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2022 ◽  
Vol 3 (1) ◽  
pp. 1-3
Author(s):  
Chengran Zhang

At present, community pension has become a new type of pension. However, with economic development and social transformation, our country has entered a special period of diversified interests and complex contradictions. Environmental mass incidents show a high incidence trend. "Dilemma." This article uses a new perspective of behavioral public management to analyze the interaction between the government and the public in the decision-making process of environmental projects, and draws the conclusion of "two transformations": the cognitive framework of "public management". Scientific understanding is needed. Transform into the cognitive framework of "public epistemology"; accordingly, the interactive mode of the one-way role of the government and the people and the intermediary influence of experts needs to be transformed into the two-way role of "public epistemology". Based on the interactive mode in which the government, the people and experts play a regulatory role, it is recommended to transform the path dependence of government decision-making led by bureaucratic experts and technical experts into completely democratic decision-making.


2021 ◽  
Vol 9 (1) ◽  
pp. 89
Author(s):  
Lalit P. Une ◽  
Jayant D. Wagha ◽  
Purushottam A. Giri

Background: The unprecedented COVID-19 pandemic has caused a sudden shift towards the exclusive adoption of online teaching, forming the primary source of medical education and enabling students to continue to learn remotely. The role in the academic arena has gained importance furthermore considering the ongoing COVID-19 pandemic causing educational institutions around the world over to close down and thus giving rise to multiple challenges at all stages and levels of education in particular for students, due to the lockdown situation. Hence the present study was carried out to assess the perceptions of undergraduate medical students regarding e-learning during COVID-19 pandemic.Methods: A cross-sectional study was carried out from April 2021 to June 2021 among 404 undergraduate medical students of IIMSR Medical College, Badnapur, Jalna, Maharashtra. The questionnaire had eliciting information about socio-demographic profile, knowledge and perception regarding advantages and challenges of e-learning was administered to them. Data was entered in Microsoft excel and analyzed using statistical package for the social sciences (SPSS) version-13.0.Results: About 87% students were of opinion that e-learning was not useful and not motivated to use it and 38% students’ think it’s beneficial as has interactive mode, but 62% students think otherwise. Only 36% are of opinion that e-learning will improve their performance. Majority 78% students think e-learning will not help in better understanding then formal teaching methods.Conclusions: Undergraduate medical students were still more inclined towards traditional teaching rather than e-learning. Faculty members should take necessary measures for improving e-learning facility and quality to help with better learning.


2021 ◽  
Vol 24 (3) ◽  
pp. 28-45
Author(s):  
Ivan P. Ohrymenko ◽  
Nikolai N. Kolchevsky ◽  
Pavel P. Petrov

The general principles of gravitational waves detection are considered in this paper. Current gravitational wave detectors represent modernized Michelson interferometer LIGO-detector. Reduction of vibrations in the system and high stabilization of the reflective mirrors is one of the technical problem of the LIGO. It is proposed to study the features of the LIGO-detector with movable mirrors. The software simulating the operation of the LIGO and providing an opportunity to study its characteristics and capacity is developed and named LIGO-RM. The primary goal of the modelling is to study the signal of the gravitational waves detector with oscillating mirrors. The LIGO-RM contains graphic user interface (GUI) that provides interactive control of mirrors movement nature and monitoring of detector signal change. The software simulates the presence of gravitational wave of a requested type and makes it able to monitor its effect on the operation results of the LIGO interferometer in interactive mode or as a numerical outcome. A range of numerical experiments is conducted and the signals on the detector with and without mirrors oscillations are shown. The results of calculations and a possibility of the registration of the gravitational waves using the LIGO-detector with movable mirrors are discussed.


2021 ◽  
Author(s):  
◽  
Iuliia Khrypko

<p>The audience enjoys stories more if they present suspense. This is true for both non-interactive and interactive narratives. However, in interactive stories, for example in the context of a video game, suspense perception can be influenced by two factors: the audience’s choice and repeated exposition to the same story episode presenting suspense. Currently, there has been little research done on the audience’s emotional response to interactive narrative and the purpose of this thesis is to contribute to this area. The dissertation addresses nine research questions: (1) “How does a level of suspense change with repeated encounters?” (2) “How do choices offered to the audience influence their suspense perception?” (3) “Is the level of suspense reported from a distant observer perspective comparable to the degree of suspense experienced by the audience member immersed in the story and considering himself as a story character?" (4) Does a degree of suspense depend on the perspective from which the story is perceived (story character or external observer)? 5) “Does more suspense necessarily lead to the greater story enjoyment in interactive narratives?” (6) “How can one keep suspense high with repeated encounters in the interactive narratives?” (7) “Does greater uncertainty about the story outcome result in the greater degree of suspense?" (8) “Do male and female members of the audience perceive suspense differently in interactive stories?” (9) “Do the age and gaming experience of audience correlate with the degree of suspense they experience in interactive narratives?”   In order to answer these questions, the dissertation employed two approaches – theoretical analysis and empirical study. The theoretical part of the thesis addressed the questions of the role of suspense in interactive narrative, the process of the audience’s involvement in the interactive narrative and its possible impact on suspense perception, as well as how the degree of suspense perceived in the story can be influenced by the interactive mode of the story through manipulating the choice.   For the empirical research, quantitative methodology has been employed and one hundred and forty two participants took part in three experiments where they were asked to read and re-read non-interactive and interactive versions of a story created on the base of James Bond novels. The core data was collected from self-reports and surveys that the participants were asked to complete during and after experiments. Additional data came from the participants’ comments on their experience during the experiments.  This thesis makes two main contributions to the study of interactive narrative and narrative-based video games. First, it empirically proves that choice does not reduce the level of perceived suspense in the interactive story as it has been argued by some scholars (i.e. Frome & Smuts, 2004). . Second, the results of the research suggest that by manipulating the choice offered to the audience it is possible to keep the level of suspense higher with repeated encounters. In addition, some other findings obtained from the experiments present factors that may influence suspense perception in interactive narrative such as the gender of the audience members, their gaming experience, and level of immersion in the story.</p>


2021 ◽  
Author(s):  
◽  
Iuliia Khrypko

<p>The audience enjoys stories more if they present suspense. This is true for both non-interactive and interactive narratives. However, in interactive stories, for example in the context of a video game, suspense perception can be influenced by two factors: the audience’s choice and repeated exposition to the same story episode presenting suspense. Currently, there has been little research done on the audience’s emotional response to interactive narrative and the purpose of this thesis is to contribute to this area. The dissertation addresses nine research questions: (1) “How does a level of suspense change with repeated encounters?” (2) “How do choices offered to the audience influence their suspense perception?” (3) “Is the level of suspense reported from a distant observer perspective comparable to the degree of suspense experienced by the audience member immersed in the story and considering himself as a story character?" (4) Does a degree of suspense depend on the perspective from which the story is perceived (story character or external observer)? 5) “Does more suspense necessarily lead to the greater story enjoyment in interactive narratives?” (6) “How can one keep suspense high with repeated encounters in the interactive narratives?” (7) “Does greater uncertainty about the story outcome result in the greater degree of suspense?" (8) “Do male and female members of the audience perceive suspense differently in interactive stories?” (9) “Do the age and gaming experience of audience correlate with the degree of suspense they experience in interactive narratives?”   In order to answer these questions, the dissertation employed two approaches – theoretical analysis and empirical study. The theoretical part of the thesis addressed the questions of the role of suspense in interactive narrative, the process of the audience’s involvement in the interactive narrative and its possible impact on suspense perception, as well as how the degree of suspense perceived in the story can be influenced by the interactive mode of the story through manipulating the choice.   For the empirical research, quantitative methodology has been employed and one hundred and forty two participants took part in three experiments where they were asked to read and re-read non-interactive and interactive versions of a story created on the base of James Bond novels. The core data was collected from self-reports and surveys that the participants were asked to complete during and after experiments. Additional data came from the participants’ comments on their experience during the experiments.  This thesis makes two main contributions to the study of interactive narrative and narrative-based video games. First, it empirically proves that choice does not reduce the level of perceived suspense in the interactive story as it has been argued by some scholars (i.e. Frome & Smuts, 2004). . Second, the results of the research suggest that by manipulating the choice offered to the audience it is possible to keep the level of suspense higher with repeated encounters. In addition, some other findings obtained from the experiments present factors that may influence suspense perception in interactive narrative such as the gender of the audience members, their gaming experience, and level of immersion in the story.</p>


2021 ◽  
Vol 17 (3) ◽  
pp. 189-199
Author(s):  
Chantelle Mascarenhas ◽  
Dr. Sanjaykumar P. Phad

Convenience, accessibility and inexpensive range of information have attracted many towards the field of online shopping, luring them for more and more shopping experiences with availability of a wider range of products. Online shopping being a larger industry, needs to keep themselves constantly updated with the types of consumers choosing to shop online, the factors influencing e-consumers attitudes to shop, the kinds of e-purchases made and the mode of payment opted for online shopping purchases. The purpose of this research paper is to seek such information to help online marketers to map out strategies in order to cover a wide range of consumers in the society by transforming the offline shoppers to online shoppers and optimizing sales of different e-purchases. Thus, making web based applications an interactive mode to connect e-tailers with e-consumers with utmost trust and transparency. This research paper involves collection and analysis of data through 100 respondents with the help of questionnaire method.


2021 ◽  
Vol 843 (1) ◽  
pp. 012063
Author(s):  
A F Rogachev ◽  
E V Melikhova

Abstract The article deals with the problems of fuzzy cognitive modeling and evaluation of the productivity of reclaimed soils, taking into account the combination of natural-climatic, soil and environmental factors. To construct a fuzzy model, the parameters to be modeled were the coefficient of bioclimatic productivity with a range of variation of 0.5-1.5, and the yield of grain crops, which varied within 10…45 dt/ha for different natural and climatic zones. The theoretical basis for the development of a model of land productivity is the theory of fuzzy inference based on the fuzzy-multiple approach. The main stages of fuzzy modeling using the Mamdani algorithm in interactive mode are presented. An algorithmic representation of the dependence of the integral indicator of the productivity of agricultural land on the value of the yield of grain crops, and the coefficient of bioclimatic productivity is obtained. The constructed fuzzy model allows to obtain estimates of the generalized indicator of agricultural land productivity based on the yield values for the range of values of the bioclimatic coefficient. The constructed model can be used as a part of a system for predicting the level of food security.


SAGE Open ◽  
2021 ◽  
Vol 11 (4) ◽  
pp. 215824402110582
Author(s):  
Shu-Rong Zhao ◽  
Hong Li

In flipped learning (FL), the pre-class section plays an important role and determines whether meaningful and deep-level learning can take place in the following in-class section. However, previous studies focus on in-class learning and research little on the pre-class section. In order to explore an interactive mode which can ensure the effect of pre-class learning, a production-oriented peer collaboration FL framework was proposed and applied to the Business English course. Mixed research methods including questionnaire and focus group interview were used to test the effectiveness of the framework and explore effective forms of interaction. Data analysis shows that the FL framework improved significantly social interaction self-efficacy, help-seeking, and self-evaluation in self-regulated learning, thus ensured quality pre-class learning. As to interaction, eight collaboration forms were found through thematic analysis, namely comparison, correction, reaching agreement, supervision, inspiration, complementation, negotiation, and emotional support. Among them, comparison is the most beneficial and frequently mentioned collaborative behavior. This research provides an empirical case for peer interaction based on online learning tasks. It helps enrich interactive research in FL and provides teaching reference for practitioner teachers by offering a feasible framework.


Author(s):  
Ирина Николаевна Коротких ◽  
Михаил Вадимович Фролов ◽  
Юлиана Александровна Кувшинова ◽  
Людмила Ивановна Садова ◽  
Максим Владимирович Гладышев ◽  
...  

С развитием высоких медицинских технологий возрастает роль лечащего врача (ЛВ), который по-прежнему остается лицом, принимающим решение (ЛПР). Однако применение математических методов моделирования и адаптивных методов принятия решений должно увязываться с логикой деятельности ЛВ, доступно для практического использования, освобождать ЛВ от "рутинной" работы и способствовать более целенаправленному и эффективному лечебному процессу. Вот почему, прежде всего, при выборе рациональных реабилитационных мероприятий в условиях неполной априорной информации требуется интеллектуальная поддержка принимаемых решений ЛВ. Реабилитационные мероприятия при лечении гинекологических заболеваний выбираются из определенного множества медикаментозных, физиотерапевтических и хирургических мероприятий. Задача управления лечением в виде оптимизационной задачи позволяет формализовать процесс принятия решений при неоднородности задачи управления на начальном этапе, однако, при выборе лечения имеют место разного рода неопределенности, что требует применения адаптивного подхода. Для интеллектуальной поддержки выбора тактики лечения гинекологических заболеваний в условиях неполной априорной информации и ряда неопределенностей рекомендуется использовать для повышения эффективности принимаемых решений методы формализации априорной информации, поступающей от ЛВ, для настройки вероятностей привлечения критериев оптимизации, вероятности использования того или иного вида лечебного воздействия, математических моделей процессов лечения гинекологических заболеваний для организации и реализации имитационного эксперимента по принимаемым ЛВ решениям на весь период лечения (стратегия лечения) с использованием ЭВМ в диалоговом режиме в ускоренном масштабе времени и на каждый шаг лечения (тактика лечения) в реальном масштабе времени как по информации, поступающей от ЛВ, так и с использованием адаптивных алгоритмов выбора текущих целей лечения, вида лечебных воздействий и их величины. Таким образом, в статье рассматриваются задачи рационального (оптимального) планирования и выбора реабилитационных мероприятий при лечении гинекологических заболеваний на основе автоматизированного принятия решений With the development of high medical technologies, the role of the attending physician (PD) increases, who remains the decision-maker (DM). However, the use of mathematical modeling methods and adaptive decision-making methods should be linked to the logic of the drug's activity, be available for practical use, free the drug from "routine" work and contribute to a more purposeful and effective treatment process. That is why, first of all, when choosing rational rehabilitation measures in conditions of incomplete a priori information, intellectual support for the decisions made by the dispensary is required. Rehabilitation measures in the treatment of gynecological diseases are selected from a certain set of medication, physiotherapy and surgical measures. The problem of treatment management in the form of an optimization problem allows one to formalize the decision-making process when the control problem is heterogeneous at the initial stage, however, when choosing a treatment, there are various kinds of uncertainties, which requires an adaptive approach. For intellectual support of the choice of tactics for the treatment of gynecological diseases in conditions of incomplete a priori information and a number of uncertainties, it is recommended to use methods of formalizing a priori information from the drug to increase the efficiency of decisions made, to adjust the probabilities of invoking optimization criteria, the likelihood of using one or another type of therapeutic effect, mathematical models processes of treatment of gynecological diseases for the organization and implementation of a simulation experiment on the decisions made by the drug for the entire treatment period (treatment strategy) using a computer in an interactive mode in an accelerated time scale and for each step of treatment (treatment tactics) in real time as according to information received from drugs, and using adaptive algorithms for choosing the current goals of treatment, the type of therapeutic effects and their magnitude. Thus, the article deals with the tasks of rational (optimal) planning and selection of rehabilitation measures in the treatment of gynecological diseases based on automated decision making


Author(s):  
Sergey V. Lesnikov ◽  

This article discusses the construction of the terminological code of the Russian language in the form of information-search hypertext thesaurus. The code is developed in the form of a hypertext system in a nonlinear form, taking into account the relational, hierarchical and network paradigmatic relations through the implementation of syntagmatic relations in an interactive mode on a personal computer digitized lexicographic materials of the Russian language, which will allow on the basis of digital technologies through appropriate classification and systematization, digitalization and retrodigitization of dictionaries, reference books and encyclopedias and other lexicographic materials of the Russian language to structure, to systematize and unify the lexicographical material in a single body, thus providing operational input in a scientific turn with the purpose of optimization of scientific research in modern lexicography.


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