49 resultados para Ershov hierarchy
Resumo:
Facing the problems that Dagang region of Huanghua Depression has high exploration degree and its remaining resource potential and structure are not clear, the theory of Petroleum Accumulation System (PAS) is applied to divide and evaluate the oil/gas systems quantitatively. Then, the petroleum accumulation systems are taken as units to forecast and analyse the oil/gas resources and their structure using statistical methods of sampling analysis of discovery process model and generalized pareto distribution model. The exploration benefit of the unit is estimated using exploration simulation methods. On the basis of the above study, the resource potential of Huanghua Depression is discussed.Huanghua Depression can be diveded into four petroleum accumulation systems, i.e. North PAS5 Middle Qibei PAS, Middle Qinan PAS and South PAS. Each PAS can be diveded futher into several sub- PASs. Using the basic princple of Analytical Hierarchy Process, the method of quantitative evaluation of PAS is established. Then the elements and maturity of PAS are evaluated quantitatively.Taking migration and accumulation units and sub-PASs as prediction units, sampling analysis of discovery process model and generalized pareto distribution model are applied comparatively to forecast the resource structure of eight migration and accumulation units in six PASs of medium-high exploration degree. The results of these two methods are contrasted and analyzed. An examination of X2 data of these two models from exploration samples shows that generalized pareto distribution model is more effective than sampling analysis of discovery process model in Huanghua Depression. It is concluded that minimum and maximum size of reservoir and discovery sequence of reservoirs are the sensitive parameters of these two methods.Aiming at the difficult problem of forecast in low exploration degree, by analysis of relativity between resource parameters and their possible influential geological factors, forecast models for resource parameters were established by liner regressing. Then the resource structure is forecasted in PASs of low exploration degree.Based on the forecast results, beginning with the analysis of exploration history and benefit variation, the exploration benefit variation of the above PASs is fitted effectively using exploration simulation method. The single well exploration benefit of remaining oil resource is also forecasted reasonably.The results of resource forecast show that the total oil resources ofHuanghua Depression amount to 2.28 b illion ton. By the end o f 2 003, the accumulative total proved oil reserve is 0.90 billion ton and the remaining oil resources is 1.38 billion ton. The remaining oil resource is concentrated in Kongdian-Dengmingshi, Banqiao-Beidagang, Qidong-Yangerzhuang and Baidong-Qizhong sub-PASs.
Resumo:
Social dilemmas are defined as such situations in which short-term individual and long-term collective interests are at odds (Hardin, 1968; Messick & Brewer, 1983). Severe social problems lead more and more researchers to pay attention to the issue of social dilemmas. Until now, research has widely examined the factors influencing cooperation in social dilemmas, and provided solutions to social dilemmas. In the need of theory development, previous research generally simplified the situation of realistic social dilemmas. Therefore, few studies have explored the issue of cooperation in social dilemmas in an intergroup situation. On the other hand, there has been little empirical attention for such issues in countries outside of United States and Western Europe. To meet this gap, the present study grounded itself in social identity theories and examined the effect of unequal group status on behavioral decision making in social dilemmas. To this end, the study designed three experiments to examine how individuals with different group status response psychologically and behaviorally to cooperation in intragroup and intergroup social dilemmas. In experiment 1, the study examined how independent and interdependent self- construals affect cooperative behavior in an intragroup social dilemma. The results showed that when individuals were primed with interdependent (as opposed to independent) self-construal, they consistently contributed highly, regardless of context manipulation. In contrast, those primed with independent self-construal contributed less in the investment game but only when placed in a context where group members were encouraged to think about their individual (versus shared) fate. Results supported the idea that independent self-construal in a low interdependent context produces the most competitive behavior and that this effect was partially mediated by the feeling of interaction within a group. In experiment 2, the study examined how the effect of group status on different level of cooperation in a nested social dilemma was moderated by individual status, and what roles ingroup and superordinate identifications played in the above effect. Results found that individuals in higher status groups tended to allocate more to private account and less to subgroup account compared to those in lower status group; individuals in higher status groups allocated more to higher level accounts than to private account, whereas those in lower status acted in a reverse way. The results indicated that group status (compared to individual status) exerted a positive influence on behavioral decision making in social dilemmas, with higher group status contributing more to subgroup as well as collective interests. Results also found that the effect of group status and/or individual status on cooperation in social dilemmas was moderated by sex. As for individual status, results showed that the effect of individual status on subgroup interest was significantly moderated only by the combination of higher ingroup identification and lower superordinate identification. In experiment 3, the study explored how group stability and cognitive categorization interactively influenced the relationship between group status and behavioral decision making in a social dilemma. Results did not support the prediction that group status and stability interactively affected behavioral decision-making in social dilemmas. However, it was found that this relationship was moderated by which level individuals categorized themselves at. When categorization at the individual level was salient, individuals in high status group contributed more to subgroup account than those in low status group if they perceived a stable status hierarchy; whereas they contributed more to private account and less to collective account if they perceived that the status was instable. On the other hand, when categorization at the subgroup level was salient, individuals in high status group contributed less to collective account than those in low status group if they perceived that the status was stable; whereas they contributed less to private account and more to subgroup account if they perceived an instable status relation. In summary, the present study suggests that cooperation with ingroup forms the basis of social harmony, and higher status for everyone in any given group is a necessary for social development. On the other hand, individuals in higher status group tend to be more selfish once they realize that their current status hierarchy is unstable. However, activating their collective identity will to some degree increase the level of their cooperation with the collective. The study thus provides psychological explanations on how to construct group harmony and management suggestions on how to solve social conflicts.
Resumo:
Classification is a kind of basic cognitive process, and category is an important way for human beings to define the world. At the same time, categories are organized in a hierarchical way, which makes it possible for human beings to process information efficiency. For those reasons, the development of classification ability is always one of the foci in developmental psychology. By using the methods of spontaneous and trained classification of both familiar stimuli materials and artificial concepts, this research explored the 4-6 year old children's classification criteria. And by the artificial concept system formed in these classification criteria experiments, the mastery degree of class hierarchy in these young children was analyzed. The main results and conclusions are: 1) The classification ability increases quickly among kindergarteners from 4 to 6 year old: the 4 year old children seemed unable to classify objects by classificatory criteria, however, the 6 year ones had shown the ability in many experimental conditions. But the main basis of classificatory criteria in these young children, including 6 year old ones, was the functional relation of the objects but the conceptual relations, and their classification criteria was not consistent because they seem to be easily affected by experimental conditions. 2) The age of 5 is a more sensitive period of classification ability development: for the children of 5 year old, it was found that their classification ability was easily enhanced by training. The zone of proximal development in classification ability by category standard could probably lie in this period of age. 3) Knowledge is an important factor that affects young children's classification ability, meanwhile, their classification activity are affected by cognitive processing ability: young children exhibited different classification ability as they had different understanding of stimuli materials. Kindergarteners of different age were significantly different in their classification ability as the difference in cognitive processing ability, even if they had the same knowledge about the stimuli materials. 4) Different properties of class hierarchy are different in difficulty for young children: the 5-6 year old children showed that the could master the transitivity of the class hierarchy. No matter under what learning condition, they could answer most of the transitivity questions correctly and infer the property of the sub-class according to that of the super-class. The young children at 5-6 years old had mastered the branching property of class hierarchy at a relative high level, but their answers were easily affected by the hints in the questions. However, it seemed that the asymmetry of class hierarchy was difficult for young children to learn. Because young children could not understand the class inclusion relation, they always drew wrong conclusions about super-class from sub-class in their classification.
Resumo:
Interface has been becoming a more significant element today which influences the development of shopping on-line greatly. But in practice the attention arisen from society and study made are quite inadequate. Under this circumstance, I focus my study on the purpose of improving understanding of the engineering psychological factors, which definitely will play a crucial role in shopping on-line representation in future, and of the relations between them through the following experimental research. I hope it can give a basic reference to the practical application of shopping on-line representation pattern and continuous study. In current thesis, an analysis was made on the basis of engineering psychology principles from three aspects, i.e. person (users), task and information environment. It was considered that system overview and information behavior model would have great impact on the activities of users on the web and that representation pattern of information system would affect the forming of system overview and behavior pattern and then further after the performances of users in information system. Based on above-mentioned statement, a three-dimensional conceptual model was presented which demonstrates the relations between the crucial factors, which are media representation pattern, system hierarchy and objects in information unit. Thereafter, eight study hypothesis, which are about engineering psychological factors of virtual reality (VR) representation in shopping on-line system, was taken out and four experiments were followed up to testify the hypothesis. -In experiment one, a research was made to study how the three kinds of single media representation pattern influence the forming of system overview and information behavior from the point view of task performance, operating error, overall satisfactory and mental workload etc. -In experiment two, a study of how the combined media representation pattern of system hierarchy influences users' behavior was carried out. -In experiment three, a study of the hierarchy structure feature of VR representation pattern and the tendency of its width and depth to the effects of system behavior was made. -In experiment four, a study of the location relations between different parties in VR scene (information unit) was made. The result is as follows: -During structure dimensional state: Width-increasing caused more damage to the speed of users than depth-increasing in VR representation pattern. Although the performance of subjects was quite slow in wider environment, yet the percentage rate of causing errors was in lowest level. -During hierarchy representation pattern: 1. Between the representation patterns of the three media, no significant differences was found in terms of the speed of fulfilling the task, error rate, satisfactory, mental workload etc. But the pattern with figure- aided gained the worst results on all of these aspects. 2. During primary stage of the task and the first level of the hierarchy, the speed of subjects' performance in VR pattern was slower than that in text pattern. While with developing of the task and going deeper level of the hierarchy, the speed of users' performance in VR representation pattern reached to the highest level. 3. Effects in VR representation pattern was better than that in text pattern in higher level of the system. The representation pattern in highest level has greatest impact on the performance of the system behavior, whereas results of the only VR representation in the middle part of hierarchy would be worst. 4. Activity error in single media representation pattern was more than that in combined media representation pattern. 5. Individual differences among subjects had effects on the representation pattern of the system. During VR environment, behavior tendency of party A had a significant negative correlation to the quantities of errors. -In VR-scene representation: Physical-distance and flash influenced the subjects' task performance greatly, while psychological-distance has no outstanding impact. Subjects' accurate rate of performing increased if objects with same relation were in the same structure position, in the state of close psychological-distance or if the object target flashed (not reliable). Although the article limits the topic only on the present-existing questions and analysis of shopping-on-line, as a matter of fact, it can also apply for other relevant purposes on the web. While the study of this article only gives its emphasis on the researching-task with definite goal, making no consideration of other task conditions and their relations with other navigation tools. So I hope it lay a good start to make continuous research in this areas.