1000 resultados para Computer


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Technopopular culture such as computer games immerses young people in highly complex and engaging worlds, worlds in which literacy and communicative practices are significantly reconfigured and extended by the contexts in which they occur. This paper reports on a study exploring the textual engagement, pleasures and literacies entailed in playing on line computer games amongst a group of young people aged 15-16. It explores the ways in which these young people read and utilised intersections between traditional print-based text, visual images, symbols, sound, interactivity and other elements to play and make sense of a range of Real Time Strategy and Role Playing Computer Games; the place of games and gaming amongst other text-based leisure activities in their lives; and issues of interpretation, representation and response entailed in playing with real or virtual partners in cyberspace.

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One of the problems faced by Australian academics in the 21st century is to facilitate learning with a changing profile of students, in bigger and bigger classes. As educators at tertiary institutions, our environment is undergoing major changes as increasingly business and commerce programs are offering courses either partially (Web enabled) or totally (Web exclusive) online. This study has developed an important model allowing the prediction of students' overall results and indicates that a student's final grade is dependant, in part, on accessing the study materials and study tools available to them via WebCT and attending face-to-face tutorials.

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Computer display height and desk design to allow forearm support are two critical design features of workstations for information technology tasks. However there is currently no 3D description of head and neck posture with different computer display heights and no direct comparison to paper based information technology tasks. There is also inconsistent evidence on the effect of forearm support on posture and no evidence on whether these features interact. This study compared the 3D head, neck and upper limb postures of 18 male and 18 female young adults whilst working with different display and desk design conditions. There was no substantial interaction between display height and desk design. Lower display heights increased head and neck flexion with more spinal asymmetry when working with paper. The curved desk, designed to provide forearm support, increased scapula elevation/protraction and shoulder flexion/abduction.

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Distributed Denial of Service attacks is one of the most challenging areas to deal with in Security. Not only do security managers have to deal with flood and vulnerability attacks. They also have to consider whether they are from legitimate or malicious attackers. In our previous work we developed a framework called bodyguard, which is to help security software developers from the current serialized paradigm, to a multi-core paradigm. In this paper, we update our research work by moving our bodyguard paradigm, into our new Ubiquitous Multi-Core Framework. From this shift, we show a marked improvement from our previous result of 20% to 110% speedup performance with an average cost of 1.5 ms. We also conducted a second series of experiments, which we trained up Neural Network, and tested it against actual DDoS attack traffic. From these experiments, we were able to achieve an average of 93.36%, of this attack traffic.

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Computer-assisted instruction has been around for decades. There has been much speculation about the benefits of computer-mediated learning. Numerous applications have been developed in different domains incorporated with emerging technologies. In recently years, advanced technologies, such as Augmented Reality (AR) and Virtual Reality (VR), have received much attention in their potential of creating interactive learning experience for the users. However, related literature and empirical studies indicated that learning effects in computer-simulated environments or Virtual Environments (VEs) are not systematically tested. Furthermore, the performance and learning in computer-simulated learning environment need to be evaluated through more rigorous methods. This paper suggests that 1) the efficacy of VEs is subject to a close examination, not only in terms of how VE-based training systems are easy of use, but also in terms of how effective learning is; 2) evaluation of learning in computer simulated learning environments is required to be reconsidered in terms of theoretical basis and evaluation methodologies that are relevant to the measurement of training effectiveness in computer-simulated virtual learning environment. This paper explains on how learning can be assessed in VEs through the lens of training evaluation.