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1.
基于虚拟机的VPN实验环境构建   总被引:6,自引:0,他引:6  
介绍虚拟机及VPN的工作原理,通过使用VMware虚拟机技术在单机环境下构建虚拟网络,实现不同网络地址段的互联通信。为构建VPN实验环境提供了一种安全廉价的高性能解决方案。  相似文献   

2.
The virtual organization is one result of the rapid advances of technology. These advances, however, bring about setbacks when communicating electronically—primarily a loss of face‐to‐face interaction. Yet interpersonal skills are still deemed one of the most desirable communication skills in today's workplace. A gap analysis of the traditional versus the virtual office reveals that voids exist when communicating solely electronically. Electronic communication training is essential in order to eliminate these voids and lessen the chance for unclear messages, enhance “faceless” interactions, and avoid communication overload. Therefore, it is incumbent upon educators and trainers to augment development programs with electronic communication training in order for employees to be prepared for the challenges of the virtual office.  相似文献   

3.
引入虚拟现实的思想,区别于传统的移动通信实验教学模式,设计了几种经典的无线网络规划、优化案例作为高校中移动通信实验、理论课教学的补充内容,在网络三维虚拟世界里学生可以通过虚拟的网络规划设备对各种条件下的虚拟无线环境进行测试优化。通过对无线网络的规划设计更加全面深刻地理解无线网络的整体架构和基本通信流程。  相似文献   

4.
随着虚拟现实等媒介技术的不断成熟,人类逐渐迈入沉浸传播时代。沉浸传播作为一种全新的传播方式,打破虚拟和现实界限,颠覆"受众"概念,实现人类感知系统的高度沉浸。思想政治教育的特征、过程、对象以及载体等要素均面临巨大的机遇和挑战。为适应媒介时代的变革,思想政治教育将形成智能空间思想政治教育、实现思想政治教育交往主体、构建综合性思想政治教育内容体系以及使用"沉浸指数"思想政治教育效果评估方法。  相似文献   

5.
6.
虚拟大学——高等教育的新发展   总被引:6,自引:0,他引:6  
信息技术正以强大的影响力渗透到人类社会生活的各个方面。基于网络的高等教育——虚拟大学正在全球范围内兴起。文章概述了虚拟大学的形成过程、发展模式及其特点,试图揭示这一新的教育形式发展中存在的问题与面临的挑战,以期给我国远程高等教育,特别是网络高等教育的发展提供一些启示。  相似文献   

7.
物流学科实验模拟软件模型的探讨   总被引:1,自引:0,他引:1  
物流学科实验模拟软件是创造一个仿真环境,用于提高教学效果和效率,以及提供给学生做实践演练的网络虚拟环境.虚拟物流企业、物流市场、社会环境是其中的三个主要虚拟情境.在以竞争为导向的虚拟市场中,虚拟的角色可进行虚拟经营管理活动.软件必须具备对话、协作等有助于学习的功能,以及教学过程控制、评估及相关管理功能.  相似文献   

8.
The development of online and virtual teaching and learning environments to augment formal face-to-face environments raises questions about the way the new communication and information technologies (CITs) are being incorporated into the on-campus environment. More importantly, this development challenges the meaning of the on-campus student learning experience. The new CITs require institutions, teachers and researchers to reconsider the relationship of the physical setting to the student learning experience. This paper highlights examples of recent developments of new learning environments which have been enhanced by the contribution of educational developers at several Australian universities. It also proposes a set of pedagogically informed principles to guide the development of on-campus teaching and learning environments which may feature the use of CITs.  相似文献   

9.
An extensive literature review and a phenomenological heuristic case study examined a virtual work team to determine what were salient domains of the team and determine the effect the virtual work environment had upon these domains. The study determined that post‐modern philosophy and postindustrial society are linked to changes in the marketplace and the development of virtual work environments. Seven team domains were identified. The virtual work environment affects the communication domain of teams most strongly. This effect impacts the remaining domains. Decision processes were determined to be narrower and featured conformity. Effectiveness was shown to be diminished by the reduction of social facilitation and increase in social loafing. Leadership was affected by the change in the communication network from an all‐channel network to a wheel network. Relationship and trust were affected by erosion of trust. Roles changed with the team's reduced ability to resolve differences and execute detailed action. Purpose became more task‐oriented. Technology emerged in the study as the new virtual team domain. Factors involved in team members' satisfaction were related to personality, isolation, and team membership.  相似文献   

10.
This study examined how global learning teams utilized technology in a virtual collaboration to solve complex problems. The study offers an in-depth explanation of why and how the learning teams used technology to support computer-mediated communication. A model of technology application at different stages of virtual collaborative process is proposed. The model can be used to maximize potential of global teams and facilitate further integration of virtual collaboration into university curricula. Time difference and lack of nonverbal cues were identified as challenges the global teams faced. The benefits of virtual collaboration were the opportunities to: learn how to use technology in a meaningful way; practice using technology to solve problems; and broaden one's perspective by communicating with people from different cultures.  相似文献   

11.
In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.  相似文献   

12.
网络虚拟交际不同于日常言语交际,交际者会借助一些辅助手段表达意图,表情符号就是其中之一。文章将结合表情符号在网络交际中的具体应用,以互动式会话语料为例,重点分析其在网络虚拟环境中的语用功能,如补充语境、明示意图、调节人际关系、构建形象身份,缓和话语等,探讨表情符号在交际中的价值并对其使用和规范提出建议。  相似文献   

13.
第二人生(Second Life)是目前流行的多用户虚拟环境,提供同步和异步交流,允许用户动态改变环境,在企业培训中的应用尝试愈来愈广泛。在文献研究的基础上,对第二人生的特色进行了归纳与梳理,并结合成人学习具有情境性的特点,分析总结第二人生在企业培训中的应用,第二人生为企业培训提供了虚拟世界和各种交互工具,应用在线团队合作、角色扮演等培训方式,实现了跨时空面对面的团队合作和工作学习一体化。  相似文献   

14.
Second Life中的教和学研究述评   总被引:3,自引:0,他引:3  
Second Life是目前最流行的多用户虚拟环境,提供同步和异步交流,允许用户动态改变环境,这些特点引起了教育者对其应用于教和学的关注.本文在文献研究的基础上,对Second Life应用于教和学的研究逻辑、可能范围、理论解释以及存在的问题进行了述评,认为Second Life为教和学的革新提供了新的可能.  相似文献   

15.
In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.  相似文献   

16.
Learning is integral in the present dynamic environment characterized by factors, such as intense technological innovation and global economy. Thus, learning is constantly required as, for example, rapid development of technologies is both a push factor in learning requirements and a vehicle to advance the learning process. The global nature of the environment today calls for virtual learning because of convenience, time and cost factors. This research seeks to draw measures to promote virtual learning experience. The research is based on a virtual learning of a master’s level information and communication technology for development (ICT4D) course at the University of Tampere in 2016. This course was offered two times and to two sets of different student groups. A questionnaire was conducted at the mid-course stage to assess the virtual learning experience and propose the ways to improve learning process. The assessment included how well the virtual environment and pedagogy promoted qualities of learning, these are, active, constructive, collaborative, intentional, contextual, transfer and reflective learning. Excellence in learning should always be promoted and in virtual environment, there is always new opportunities because of the advances in technology. This research seeks to promote qualities of learning by considering context in terms of assessing the learning environment that is, participants’ virtual learning experience, study contents and learning technologies. Context is important in order to map the learning process that suits the learners and study contents. The results of this study include highlighting of pedagogical techniques and technological tools that fit the learners’ and study content requirements to foster learning in a virtual environment.  相似文献   

17.
随着互联网的迅速发展,未成年人已经成为网络第二大主体,涉网未成年人在网络空间的虚拟认知行为、虚拟交往行为、虚拟实践行为构成了其虚拟行为的三大基本类型,面对网络内容与环境的诱惑、现实社会规则和各种教育指导失效时,主体性不成熟的未成年人在网络生存中出现了虚拟行为异化问题。本文试图挖掘未成年人虚拟行为异化的根源,找到矫正其虚拟行为异化的对策。  相似文献   

18.
对网络化虚拟仪器系统的体系结构和软件开发环境进行了探讨;对实现网络化虚拟仪器软件系统中所使用到的关键技术DataSockct进行了分析。在此基础上,基于Labwindows/CVI软件,建立一个C/S网络通讯模式的虚拟仪器,利用TCP/IP协议,开发了相关分析,实现了虚拟仪器的远程数据采集与数据分析的网络化功能。  相似文献   

19.
虚拟学习社区多重内涵之解析与研究   总被引:5,自引:0,他引:5  
本文全面探讨了虚拟学习社区的内涵.从虚拟学习社区是虚拟社区和新的学习模式的结合着手,分别阐述了虚拟学习社区的环境建构、虚拟学习社区的要素和特征及其主要功能与工具,最后阐明了虚拟学习社区的基本分类和三个协同共生的层面:知识建构、智慧学习和情感交流.  相似文献   

20.
为解决传统室内家居设计过程中设计者与用户之间缺乏有效沟通方式,用户在设计过程中参与度不高、体验感不强,造成用户对最终的设计效果认可度不高等问题,将虚拟现实技术应用于室内家居设计环节。通过虚拟现实技术提供的沉浸感、交互性和构想性等特征,通过人机交互使用户在逼真的虚拟家居环境中了解室内家居设计风格并进行日常生活体验,在用户与设计者之间提供直观的沟通渠道,为家居设计提供更快捷的反馈。  相似文献   

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