波分多路系统不是普遍需要,但光电子集成在光端机中是必要的。 相似文献
5.
DGPSL:A DISTRIBUTED GRAPHICS LIBRARY 总被引:1,自引:0,他引:1
DGPSL:ADISTRIBUTEDGRAPHICSLIBRARYShiJiaoying;PanZhigeng;ZhengWentingDGPSL:ADISTRIBUTEDGRAPHICSLIBRARY¥ShiJiaoying;PanZhigeng;... 相似文献
6.
本文研究程序代码可视化技术,即从现存的程序生成某种可视化表示,增强程序的易读性、易理解性和易维护性。首先介绍ProVS的设计思想和实现技术,然后给出输出例子。 相似文献
7.
An advanced learning system for interactive simulation of patient cases (ISP) is described. The system was designed to meet specific pedagogical needs where student activation and problem orientation were two of the key issues. The system includes features such as video based illness history-taking function using free text input, highly interactive physiological examination procedures, extensive laboratory tests and detailed user feedback. The system was constructed mainly in Authorware Professional, starting more than 10 years ago, and it is now available in refined versions in different languages. Twelve pedagogical and three technical features were initially defined for the project. All of these aims were fulfilled. The ISP system has been successfully used in education, and in international collaboration, including three applicability field tests. The system is also a powerful research tool for studying for instance medical decision-making. 相似文献
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9.
Aseel Berglund Erik Berglund Anders Larsson Magnus Bang 《Universal Access in the Information Society》2006,4(4):300-327
The television (TV) is one of the most common entertainment devices in homes. Searching and finding TV programs is a common task and using TV guides is one way of performing this. This paper presents three studies that are focused on examining audiences’ TV habits and TV guide usage, evaluating a new concept based on linking paper and pen with TV technology, and studying the audiences’ attitudes toward and anticipated interest in the future guide. The results of our first study emphasize the value of using paper based TV guides and also identify the deficiencies. We also found indications that the advantages and disadvantages of paper-based TV guides are related to the physical properties of paper. Thus, we suggest a solution that uses digital pen and paper technology to offer a new interaction method for TV. A research system “Paper Remote”, is developed and used in the two subsequent studies. Viewers tick designated areas on the paper-based guide to perform actions such as channel switching. However, this solution is not a substitute for the remote control device. We argue that these user studies on linking digital paper to the TV for everyday information navigation illuminate the possibilities of providing innovative solutions also for home information systems also. 相似文献
10.