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11.
试论“网球肘”的成因、诊断、预防与治疗   总被引:2,自引:0,他引:2  
“网球肘”是网球运动中常见的一种伤病。通过研究“网球肘”的成因、诊断、预防与治疗,预防伤病的发生。  相似文献   
12.
This article describes an informal approach to human rights education, which is anchored in reality and based on experience gained throughout the Arab region and more particularly within the Arab Institute for Human Rights. It is argued that the approach of the Institute could be adopted on a larger scale by organisations working in this domain, not only in the Arab region but also in other regions of the world. The article emphasises the essential role of governments and the importance of cooperation between the governmental and non-governmental levels in order to implement this type of human rights education in informal learning situations, and thus to disseminate a universal culture of human rights.  相似文献   
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This article presents an empirical study focused on a qualitative analysis of the UNIMARC format. An analysis of the structural quality of the data provided by the format is evaluated to determine its current suitability for meeting the requirements and trends in data architecture for the information network and the Semantic Web. Driven by a set of quality characteristics that identify weaknesses in the data schema that cannot be bridged by simply converting data to MARC XML or RDF/XML, we conclude that the UNIMARC format is not compliant with the current metadata schema desiderata and must be replaced.  相似文献   
15.
Automatic detection of source code plagiarism is an important research field for both the commercial software industry and within the research community. Existing methods of plagiarism detection primarily involve exhaustive pairwise document comparison, which does not scale well for large software collections. To achieve scalability, we approach the problem from an information retrieval (IR) perspective. We retrieve a ranked list of candidate documents in response to a pseudo-query representation constructed from each source code document in the collection. The challenge in source code document retrieval is that the standard bag-of-words (BoW) representation model for such documents is likely to result in many false positives being retrieved, because of the use of identical programming language specific constructs and keywords. To address this problem, we make use of an abstract syntax tree (AST) representation of the source code documents. While the IR approach is efficient, it is essentially unsupervised in nature. To further improve its effectiveness, we apply a supervised classifier (pre-trained with features extracted from sample plagiarized source code pairs) on the top ranked retrieved documents. We report experiments on the SOCO-2014 dataset comprising 12K Java source files with almost 1M lines of code. Our experiments confirm that the AST based approach produces significantly better retrieval effectiveness than a standard BoW representation, i.e., the AST based approach is able to identify a higher number of plagiarized source code documents at top ranks in response to a query source code document. The supervised classifier, trained on features extracted from sample plagiarized source code pairs, is shown to effectively filter and thus further improve the ranked list of retrieved candidate plagiarized documents.  相似文献   
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ABSTRACT

The objective of this study was to analyse the effect of the use of social networks in smartphones or playing video games on the passing decision-making performance in professional soccer athletes. Participants were 25 male professional soccer athletes (mean ± SD: age 23.4 ± 2.8 years). The participants performed three randomised conditions divided into three groups: control (CON), smartphone (SMA), and video game (VID). Before and after each experimental condition, the Stroop Task assessed the level of induced mental fatigue. Then, the athletes performed a simulated soccer match. A CANON® camera recorded the matches for further analysis on passing decision-making performance. A group effect was identified (< .01) with impairment on passing decision-making performance for the SMA (p = .01, ES = 0.5) and VID (p = .01, ES = 0.5) conditions. We concluded that the use of social networks on smartphones and/or playing video games right before official soccer matches might impair the passing decision-making performance in professional soccer athletes.  相似文献   
18.
This paper studies the publication productivity of inbreds and non‐inbreds among Russian academics. Existing literature provides ambiguous results on the relationship between inbred status and productivity. This may be explained by the use of different indicators for measuring publication productivity. We use data, which include indicators of both current publication productivity (at a certain point of time) and cumulative productivity (throughout the career) to identify whether inbreds and non‐inbreds differ in their productivity. We did not find any difference in current publication productivity of inbreds and non‐inbreds. We found, however, a difference in their cumulative publication productivity: non‐inbreds are being more productive on an individual level throughout their careers. Although the conclusions are based on the Russian data, the analysis provides an explanation for existing contradictory results on the relationship between academic inbreeding and productivity in general.  相似文献   
19.
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present when adopted in formal learning contexts. The aim of this paper is to shed light on the strengths and weaknesses of games for learning, and to gather stakeholder recommendations for the main actors in the field. The adopted research approach is qualitative and participatory, involving players, teachers, parents, researchers and developers. Data from 25 interviews and 11 focus groups yielded insights into the educational, psychological and ethical aspects of play. Results suggest that gameplay influences individuals in a very personal manner, and that its effects cover a wide range of skills, extending to identity development. Hence, to harness this potential, all actors in the ecology need strong awareness of both the affordances and the risks of games, and deep respect for individuals’ LEs. The study has implications for a wide range of actors, including educators, players, researchers, parents, game developers and policymakers.  相似文献   
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ABSTRACT

Recently, there has been much controversy over the International Association of Athletics Federation (IAAF) regulations regarding eligibility to compete and natural testosterone levels in female athletes. Much interest lies in the analysis of Caster Semenya's extraordinary performance. The objective of this work were, a) Complete an analysis of Caster Semenya's results during the 800m finals and b) search for existing similar performances by other female athletes. We analysed the results of the finals of all IAAF World Championships and Olympic Games from 1984–2016, including the 800m results of the Diamond Leagues 2016–2018. Exponential curves were fit to the data to characterise and predict performance for each event. Caster Semenya's finishing times before her ineligibility to compete and after the suspension of the IAAF hyperandrogenism regulation were found to be 1.24% and 1.49%, respectively, faster than the characteristic performance of the elite-standard in the women’s 800m final. Other female athletes, with finishing times faster than the ones predicted by the characteristic curves were also discovered. The percentage difference in performance between Caster Semenya and the other participants did not reach 3% in the 800m event. No conclusions can be drawn regarding extraordinary results ever performed during the 100m, 200m or 400m finals.  相似文献   
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