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This study aimed to determine if the Garmin Vector (Schaffhausen, Switzerland) power meter produced acceptable measures when compared with the Schoberer Rad Messetechnik (SRM; Julich, Germany) power meter across a range of high-intensity efforts. Twenty-one well-trained cyclists completed power profiles (seven maximal mean efforts between 5 and 600 s) using Vector and SRM power meters. Data were compared using assessments of heteroscedasticity, t tests, linear regression, and typical error of estimate (TEE). The data were heteroscedastic, whereby the Vector pedals increasingly overestimated values at higher power outputs; however, t tests did not identify any significant differences between power meters (> .05). Using linear regression, Vector data were fit to an SRM equivalent (slope = .99; intercept = ?9.87) and TEE produced by this equation was 3.3% (3.0%–3.8%). While the data shows slight heteroscedasticity due to differing strain-gauge placement and resultant torque measurement variance, the Vector appears acceptable for measures of power output across various cycling efforts.  相似文献   
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In this paper, we explore how the application of multimedia design principles may inform the development of educational multi-user virtual environments (MUVEs). We look at design principles that have been shown to help learners manage cognitive load within multimedia environments and conduct a conjectural analysis of the extent to which such principles can help manage cognitive load in the highly immersive “beyond multimedia” environments that 3-D educational MUVEs represent. We frame our discussion as a design practice analysis of the River City MUVE, a science inquiry environment that has middle school students collaborating to develop and test hypotheses regarding illnesses sweeping a virtual town. We analyze the current River City interface design using a framework describing cognitive overload scenarios and associated approaches to manage cognitive load. We also discuss the potential difficulties that may be seen as multimedia principles are applied to 3-D MUVEs. Our discussion describes a blueprint for research implementations that we are undertaking to systematically investigate the effect of an educational MUVE interface design based on multimedia principles—implementations that we hope will provide an action framework for other MUVE researchers to use in their own studies.  相似文献   
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Collaborative research has been more advocated than practiced. Three rationales for collaborative research are discussed. A collaborative study currently under way is used to illustrate the difficulties likely to arise in such endeavours. Persistent problems around collaborative work include differences in purposes, methodological requirements, timeframes, commitments, and outcomes. Although meaningful collaborative work can be done, it is difficult and requires particular and unusual conditions to be successful.

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This article establishes an understanding of social cohesion in general and discusses organizations and activities that are known to promote social cohesion before introducing organizations that claim to work toward social cohesion as one of their main priorities. The Council of Europe's Directorate General of Social Cohesion represents a political organization seeking to promote social cohesion. The Jaboya Project and Field Band Foundation are social organizations with social cohesion as a priority. Although these organizations are likely to contribute to it, they cannot achieve social cohesion directly; rather, they work toward establishing conditions that are favorable to building social cohesion and anticipate the probable long-term effects of their work.  相似文献   
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