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11.
随着文化产业的快速发展,文化金融成为新兴的研究领域。本文选择2002-2016年CSSCI数据库收录的文化金融相关研究文献,运用词频统计法、可视化知识图谱法、内容分析法等多种文献计量研究方法全面分析国内有关金融支持文化产业发展的研究现状。研究发现:现阶段有关金融支持文化产业发展的研究文献逐年增加,分布期刊和研究机构众多,研究范围较广,研究内容包含国际经验比较、经验分析和实证分析;但目前该领域的研究主题相对分散,研究不够深入,缺乏微观数据支撑和模型研究,缺乏构建金融支持体系操作层面的分析,缺乏对具象产业的差异化分析,这些是未来进一步研究的方向。  相似文献   
12.
Sian Barber 《Media History》2018,24(1):99-114
This article explores the relationship between the British Board of Film Classification (BBFC) and government during the implementation of the Video Recordings Act (VRA). It considers the public Parliamentary debates about the VRA, and places them alongside private correspondence between the Home Office and the BBFC, and internal BBFC material from the recently catalogued James Ferman papers held at the BFI. As well as exploring the introduction of the VRA, this article also aims to briefly consider its implications for the BBFC, how they set about interpreting and implementing its stringent recommendations and how this impacted upon the organisational working practices of the Board. While the VRA was without doubt one of the most significant pieces of legislation within the history of film regulation in Britain, the time is ripe for its reappraisal and with it a re-evaluation of the role played by the BBFC in securing statutory regulatory powers.  相似文献   
13.
The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 h over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 h over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 h (Experiment 1, d = 1.44), but not when they played for 1 h (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 h resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context.  相似文献   
14.

Objective

The authors explored the feasibility and possible benefit of tablet-based educational materials for patients in clinic waiting areas.

Methods

We distributed eight tablets preloaded with diagnosis-relevant information in two clinic waiting areas. Patients were surveyed about satisfaction, usability, and effects on learning. Technical issues were resolved.

Results

Thirty-seven of forty patients completed the survey. On average, the patients were satisfied in all categories.

Conclusions

Placing tablet-based educational materials in clinic waiting areas is relatively easy to implement. Patients using tablets reported satisfaction across three domains: usability, education, and satisfaction.  相似文献   
15.
INTRODUCTION Video streaming is becoming one of the major driving forces of next generation wireless networks. For the currently deployed cellular networks, the practical data rates are not enough to support full rate, high quality video applications. As a result, many research efforts have been devoted to adapting video content to reconcile the conflict between the high demand of video quality and the limited wireless communication resources among users. A large body of literature utiliz…  相似文献   
16.
基于录像分析背景下的初中统计课堂教学提问研究   总被引:1,自引:0,他引:1  
在课堂教学中,教师的提问是最重要的活动.对两节初中统计课的课堂录像进行实录和量化分析,结合教师课堂提问的类型与学生回答之间的联系,得出:在统计课堂教学中(1)教师提问的数量相对比较少,提示类和理解类的提问类型所占比例较高;(2)学生无答的情况较少,但在问题回答中,学生机械性回答占了较大的比例,教师创新性问题较少;(3)教师提问难度与学生回答水平有直接的关系;(4)教师应围绕统计的特点进行提问,使学生经历统计的全过程,有助于提高课堂教学的有效性.  相似文献   
17.
This article chronicles the coordination and better integration of existing institutional resources to support cocurricular themes embedded in the provision of a large enrollment, video‐mediated undergraduate operations management (OM) course. The name Project Cheddarfield refers to a 2008 initiative in which two professors team‐taught an OM course to over 600 undergraduates on two different continents through the repeated rapid exchange of digital video between the United States and Singapore. Simultaneously infused in this core curricular delivery were themes of global awareness and study‐abroad, including the promotion of one particular opportunity that bridged the two campuses. This action research narrative spans over 5 years of related activity leading up to the initiative, as this project is best understood as a trajectory, or the evolving result of design adapting to unfolding realities.  相似文献   
18.
通过试验手段对受冲击后的变压器内部线圈绕组受损情况进行检测,对于正确引导变压器的检修,有效地减少设备停电时间具有极其重要的现实意义。同时,对于变压器的检测提供可行的变压器测试方法,以及判断变压器是否适合重新投入运行、投入后是否存在事故隐患。  相似文献   
19.
研究了一种视频数据挖掘的系统结构.介绍了该系统中各主要模块的功能;描述了视频数据预处理和视频数据立方体;讨论了视频数据挖掘方法并探讨了典型的视频挖掘技术.  相似文献   
20.
FFH/MFSK系统抗干扰性能研究   总被引:1,自引:0,他引:1  
针对FFH/MFSK通信系统的特点,推导了在赖斯衰落信道下,多音干扰产生的虚警检测概率和漏检概率数学表达式,并研究了不同参数对系统BER性能的影响. 仿真结果表明,在多音干扰功率大于一定值时,多音干扰数量是造成系统BER性能下降的主要因素.  相似文献   
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