Presence in Collaborative Virtual Environments
关于生态模拟的英文作文
关于生态模拟的英文作文Ecological Simulations: Unlocking Nature's Secrets.In the intricate tapestry of life, understanding the complex interactions within ecosystems is paramount. Ecological simulations have emerged as a powerful tool, providing scientists with the ability to probe the veiled mechanisms that govern the natural world.Delving into the Virtual Realm.Ecological simulations are computational models that mimic real-world ecosystems. They recreate the intricate network of species interactions, environmental variables, and ecological processes that shape the dynamics of nature. By manipulating virtual environments, researchers can test hypotheses, predict outcomes, and explore scenarios that may be difficult or impossible to observe in the field.Unveiling Hidden Relationships.One of the primary strengths of ecological simulations lies in their ability to uncover hidden relationships and patterns within ecosystems. By eliminating the noise and confounding factors present in real-world observations, simulations allow researchers to isolate and examine specific interactions. This process enables the identification of key drivers of ecosystem functioning and the prediction of how changes in one component may cascade through the entire system.Predicting Future Trajectories.Ecological simulations play a crucial role in forecasting the future trajectories of ecosystems under various scenarios. By incorporating data on environmental stressors, climate change, and land-use patterns, models can project how these factors will impact species distributions, community composition, and ecosystem services. This predictive power is invaluable for conservation efforts, enabling policymakers to develop strategies that mitigate negative impacts and promoteresilience.Evaluating Management Strategies.Ecological simulations serve as a testing ground for evaluating different management strategies. Before implementing changes in the field, researchers can simulate various scenarios to assess their potential consequences. By comparing outcomes under different approaches, managers can identify the most effective interventions for achieving specific conservation or restoration goals.Unveiling Complexity and Variability.Ecological simulations highlight the inherent complexity and variability of natural systems. By representing the stochasticity and non-linearity present in nature, models can capture emergent phenomena that may not be apparent from simple observations. This realism enhances the predictive power of simulations and provides a more accurate representation of ecosystem dynamics.Collaboration and Open Science.The advancement of ecological simulations relies heavily on collaboration and open science practices. Researchers share data, models, and code to foster transparency and reproducibility. This collaborative approach ensures that models are rigorously tested and refined, leading to more robust and reliable results.Challenges and Limitations.Despite their immense value, ecological simulations also face challenges and limitations. Data collection for model parameterization can be time-consuming and expensive. Additionally, models may oversimplify complex ecological processes or fail to capture the full range of interactions present in real-world ecosystems. Ongoing research and model refinements are necessary to address theselimitations and enhance the accuracy and realism of simulations.Conclusion.Ecological simulations have revolutionized the study of ecosystems, providing unprecedented insights into their intricate dynamics and future trajectories. By harnessing computational power, scientists can uncover hidden relationships, predict ecological outcomes, and inform conservation and management strategies. As models continueto evolve and become more sophisticated, the potential for ecological simulations to advance our understanding of nature and guide our stewardship of the planet is limitless.。
机器人有什么功能英语作文
Robots have become an integral part of modern society,offering a wide range of functions that enhance our daily lives and improve efficiency in various industries.Here are some of the key capabilities that robots possess:1.Automation and Efficiency:Robots are designed to perform repetitive tasks with high precision and speed,reducing the need for human labor and minimizing errors.2.Dangerous Task Execution:They can operate in hazardous environments,such as deepsea exploration,space missions,or disaster zones,where human presence could be risky.3.Manufacturing:In the industrial sector,robots are used for assembly lines,welding, painting,and other manufacturing processes,ensuring consistency and quality control.4.Medical Assistance:Surgical robots assist in performing complex procedures with greater accuracy,while nursing robots can help with patient care,such as medication dispensing and monitoring vital signs.5.Agricultural Support:Robots can be used for planting,harvesting,and monitoring crop health,leading to increased agricultural productivity and reduced waste.6.Domestic Help:Home robots,such as vacuum cleaners and lawn mowers,perform household chores,freeing up time for other activities.cational Tools:Robots are used in educational settings to teach programming, engineering,and other STEM subjects,making learning interactive and engaging.8.Entertainment:They can be programmed to perform music,dance,or act in plays, offering a new dimension to the entertainment industry.9.Security and Surveillance:Robots can patrol areas,detect anomalies,and provide realtime surveillance,enhancing security in both public and private spaces.10.Environmental Monitoring:Robots are used to monitor environmental conditions, such as pollution levels,wildlife populations,and climate changes,aiding in conservation efforts.11.Search and Rescue:Equipped with sensors,robots can locate people trapped in collapsed buildings or other disaster scenarios,providing vital support to rescue teams.12.Transportation:Autonomous vehicles,including drones and selfdriving cars,are revolutionizing the transportation sector,offering safer and more efficient travel options.13.Customer Service:Robots in retail and hospitality industries can assist customers, provide information,and even process transactions,improving service quality and reducing wait times.nguage Translation:Some robots are capable of realtime language translation, facilitating communication between people of different linguistic backgrounds.15.Space Exploration:Robots play a crucial role in exploring other planets and celestial bodies,collecting data that helps scientists understand the universe better.Robots are not just tools for performing tasks they are also companions,educators,and pioneers in new frontiers.As technology advances,the capabilities of robots will continue to expand,offering even more functions that can benefit humanity in various ways.。
超低功耗微型超声时间差测距传感器CH101说明书
CH101 Ultra-low Power Integrated Ultrasonic Time-of-Flight Range SensorChirp Microsystems reserves the right to change specifications and information herein without notice.Chirp Microsystems2560 Ninth Street, Ste 200, Berkeley, CA 94710 U.S.A+1(510) 640–8155Document Number: DS-000331Revision: 1.2Release Date: 07/17/2020CH101 HIGHLIGHTSThe CH101 is a miniature, ultra-low-power ultrasonic Time-of-Flight (ToF) range sensor. Based on Chirp’s patented MEMS technology, the CH101 is a system-in-package that integrates a PMUT (Piezoelectric Micromachined Ultrasonic Transducer) together with an ultra-low-power SoC (system on chip) in a miniature, reflowable package. The SoC runs Chirp’s advanced ultrasonic DSP algorithms and includes an integrated microcontroller that provides digital range readings via I2C.Complementing Chirp’s long-range CH201 ultrasonic ToF sensor product, the CH101 provides accurate range measurements to targets at distances up to 1.2m. Using ultrasonic measurements, the sensor works in any lighting condition, including full sunlight to complete darkness, and provides millimeter-accurate range measurements independent of the target’s color and optical transparency. The sensor’s Field-of-View (FoV) can be customized and enables simultaneous range measurements to multiple objects in the FoV. Many algorithms can further process the range information for a variety of usage cases in a wide range of applications.The CH101-00ABR is a Pulse-Echo product intended for range finding and presence applications using a single sensor for transmit and receive of ultrasonic pulses. The CH101-02ABR is a frequency matched Pitch-Catch product intended for applications using one sensor for transmit and a second sensor for receiving the frequency matched ultrasonic pulse.DEVICE INFORMATIONPART NUMBER OPERATION PACKAGECH101-00ABR Pulse-Echo 3.5 x 3.5 x 1.26mm LGA CH101-02ABR Pitch-Catch 3.5 x 3.5 x 1.26mm LGA RoHS and Green-Compliant Package APPLICATIONS•Augmented and Virtual Reality•Robotics•Obstacle avoidance•Mobile and Computing Devices•Proximity/Presence sensing•Ultra-low power remote presence-sensing nodes •Home/Building automation FEATURES•Fast, accurate range-finding•Operating range from 4 cm to 1.2m•Sample rate up to 100 samples/sec• 1.0 mm RMS range noise at 30 cm range•Programmable modes optimized for medium and short-range sensing applications•Customizable field of view (FoV) up to 180°•Multi-object detection•Works in any lighting condition, including full sunlight to complete darkness•Insensitive to object color, detects opticallytransparent surfaces (glass, clear plastics, etc.) •Easy to integrate•Single sensor for receive and transmit•Single 1.8V supply•I2C Fast-Mode compatible interface, data rates up to 400 kbps•Dedicated programmable range interrupt pin•Platform-independent software driver enables turnkey range-finding•Miniature integrated module• 3.5 mmx 3.5 mm x 1.26 mm, 8-pin LGA package•Compatible with standard SMD reflow•Low-power SoC running advanced ultrasound firmware•Operating temperature range: -40°C to 85°C •Ultra-low supply current• 1 sample/s:o13 µA (10 cm max range)o15 µA (1.0 m max range)•30 samples/s:o20 µA (10 cm max range)o50 µA (1.0 m max range)Table of ContentsCH101 Highlights (1)Device Information (1)Applications (1)Features (1)Simplified Block Diagram (3)Absolute Maximum Ratings (4)Package Information (5)8-Pin LGA (5)Pin Configuration (5)Pin Descriptions (6)Package Dimensions (6)Electrical Characteristics (7)Electrical Characteristics (Cont’d) (8)Typical Operating Characteristics (9)Detailed Description (10)Theory of Operation (10)Device Configuration (10)Applications (11)Chirp CH101 Driver (11)Object Detection (11)Interfacing to the CH101 Ultrasonic Sensor (11)Device Modes of Operation: (12)Layout Recommendations: (13)PCB Reflow Recommendations: (14)Use of Level Shifters (14)Typical Operating Circuits (15)Ordering Information (16)Part Number Designation (16)Package Marking (17)Tape & Reel Specification (17)Shipping Label (17)Revision History (19)SIMPLIFIED BLOCK DIAGRAMFigure 1. Simplified Block DiagramABSOLUTE MAXIMUM RATINGSPARAMETER MIN. TYP. MAX. UNIT AVDD to VSS -0.3 2.2 V VDD to VSS -0.3 2.2 V SDA, SCL, PROG, RST_N to VSS -0.3 2.2 V Electrostatic Discharge (ESD)Human Body Model (HBM)(1)Charge Device Model (CDM)(2)-2-5002500kVV Latchup -100 100 mA Temperature, Operating -40 85 °C Relative Humidity, Storage 90 %RH Continuous Input Current (Any Pin) -20 20 mA Soldering Temperature (reflow) 260 °CTable 1. Absolute Maximum RatingsNotes:1.HBM Tests conducted in compliance with ANSI/ESDA/JEDEC JS-001-2014 Or JESD22-A114E2.CDM Tests conducted in compliance with JESD22-C101PACKAGE INFORMATION8-PIN LGADESCRIPTION DOCUMENT NUMBER CH101 Mechanical Integration Guide AN-000158CH101 and CH201 Ultrasonic Transceiver Handling andAssembly Guidelines AN-000159Table 2. 8-Pin LGAPIN CONFIGURATIONTop ViewFigure 2. Pin Configuration (Top View)PIN DESCRIPTIONSPIN NAME DESCRIPTION1 INT Interrupt output. Can be switched to input for triggering and calibration functions2 SCL SCL Input. I2C clock input. This pin must be pulled up externally.3 SDA SDA Input/Output. I2C data I/O. This pin must be pulled up externally.4 PROG Program Enable. Cannot be floating.5 VSS Power return.6 VDD Digital Logic Supply. Connect to externally regulated 1.8V supply. Suggest commonconnection to AVDD. If not connected locally to AVDD, b ypass with a 0.1μF capacitor asclose as possible to VDD I/O pad.7 AVDD Analog Power Supply. Connect to externally re gulated supply. Bypass with a 0.1μFcapacitor as close as possible to AVDD I/O pad.8 RESET_N Active-low reset. Cannot be floating.Table 3. Pin DescriptionsPACKAGE DIMENSIONSFigure 3. Package DimensionsELECTRICAL CHARACTERISTICSAVDD = VDD = 1.8VDC, VSS = 0V, T A = +25°C, min/max are from T A = -40°C to +85°C, unless otherwise specified.PARAMETER SYMBOL CONDITIONS MIN TYP MAX UNITSPOWER SUPPLYAnalog Power Supply AVDD 1.62 1.8 1.98 V Digital Power Supply VDD 1.62 1.8 1.98 VULTRASONIC TRANSMIT CHANNELOperating Frequency 175 kHzTXRX OPERATION (GPR FIRMWARE USED UNLESS OTHERWISE SPECIFIED)Maximum Range Max Range Wall Target58 mm Diameter Post1.2(1)0.7mm Minimum Range Min Range Short-Range F/W used 4(2)cm Measuring Rate (Sample/sec) SR 100 S/s Field of View FoV Configurable up to 180º deg Current Consumption (AVDD +VDD) I SSR=1S/s, Range=10 cmSR=1S/s, Range=1.0mSR=30S/s, Range=10 cmSR=30S/s, Range=1.0m13152050μAμAμAμA Range Noise N R Target range = 30 cm 1.0 mm, rms Measurement Time 1m max range 18 ms Programming Time 60 msTable 4. Electrical CharacteristicsNotes:1.Tested with a stationary target.2.For non-stationary objects. While objects closer than 4cm can be detected, the range measurement is not ensured.ELECTRICAL CHARACTERISTICS (CONT’D)AVDD = VDD = 1.8VDC, VSS = 0V, T A = +25°C, unless otherwise specified.PARAMETERSYMBOL CONDITIONS MINTYP MAX UNITS DIGITAL I/O CHARACTERISTICS Output Low Voltage V OL SDA, INT,0.4 V Output High Voltage V OH INT 0.9*V VDD V I 2C Input Voltage Low V IL_I2C SDA, SCL 0.3*V VDDV I 2C Input Voltage High V IH_I2C SDA, SCL 0.7*V VDD V Pin Leakage Current I L SDA,SCL, INT(Inactive), T A =25°C±1μA DIGITAL/I 2C TIMING CHARACTERISTICSSCL Clock Frequencyf SCLI 2C Fast Mode400kHzTable 5. Electrical Characteristics (Cont’d)TYPICAL OPERATING CHARACTERISTICSAVDD = VDD = 1.8VDC, VSS = 0V, T A = +25°C, unless otherwise specified.Typical Beam Pattern – MOD_CH101-03-01 Omnidirectional FoV module(Measured with a 1m2 flat plate target at a 30 cm range)Figure 4. Beam pattern measurements of CH101 moduleDETAILED DESCRIPTIONTHEORY OF OPERATIONThe CH101 is an autonomous, digital output ultrasonic rangefinder. The Simplified Block Diagram, previously shown, details the main components at the package-level. Inside the package are a piezoelectric micro-machined ultrasonic transducer (PMUT) and system-on-chip (SoC). The SoC controls the PMUT to produce pulses of ultrasound that reflect off targets in the sensor’s Field of View (FoV). The reflections are received by the same PMUT after a short time delay, amplified by sensitive electronics, digitized, and further processed to produce the range to the primary target. Many algorithms can further process the range information for a variety of usage cases in a wide range of applications.The time it takes the ultrasound pulse to propagate from the PMUT to the target and back is called the time-of-flight (ToF). The distance to the target is found by multiplying the time-of-flight by the speed of sound and dividing by two (to account for the round-trip). The speed of sound in air is approximately 343 m/s. The speed of sound is not a constant but is generally stable enough to give measurement accuracies within a few percent error.DEVICE CONFIGURATIONA CH101 program file must be loaded into the on-chip memory at initial power-on. The program, or firmware, is loaded through a special I2C interface. Chirp provides a default general-purpose rangefinder (GPR) firmware that is suitable for a wide range of applications. This firmware enables autonomous range finding operation of the CH101. It also supports hardware-triggering of the CH101 for applications requiring multiple transceivers. Program files can also be tailored to the customer’s application. Contact Chirp for more information.CH101 has several features that allow for low power operation. An ultra-low-power, on-chip real-time clock (RTC) sets the sample rate and provides the reference for the time-of-flight measurement. The host processor does not need to provide any stimulus to the CH101 during normal operation, allowing the host processor to be shut down into its lowest power mode until the CH101 generates a wake-up interrupt. There is also a general-purpose input/output (INT) pin that is optimized to be used as a system wake-up source. The interrupt pin can be configured to trigger on motion or proximity.APPLICATIONSCHIRP CH101 DRIVERChirp provides a compiler and microcontroller-independent C driver for the CH101 which greatly simplifies integration. The CH101 driver implements high-level control of one or more CH101s attached to one or more I2C ports on the host processor. The CH101 driver allows the user to program, configure, trigger, and readout data from the CH101 through use of C function calls without direct interaction with the CH101 I2C registers. The CH101 driver only requires the customer to implement an I/O layer which communicates with the host processor’s I2C hardware and GPIO hardware. Chirp highly recommends that all designs use the CH101 driver.OBJECT DETECTIONDetecting the presence of objects or people can be optimized via software, by setting the sensor’s full-scale range (FSR), and via hardware, using an acoustic housing to narrow or widen the sensor’s field-of-view. The former means that the user may set the maximum distance at which the sensor will detect an object. FSR values refer to the one-way distance to a detected object.In practice, the FSR setting controls the amount of time that the sensor spends in the listening (receiving) period during a measurement cycle. Therefore, the FSR setting affects the time required to complete a measurement. Longer full-scale range values will require more time for a measurement to complete.Ultrasonic signal processing using the CH101’s General Purpose Rangefinder (GPR) Firmware will detect echoes that bounce off the first target in the Field-of-View. The size, position, and material composition of the target will affect the maximum range at which the sensor can detect the target. Large targets, such as walls, are much easier to detect than smaller targets. Thus, the associated operating range for smaller targets will be shorter. The range to detect people will be affected by a variety of factors such as a person’s size, clothing, orientation to the sensor and the sensor’s field-of-view. In general, given these factors, people can be detected at a maximum distance of 0.7m from the CH101 sensor.For additional guidance on the detection of people/objects using the NEMA standard, AN-000214 Presence Detection Application Note discusses the analysis of presence detection using the Long-Range CH201 Ultrasonic sensor.INTERFACING TO THE CH101 ULTRASONIC SENSORThe CH101 communicates with a host processor over the 2-wire I2C protocol. The CH101 operates as an I2C slave and responds to commands issued by the I2C master.The CH101 contains two separate I2C interfaces, running on two separate slave addresses. The first is for loading firmware into the on-chip program memory, and the second is for in-application communication with the CH101. The 7-bit programming address is0x45, and the 7-bit application address default is 0x29. The application address can be reprogrammed to any valid 7-bit I2C address. The CH101 uses clock stretching to allow for enough time to respond to the I2C master. The CH101 clock stretches before the acknowledge (ACK) bit on both transmit and receive. For example, when the CH101 transmits, it will hold SCL low after it transmits the 8th bit from the current byte while it loads the next byte into its internal transmit buffer. When the next byte is ready, it releases the SCL line, reads the master’s ACK bit, and proceeds accordingly. When the CH101 is receiving, it holds the SCL line low after it receives the 8th bit in a byte. The CH101 then chooses whether to ACK or NACK depending on the received data and releases the SCL line.The figure below shows an overview of the I2C slave interface. In the diagram, ‘S’ indicates I2C start, ‘R/W’ is the read/write bit, ‘Sr’ is a repeated start, ‘A’ is acknowledge, and ‘P’ is the stop condition. Grey boxes indicate the I2C master actions; white boxes indicate the I2C slave actions.Figure 5. CH101 I2C Slave Interface DiagramDEVICE MODES OF OPERATION:FREE-RUNNING MODEIn the free-running measurement mode, the CH101 runs autonomously at a user specified sample rate. In this mode, the INT pin is configured as an output. The CH101 pulses the INT pin high when a new range sample is available. At this point, the host processor may read the sample data from the CH101 over the I2C interface.HARDWARE-TRIGGERED MODEIn the hardware triggered mode, the INT pin is used bi-directionally. The CH101 remains in an idle condition until triggered by pulsing the INT pin. The measurement will start with deterministic latency relative to the rising edge on INT. This mode is most useful for synchronizing several CH101 transceivers. The host controller can use the individual INT pins of several transceivers to coordinate the exact timing.CH101 BEAM PATTERNSThe acoustic Field of View is easily customizable for the CH101 and is achieved by adding an acoustic housing to the transceiver that is profiled to realize the desired beam pattern. Symmetric, asymmetric, and omnidirectional (180° FoV) beam patterns are realizable. An example beam pattern is shown in the Typical Operating Characteristics section of this document and several acoustic housing designs for various FoV’s are available from Chirp.LAYOUT RECOMMENDATIONS:RECOMMENDED PCB FOOTPRINTDimensions in mmFigure 6. Recommended PCB FootprintPCB REFLOW RECOMMENDATIONS:See App Note AN-000159, CH101 and CH201 Ultrasonic Transceiver Handling and Assembly Guidelines.USE OF LEVEL SHIFTERSWhile the use of autosense level shifters for all the digital I/O signal signals is acceptable, special handling of the INT line while using a level shifter is required to ensure proper resetting of this line. As the circuit stage is neither a push-pull nor open-drain configuration (see representative circuit below), it is recommended that level shifter with a manual direction control line be used. The TI SN74LVC2T45 Bus Transceiver is a recommended device for level shifting of the INT signal line.Figure 7. INT Line I/O Circuit StageTYPICAL OPERATING CIRCUITSFigure 8. Single Transceiver OperationFigure 9. Multi- Transceiver OperationORDERING INFORMATIONPART NUMBER DESIGNATIONFigure 10. Part Number DesignationThis datasheet specifies the following part numbersPART NUMBER OPERATION PACKAGE BODY QUANTITY PACKAGING CH101-00ABR Pulse-Echo 3.5 mm x 3.5 mm x 1.26 mmLGA-8L 1,000 7” Tape and ReelCH101-02ABR Pitch-Catch 3.5 mm x 3.5 mm x 1.26 mmLGA-8L 1,000 7” Tape and ReelTable 6. Part Number DesignationCH101-xxABxProduct FamilyProduct Variant Shipping CarrierR = Tape & Reel 00AB = Pulse-Echo Product Variant02AB = Pitch-Catch Product VariantCH101 = Ultrasonic ToF SensorPACKAGE MARKINGFigure 11. Package MarkingTAPE & REEL SPECIFICATIONFigure 12. Tape & Reel SpecificationSHIPPING LABELA Shipping Label will be attached to the reel, bag and box. The information provided on the label is as follows:•Device: This is the full part number•Lot Number: Chirp manufacturing lot number•Date Code: Date the lot was sealed in the moisture proof bag•Quantity: Number of components on the reel•2D Barcode: Contains Lot No., quantity and reel/bag/box numberDimensions in mmDEVICE: CH101-XXXXX-XLOT NO: XXXXXXXXDATE CODE: XXXXQTY: XXXXFigure 13. Shipping LabelREVISION HISTORY09/30/19 1.0 Initial Release10/22/19 1.1 Changed CH-101 to CH101. Updated figure 7 to current markings.07/17/20 1.2 Format Update. Incorporated “Maximum Ratings Table” and “Use of LevelShifters” section.This information furnished by Chirp Microsystems, Inc. (“Chirp Microsystems”) is believed to be accurate and reliable. However, no responsibility is assumed by Chirp Microsystems for its use, or for any infringements of patents or other rights of third parties that may result from its use. Specifications are subject to change without notice. Chirp Microsystems reserves the right to make changes to this product, including its circuits and software, in order to improve its design and/or performance, without prior notice. Chirp Microsystems makes no warranties, neither expressed nor implied, regarding the information and specifications contained in this document. Chirp Microsystems assumes no responsibility for any claims or damages arising from information contained in this document, or from the use of products and services detailed therein. This includes, but is not limited to, claims or damages based on the infringement of patents, copyrights, mask work and/or other intellectual property rights.Certain intellectual property owned by Chirp Microsystems and described in this document is patent protected. No license is granted by implication or otherwise under any patent or patent rights of Chirp Microsystems. This publication supersedes and replaces all information previously supplied. Trademarks that are registered trademarks are the property of their respective companies. Chirp Microsystems sensors should not be used or sold in the development, storage, production or utilization of any conventional or mass-destructive weapons or for any other weapons or life threatening applications, as well as in any other life critical applications such as medical equipment, transportation, aerospace and nuclear instruments, undersea equipment, power plant equipment, disaster prevention and crime prevention equipment.©2020 Chirp Microsystems. All rights reserved. Chirp Microsystems and the Chirp Microsystems logo are trademarks of Chirp Microsystems, Inc. The TDK logo is a trademark of TDK Corporation. Other company and product names may be trademarks of the respective companies with which they are associated.©2020 Chirp Microsystems. All rights reserved.。
2024-2025学年广东省三校决胜高考,梦圆乙巳第一次联考英语试题及答案
绝密★启用前2024-2025学年度上学期广东省三校“决胜高考,梦圆乙巳”第一次联合模拟考试参加学校:诺德安达学校、金石实验中学、英广实验学校学校:___________姓名:___________班级:___________考号:___________注意事项:1.答卷前,考生务必将自己的姓名、准考证号填写在答题卡上。
2.回答选择题时,选出每小题答案后,请2B用铅笔把答题卡对应题目的答案标号涂黑;如需改动,用橡皮擦干净后,再选涂其他答案标号。
回答非选择题时,将答案写在答题卡上,写在试卷上无效。
3.考试结束后,本试卷和答题卡一并交回。
一、阅读理解:本大题共15小题,共37.5分。
ASTUDENT COUNCIL MEETING AGENDAThe Student Council is committed to fostering a collaborative and proactive environment within our school community. Our meetings are designed to address critical issues, plan strategic initiatives, and promote student engagement across various domains.MEETING STRUCTURE AND OBJECTIVES The Student Council meetings will delve into complex topics, requiring participants to engage in thoughtful discussions and propose innovative solutions. We aim to enhance the educational experience, address student concerns, and develop leadership skills among our members.GROUP PARTICIPATION Groups interested in joining the council's discussions must consist of at least five members and should make arrangements in advance. Review the 'Strategic Initiatives List' and complete the 'Group Participation Form' to secure your spot.ELIGIBILITY, PREPARATION, AND MATERIALS•Volunteers of any age are welcome, but special guidelines apply for those under 15. Please refer to the 'Youth Involvement Policy'.•All participants must submit a completed 'Council Participation Agreement Form'. Minors require parental/guardian consent.•Council meetings are held regardless of weather conditions. Dress appropriately for a professional setting and be prepared for a full day of engagement.•Bring a personal notepad, laptop or tablet for note-taking, and any relevant research materials.•No prior experience is necessary. Guidance and resources will be provided to meet the council's objectives and fulfill any leadership or service requirements.SCHEDULE OF UPCOMING MEETINGSTime Meeting LocationJan. 15, 10am School LibraryJan. 22, 10am AuditoriumJan. 29, 9am Student Council Room1.What is the primary objective of the Student Council meetings?A. To explore new educational theories.B. To enhance school facilities.C. To advocate for student welfare.D. To organize social events.2.What is the minimum age requirement for active participation in the Student Council?A. 5 years old.B. 10 years old.C. 15 years old.D. 18 years old.3.What are the expectations from the volunteers attending the Student Council meetings?A. To provide their own research materials.B. To actively participate in discussions regardless of the meeting duration.C. To wear a designated uniform.D. To lead at least three initiatives.BINTEGRATIVE ACUPUNCTURE IN CHINESE MEDICINE"I am not delusional," declares Dr. Li Ming, after treating a patient with traditional Chinese acupuncture. "I am pioneering a new frontier." Despite the skepticism from some peers, Dr. Li remains undeterred by their occasional ridicule. He stands among a select group of Chinese medical practitioners who are embracing an integrative approach to healing—melding the wisdom of ancient Chinese medicine with modern medical science.Dr. Li, an alumnus of Beijing University of Chinese Medicine, initially pursued a more conventional path in his medical career. His journey towards alternative therapies began two decades ago when he was plagued by severe back pain. Conventional treatments offered him little respite. It was through acupuncture, an age-old Chinese medical technique, that he found remarkable improvement after just a few sessions. This personal experience inspired him to explore its potential for his patients. After years of dedicated study and practice, he started integrating these methods into his treatments.Consider the case of Zhang Wei's father, who suffered from chronic migraines. Zhang was at the brink of despair, ready to concede to the relentless pain, but Dr. Li's integrative approach not only alleviated his symptoms but also significantly improved his quality of life. Similarly, Chen Yu recounts how her mother, after a stroke, regained mobility and speech function following a series of acupuncture sessions.Dr. Li is convinced that the integrative approach to acupuncture will gain broader acceptance, and historical trends seem to support his optimism: Since the establishment of the Chinese Association for Integrative Medicine in 1990, its membership has surged from a handful to thousands. "The profound effectiveness of this integrative practice sometimes astonishes even me," Dr. Li admits. "I am committed to exploring every avenue to aid my patients. That is the essence of my vocation."4.What is the opinion of some of Dr. Li's colleagues regarding his methods?A. They consider him unconventional.B. They perceive him as overly strict.C. They admire his courage.D. They find him impolite.5.What motivated Dr. Li to explore acupuncture for his patients?A. His academic training in acupuncture.B. The influence of a fellow practitioner.C. His personal benefits from acupuncture.D. A desire to reduce medical costs for patients.6.What is the main focus of paragraph 3?A. The procedural details of acupuncture treatment.B. The intricacies involved in a medical practitioner's work.C. The rarity of certain diseases in patients.D. The tangible benefits of integrative medicine.7.Why does the author refer to the Chinese Association for Integrative Medicine?A. To validate Dr. Li's perspective.B. To highlight the association's significance.C. To commend the dedication of medical practitioners.D. To promote the cause of patient advocacy.CPARIS 2024 OLYMPIC GAMES VENUE DESIGN"Innovation is not just about technology; it's about the human experience," says Jean-Michel Wilmotte, the lead architect for the Paris 2024 Olympic Games. "We are crafting spaces that will be etched in the collective memory." His vision is to create venues that are not only functional but also a testament to the spirit of the Games. Yet, the path to realizing this vision is fraught with challenges, as it requires balancing aesthetics with sustainability and legacy.Wilmotte, renowned for his work that blends modernity with tradition, is faced with the task of designing venues that will host the world's most sporting event. His approach is to reimagine the urban landscape, creating spaces that are both iconic and adaptable, ensuring they serve Paris beyond the Games.The design process for the Olympic venues is a complex interplay of form and function. The benefits of thoughtful architectural design are particularly evident when the focus shifts from simple structures to those that demand a higher level of conceptual integration—such as venues that can be repurposed for community use post-Games.The differences in the design of traditional stadiums and the innovative venues for Paris 2024 are partly related to the physical properties of the materials and the spatial arrangement. With the new venues, there is a tactile quality to the spaces, along with a visual narrative that tells the story of the Games and the city's heritage.But equally important is the conceptual aspect. The design team has proposed a theory of "spatial engagement," suggesting that the venues should not only accommodate events but also engage visitors in a dialogue with the city and its culture.While the allure of new technology is undeniable, and many are tempted to rely solely on digital renderings andsimulations, the tangible experience of the spaces cannot be replicated. Architects have found that when people physically engage with a space, they form a deeper connection and memory of the event.The Paris 2024 venues, with their integration of technology, art, and architecture, all play a role in shaping the Olympic experience. However, for creating an environment where the spirit of the Games is fully realized and the legacy is meaningful, the design team must not assume that all design approaches are equivalent, even when they aim to achieve the same objectives.8.What does the phrase "shine through" in paragraph 2 imply?A. The benefits are short-lived.B. The benefits are difficult to articulate.C. The benefits become readily apparent.D. The benefits are ready for implementation.9.What does the "spatial engagement" theory assume?A. Venues should be treated as simple containers for events.B. Venues are easy to understand in terms of their design.C. People choose venues randomly based on their design.D. Venues should engage visitors in a meaningful way.10.Why are technological tools increasingly used in the design process?A. They can capture the public's imagination.B. They are more convenient to use in the design phase.C. They help develop more advanced architectural solutions.D. They provide more information than traditional design methods.11.What does the author imply in the last paragraph?A. Multiple design approaches should be considered.B. Designers should create their own unique materials.C. Traditional design methods cannot be entirely replaced.D. The importance of experiential learning in design should not be overlooked.DIn the quest to understand and compare the educational paradigms shaping the minds of future generations, researchers have delved into the intricate dynamics of Chinese and Western pedagogical approaches. Today, thediscourse on education systems is often framed by ideological debates and cultural perspectives. Yet, a new comprehensive study aims to dissect these systems beyond surface-level observations, exploring the underlying philosophies and their impact on students."With the proliferation of educational theories, it is crucial for us to examine the core principles that drive different educational systems," said Dr. Li Wei, lead author of the study and a professor of comparative education at the University of Beijing. "These systems now influence the lives of millions of students worldwide, and as we increasingly rely on them to shape the minds of our youth, I wanted to know: How do they compare?"Using a diverse set of educational case studies and outcomes from various countries, Dr. Li and her team scrutinized the effectiveness and philosophical underpinnings of Chinese and Western education systems."We were particularly interested in identifying the factors that contribute to the distinct characteristics of each system, such as the emphasis on rote learning in some cultures versus the focus on critical thinking in others," said Dr. Li.Their study revealed that the educational outcomes are not solely determined by the amount of content covered but also by the pedagogical approach. Moreover, these systems are biased towards certain types of learners and intellectual development. This is expected since the educational systems are often a reflection of the cultural values and societal expectations of the regions they serve.What can we learn from the comparative analysis of these educational systems?"A great deal," Dr. Li explained. "Educational policymakers can use our study to inform the development of curricula that balance the need for knowledge retention with the cultivation of critical thinking skills. To improve the adaptability of educational systems, we can also encourage the incorporation of diverse teaching methods that cater to a range of learning styles."QUESTIONS FOR REFLECTION12.What do we know about the current state of educational records and observations?A. They are becoming outdated.B. They are mostly based on theoretical models.C. They are limited in scope.D. They are used for comparative analysis.13.What does Dr. Li's study focus on?A. Teaching methodologies.B. Educational infrastructure.C. Observational data.D. Student performance metrics.14.What has led to the differences between the Chinese and Western education systems according to thestudy?A. Cultural and historical factors.B. Technological advancements.C. Economic disparities.D. Government policies.15.What is Dr. Li's suggestion for improving educational systems?A. Integrate more technology into classrooms.B. Standardize curriculums across different regions.C. Provide guidance to educators on diverse teaching methods.D. Focus on a single pedagogical approach for all subjects.二、阅读七选五:本大题共5小题,共12.5分。
Envi软件界面中英文对比参考表
DarkSubtraction(暗像元采集)
确定暗像元的像素值
EFFORT Polishing(EFFORT波谱打磨)
AnomalyDetection Workflow(异常检测流程化工具)
启动异常检测流程化工具
RXAnomaly Detection(RX异常检测)
启动RX异常检测工具
BandRatio工具箱及其功能
BandMath(波段运算)
自定义简单或复杂的处理程序进行波段间运算
BandRatios(波段比值)
波段之间的比值运算
ChangeDetection工具箱及其功能
ChangeDetection Difference Map(直接比较法生成变化图像)
对两幅图像直接生成变化图像
ChangeDetection Statistics(分类后处理变化统计)
对两个分类后的数据生成土地利用转移矩阵
ImageChange Workflow(直接比较法流程化工具)
蝴蝶结校正工具,对GLT重投影
SuperGLT Georeference(超级GLT几何校正)
使用超级GLT文件进行几何校正
SuperIGM Georeference(超级IGM几何校正)
使用超级IGM文件进行几何校正
ImageSharpening工具箱及其功能
CNSpectral Sharping(CN融合)
RADARAT(RADARAT处理工具)
RADARSAT数据处理工具,包括斜地距转换、生成入射角图像、查看元数据文件等
SIR-C(SIR-C处理工具)
SIR-C数据处理工具,如多视、极化信号等
SaveCOSMO-SkyMed Metadata toXML(将CSM元数据保存为XML文件)
8 Quality of Experience in Virtual Environments
Being There: Concepts, effects and measurementof user presence in synthetic environmentsG. Riva, F. Davide, W.A IJsselsteijn (Eds.)Ios Press, 2003, Amsterdam, The Netherlands8Quality of Experience in VirtualEnvironmentsAndrea GAGGIOLI, Marta BASSI, Antonella DELLE FAVEAbstract. In this chapter, we present a new theoretical and methodologicalapproach to the study of presence and virtual experience. More specifically, ourwork aims at analyzing the quality of experience associated with virtualenvironments (VEs), in its emotional, cognitive and motivational components.Specific research instruments have been developed and widely used to study thequality of subjective experience, emphasizing the active role of individual inselecting environmental information. As concerns studies on virtual reality (VR),this holistic approach allows researchers to investigate the subjective perceptionof virtual events and settings, thus permitting comparisons across different tasksand environments. In addition, it provides information on personal factors suchas the motivational pattern, the degree of perceived immersion in theenvironment, the relevance of the activity to individual’s short and long-termgoals.In the first part of the chapter, we describe how virtual experience has beenstudied so far and provide the theoretical bases of the proposed approach. Thenwe present the research tools that we intend to use to analyze the quality ofvirtual experience: the Experience Sampling Method (ESM) and the FlowQuestionnaire (FQ). Finally, we explain how this approach can offer suggestionsfor research and practice in the development of virtual environments fosteringusers’ engagement and empowerment.Contents122 8.1 Introduction..............................................................................8.2 Presence: definitions, determinants and measurement (123)8.3 S ubjective experience and psychological selection:124 Theoreticalfoundations............................................................8.4 Quality of experience and presence in virtual reality (125)8.5 Methods and procedures (126)8.6 Quality of experience and VR: implications for research and129 practice.....................................................................................8.7 Conclusion (131)132 8.8 References................................................................................8.1 IntroductionIn recent years a growing number of researchers have begun to investigate the subjective experience persons report when interacting in virtual environments (VEs). However, “subjective experience” is an ambiguous construct that has been debated from the very beginning of psychological investigation. According to William James, “The world of our experience consists at all times of two parts, an objective and a subjective part (....). The objective part is the sum total of whatsoever at any given time we may be thinking of, the subjective part is the inner 'state' in which the thinking comes to pass” [1] (p. 402).Experience, in James's view, is the result of focusing attention on the content and sequence of conscious events: “(...) Millions of items in the outward order are present to my senses which never properly enter into my experience. Why? Because they have no interest for me. My experience is what I agree to attend to. Only those items which I notice shape my mind – without selective interest, experience is utter chaos” [2] (p. 499). More recently, other authors have also claimed the primacy of attention as a crucial process that regulates states of consciousness. According to Csikszentmihalyi, “ideas, feelings, wishes or sensations can appear in consciousness and therefore become ‘real’ to the person only when attention is turned to them” [3] (p. 337).So far, the largest body of psychological research on virtual experience has focused on the concept of presence, generally defined as a user’s subjective sensation of “being there” in a scene depicted by a medium [4]. Most of the authors point out that presence is an essential, defining aspect of virtual experience. The concept of presence is considered relevant for the design and the evaluation of VR applications and other interactive media.Some researchers have emphasized the usefulness of presence itself, and its relationship with task performance [5]. Others have pointed out the “ecological” value of presence: In their view, this construct is important because the greater the degree of presence, the greater the chance that participants’ behavior in a VE will be similar to their behavior in analogous circumstances in everyday reality [6]. Finally, the study of presence has an intrinsic heuristic value because it could shed light on conscious processes.We agree that presence is a key factor to understand VR experience, but we also believe that focusing exclusively on this concept could be limiting. Actually, researchers in the VR field are becoming increasingly aware that the virtual experience is a complex subjective phenomenon and its study should take into account all its constituting aspects. Banos and colleagues [7], for example, have emphasized that the concept of reality judgment has received less attention than presence and not much effort has been dedicated to test whether or not both constructs refer to the same domain. Other important aspects have generally been ignored by VR researchers. For example, emotions are an essential part of how people experience the world and their study could have important implications for better conceptual understanding of the virtual experience [8]. Similarly, the question of whether users’ experience of VEs is associated with enjoyment and interest has not yet been fully addressed, in spite of the fact that these variables could be relevant to predict the motivation of users to repeat such experience [9].In this chapter, presence is considered as a part of a process that involves persons interacting in both their usual environments and in virtual environments. Thus far, most research on presence has been conducted in VR laboratories in order to identify the single determinants of this construct. Thus, for instance, the work of several authors has focused on testing the psycho-physiological correlates of presence [10, 11]. This type of research is essential to the understanding of this phenomenon, but it does not allow to answer the question of what the virtual experience means to the people who are having it. To this purpose, we need to know how the experience is related to individuals’ thoughts, emotions, motivations and life-goals.We propose an alternative approach, involving the questions of what goes on in people’s minds when they interact with computer-generated, three-dimensional environments and how the content of their consciousness at such times is related to the rest of their goal-oriented behavior. This approach starts from the assumption that the individual, as an autonomous goal-directed system, manifests certain proprieties that are better understood in terms of total system functioning, rather than in terms of systems of lower-level complexity [12]. Conceptually, the purpose of such an approach is to be as “objective” about subjective experience phenomena as possible without compromising the essential personal meaning of the experience [13].In the first part of the chapter, we summarize how the construct of presence has been studied so far and provide the theoretical bases of the proposed approach. Then we present the research tools that we intend to use to analyze the quality of virtual experience: the Experience Sampling Method (ESM) and the Flow Questionnaire (FQ). Finally, we explain how this approach can offer suggestions for research and practice.8.2 Presence: definitions, determinants and measurementReview of the literature reveals different definitions and descriptions of presence. Slater and Usoh [14] described presence as “the (suspension of dis-) belief” of being located in a world other than the physical one (p. 134). Schloerb divided presence into “subjective presence” and “objective presence”. Objective presence is “the probability that the specific task is completed successfully” [15]. Subjective presence is the “probability that a person perceives that he or she is physically present in the given environment”. In contrast to such a definition, Mantovani and Riva [16] proposed an alternative, nondualistic conception of presence as a social construction. According to this definition, presence in an environment, real or simulated, means that individuals “can perceive themselves, objects and other people not only as situated in an external space but also as immersed in a sociocultural web connecting objects, people, and their interactions” (p. 540). Heeter [17] has argued for three different kinds of presence: “subjective personal presence”, “environmental presence” and “social presence”. Personal presence is the “extent to which and the reason why you feel like you are in a virtual world” (p. 262). Environmental presence is “the extent to which the environment itself appears to know that you are here and react to you” (p. 263). Social presence is “the extent to which other beings (living or synthetic) also exist in the world and appear to react to you” (p. 265). Lombard and Ditton [18] reviewed several conceptualisations of presence in the literature in the attempt to provide a unifying explication of the construct. According to this analysis, presence can be defined as the “a perceptual illusion of non-mediation” that occurs when a user incorrectly perceives a mediated scene as unmediated.Other authors have described presence as a “mental manifestation” [19] and an “existential phenomenon” [20]. Literature on presence also includes references to related terms such as “immersion”. Immersion has been defined by Witmer and Singer [21] as “a psychological state characterized by perceiving oneself to be enveloped by, included in, and interacting with an environment that provides a continuous stream of stimuli and experiences” (p. 227).Although the definitions of presence and related terminology vary across authors, there is a broad agreement on the major determinants of this construct (for thorough reviews see [4, 20, 22]).Lessiter and colleagues [23] divided variables that can determine a user’s presence into two general categories: a) media characteristics and b) user characteristics. Media characteristics category has been further partitioned into aspects of a) media form and b) media content [18, 24]. According to this differentiation, media form refers to proprietiesof a display medium, such as the extent of sensory information presented, the degree of control a participant has over positioning his/her sensors within the environment, and a user’s ability to modify aspects of the environment. Media content, on the other hand, refers to the objects, actors and events represented by the medium. User characteristics include relevant individual aspects such as users’ perceptual, cognitive, motor abilities, prior experience with mediated experiences, the length of their exposure to and/or interaction with the VE, and a willingness to suspend disbelief. Witmer and Singer [21] suggest that allocating sufficient attentional resources to the virtual environment is an important determinant of presence. According to this hypothesis, as users focus more attention on the VE stimuli, they should become more involved in the VE experience, thus attaining increased presence. Finally, social aspects of a virtual environment, such as the interaction between the user and other actors, be they virtual or real, can contribute to determining presence [17, 18].The different definitions of presence and of its determinants have generated different approaches to its measurement. They have been broadly classified in two groups: subjective reporting and objective corroborative measures [24, 25]. Subjective measures of presence are introspective evaluations of how “present” one feels in a virtual environment.Such methods include subjective evaluation scales [14, 21, 23], equivalence classes [26] and psychophysical methods, such as magnitude estimation, [27] cross-modality matching [28] and paired comparisons [15]. Objective corroborative measures of presence, on the other hand, involve monitoring the impact of a virtual environment on less consciously controlled reactions such as reflexive motor acts or physiological measures such as arousal, muscular tension and cardiovascular behavior [10, 11].8.3 Subjective experience and psychological selection: Theoretical foundationsWe propose to investigate the impact of VR on daily life and subjective experience from a theoretical perspective that stresses the active role of individuals in interacting with their natural and cultural environment. The process of adaptation to the natural environment provided humans with specific biological features, such as the upright position, the opposing thumb and the increase in brain mass that allowed survival and reproduction in any environmental niche. In addition, through the emergence of primary and higher-order consciousness [29, 30], the abilities to think of one’s self, and to plan, set and pursue goals greatly expanded the sphere of influence and the survival opportunities of our species.Thanks to the newly acquired biological features, humans began to build artifacts and behavioral rules, thus to create culture.While most researchers agree that humans are bio-cultural entities [31], theoretical approaches differ in their emphasis on the role and relevance of natural selection [32, 33], cultural pressures [34, 35], or the interaction between the two systems [36, 37] in shaping human behavior.Differently from genes that are exclusively stored in the human body, cultural information, or memes [38], use two different vehicles for their survival and reproduction [39, 40]: the individual's central nervous system, carrying intrasomatic culture acquired through experience and education; the material artifacts, storing extrasomatic cultural units. Therefore, memes have an advantage over genes, in that artifacts can outlive humans, becoming the repositories of peoples’ diachronic cultural memory [41, 42].According to bio-cultural theories [43], culture represents an autonomous inheritance system, continuously interacting with biology in the influence on human behavior. Memes’ survival and replication rely on a selection process based on cultural criteria and following its own teleonomy. As both inheritance systems use individuals as carriers of information units, competition or cooperation can arise between the two in shaping behavior: In wars,for example, genes’ tendency to survive and reproduce themselves can be overridden by the individual’s commitment to pursue his/her own memes' differential transmission and the suppression of the enemy culture [44].This deterministic approach to human behavior overlooks the role of individuals as active agents. Humans, as living systems, are open self-organizing psychophysical entities, that attain increasing levels of complexity through the exchange of information with the environment [45, 46, 47]. Beside inheriting a genotype, and building their culturetype by acquiring cultural information, individuals actively interact with the environment, selecting and differentially replicating throughout their lives a subset of biological and cultural information, in terms of activities, interests, values. A third selection paradigm comes into play: psychological selection [40]. By means of the differential investment of attention and psychic resources, the individual selects and organizes the information acquired from his/her context according to an emergent, autonomous criterion, that is the quality of experience. In particular, individuals preferentially engage in opportunities for action associated with a positive, complex and rewarding state of consciousness, called optimal experience or flow [48, 49].The basic feature of optimal experience is the perceived balance between high environmental opportunities for action (challenges) and adequate personal skills in facing them. Additional characteristics are deep concentration, clear rules in and unambiguous feedback from the task at hand, loss of self-consciousness, control on one’s actions and environment, positive affect and intrinsic motivation [50-52]. Optimal experience shows constant features at the cross-cultural level, and it can be associated with various daily activities, provided that individuals perceive them as complex opportunities for action in which to invest personal skills [53].Since optimal experience presents globally positive and rewarding features, people tend to replicate it through the preferential cultivation of associated activities [54]. This leads to the progressive improvement of related skills. As a consequence, in order to maintain the balance between high challenges and skills that characterizes optimal experience, the individual will search for increasingly complex opportunities for action. By virtue of this dynamic process of skills cultivation and challenge increase, optimal experience shapes psychological selection, and ultimately influences individual development through the building of a life theme, namely the set of goals and interests a person preferentially pursues and cultivates in his/her life [55].In this process, of course, cultural influences come into play. However, the subjective representation of environmental opportunities for action, the perceived quality of daily life and the creative interaction of the individual with the environment through self-determined motives and goals are the very key components of psychological selection [56, 57].8.4 Quality of experience and presence in virtual realityPresence stands out as one essential component of VR. In spite of the different theoretical and philosophical stances [58, 59], researchers seem to agree on three common features of the construct: (1) presence requires involvement into the virtual environment; hence the effectiveness of VEs is linked to the sense of presence reported by users; (2) presence is defined as a subjective experience; (3) presence is a multi-dimensional construct. Starting from this premise, efforts to operationalize presence have primarily focused on some perceptual and cognitive components, and on associated physiological responses, assessing them through self-reports and physiological tests.According to the above-described theoretical approach, we propose an analysis of the experience associated with VR that investigates at the same time the cognitive, motivational, and affective components. We will focus on the following questions: Canpresence be a component of a specific kind of experience, a peculiar configuration of affective, cognitive and motivational features? Is this association stable in different situations and with different samples of participants? Are there common features between the experience involving presence and optimal experience?Many studies have been carried out on the quality of experience associated with mass media, primarily television [60-63] and, more recently, with new technologies such as the internet [64]. Results show that television captures the attention of viewers independently of its content and long-term relevance for personal development. Watching TV, people feel more relaxed than usual, but less concentrated, active and satisfied. They perceive low challenges and high personal skills, a condition typical of relaxation and boredom. In situations of apathy and disengagement, TV viewing has been proved to exert a parachute effect in that it focuses individuals’ attention, preventing destructuration in consciousness and complete loss of involvement and motivation to act [65]. However, television’s added value does not primarily rest on the medium itself, but on its contents, and on the meaning individuals attach to them. The distinction between medium and content in relation to the associated quality of experience has also been drawn in recent studies on the web use.Among the various activities that can be performed in the web (navigation, information retrieval, playing games), only those that are functional to some personal goals or interests are associated with optimal experience [64, 66].Research thus far conducted highlights some crucial characteristics of VR that suggest its potential effectiveness in fostering optimal experiences : (a) Opportunities for action - In the virtual environment situations and tasks can be designed involving a wide range of human gestures and of perceptual and cognitive functions. The complexity of tasks can be gradually modified so that the individual can start to face the simplest situations and step towards more difficult ones (b) Skills – The tasks presented in the virtual environment can require specific skills, such as cognitive and practical ones, that can be refined and gradually increased during the sessions (c) Feedback – VR systems can offer a multimodal feedback to individuals’ actions and behavior (d) Control – Individuals can experience control of the situation while interacting in the virtual world, and using their abilities. In other words, VR offers challenges that can be gradually increased, simultaneously allowing the individual to gradually improve his/her skills: Therefore, it can be a potential source of optimal experience. In this dynamic process the feedback the person receives from VR, and the control perceived during the session also come into play.8.5 Methods and proceduresIn studying people’s daily life and associated quality of experience, researchers have adopted different methodological approaches, ranging from direct observation, time budget diaries to self-reports (for a review see [67]). For the investigation of VR, we will use two procedures: the Experience Sampling Method [68] and the Flow Questionnaire [48, 69].Experience Sampling Method (ESM) – The urge to study the subjective experience of persons interacting in natural environments, thus ensuring ecological validity [70], and the dissatisfaction with traditional methods based on retrospective recall of behavior and experience [71, 72] led to the development of ESM. This procedure is based on repeated on-line assessments of the external situation and personal states of consciousness, as real daily events and situations occur. It taps how people daily invest their attention and resources, what they do, what they think of, and how patterns in subjective experience relate to life conditions [73].Individuals taking part in ESM studies carry with them an electronic beeper. Different devices have been used, such as “doctor pagers” [74, 75], wrist terminals [76, 77], and electronic notebooks [66]. Beepers are programmed to send acoustic signals (beeps) atfixed or random times, according to the research goals [78]. Fixed schedules are advisable when the use of a time-related statistical analysis is planned, such as time-series analysis, and Markov processes. However, with fixed schedules participants easily recognize the periodicity, and this generates anticipatory behaviors, thoughts, and emotions. Random techniques usually reduce the likelihood of signal anticipation. In truly random schedules, however, long between-beep intervals may demotivate the participants. Another option is stratified random schedules, in which one or more beeps are randomly generated within each time block of the target sample period, thus maintaining individuals’ motivation and avoiding anticipation.ESM sessions usually last for one week, and participants receive five to eight signals a day during waking hours. According to ESM literature, this design is effective in portraying participants’ daily life and experience, and in maintaining individuals’ compliance [73, 79, 80]. Again, the time length and the number of beeps directly depend on the purposes of the study. In a research on parental roles, for example, primiparous couples were followed before and after delivery during eight ESM sessions, starting from the tenth week of pregnancy until the sixth month after childbirth [81].In addition to the beeper, participants are given a booklet of ESM forms (ESF). Whenever they receive an acoustic signal, they are expected to fill out a form. This procedure is rather quick since it takes about 2 minutes to complete a sheet. The ESF contains open-ended questions investigating situational variables such as place, activities carried out, social context, and subjective variables such as the content of thought, what was at stake in the activity, perceived goals, and physical conditions. The ESF also contains 0-12 Likert-type scales investigating the quality of experience in its various components: affect (e.g. happy, cheerful, sociable, friendly), motivation (e.g. wish doing the activity, free, involved) activation (e.g. alert, active, strong) and cognitive efficiency (e.g. concentration, unselfconsciousness, clear ideas). Two more Likert-type scales investigate participants’ perceived levels of challenges and skills in the activity carried out when beeped [74].Thanks to repeated sampling, after a standard ESM session (one week with 5 beeps per day), 35 sheets are collected for each participant, thus providing a rich databank on the quality of daily experience of each individual. ESFs completed after 20 minutes from signal receipt are discarded from analysis, thus avoiding distortions associated with retrospective recall [67]. Collected data are then stored for analysis. Answers to the open-ended questions are coded and grouped into broad content categories according to their function [82]. Scaled variables are transformed into z-scores.ESM data can be organized in two ways. In the beep-level analysis, the unit of data organization is the self-report. After standardization, each variable will have as many z-scores as are the ESFs. In the subject-level analysis, the unit of data organization is the individual. In this case, after the scores of each variable are standardized for each individual, aggregated values (mean z-scores) are calculated. Through this process, N is no longer the number of self-reports but the number of participants [80].The validity and reliability of the instrument have been widely investigated. As concerns ESM reliability, by means of split-half method and comparisons with other instruments (such as time budget), studies have shown ESM sampling accuracy in portraying individuals’ daily life [83], the stability of activity estimates and of psychological states [73], individual consistency over the week [84] and over two years [85]. As concerns ESM validity, studies have shown that ESM reports of psychological states covary in expected ways with the values of physical conditions [86], and situational factors, such as activity [62, 87], location [74] and social context [88]. In addition, researchers have found correlations between participants’ responses on ESM and their scores on other psychometric tools such as Maddi’s Alienation Test [89], Rosenberg Self-Esteem Scale [90], and Intrinsic Enjoyment and Boredom Coping Scales [91]. Finally,ESM differentiates between groups expected to be different, such as schizophrenic and non-schizophrenic patients [92], bulimic and regularly eating women [93], gifted and average mathematics students [94].Thanks to its robust methodological foundations and to its ecological validity, ESM has been used to investigate experience fluctuations in the natural environment in various research areas, such as developmental psychology [74, 75, 95, 96], psychopathology [79, 97], sport psychology [98, 99], and cross-cultural psychology [100].In order to assess the influence of perceived challenges and skills on the global quality of experience, the Experience Fluctuation Model was developed for the analysis of ESM data [101]. The model is built on the Cartesian plane, with challenges on the y-axis and skills on the x-axis (Figure 8.1), and it comprises eight 45° sectors, called channels . Each channel represents a defined range of ratios between challenges and skills. Given repeated ESM sampling, values of challenges and skills are standardized (M = 0, SD = 1). Thus, the center of the model - that is the origin of the axes - is zero and corresponds to the aggregated subjective mean.According to challenges/skills ratio, the standardized values of the other experiential variables change following a well-defined fluctuation pattern [51]. Specific experiential states, determined through the values of all the ESM variables, have been associated with the four main channels: In Channel 2, characterized by a balance between high challenges and high skills, optimal experience is reported. In channel 4, skills are higher and challenges lower than subjective mean: The associated experience is relaxation . Channel 6, characterized by low challenges and low skills, is associated with apathy . In channel 8, skills are lower and challenges higher than subjective mean: The associated experience has been labeled anxiety . The remaining channels represent intermediate experiential states, and are therefore referred to as transition channels [77].This model has proved to be a useful tool for studying the quality of experience associated with daily activities and contexts, for the analysis of how experience fluctuates within or between situations, and for detecting typical patterns of experience fluctuation characterizing individuals.Figure 8.1 The Experience Fluctuation Model (SM = Subjective mean).Channel 2Channel 3 Channel 1C H A L L E N G E SSKILLS。
协同治理视域下农村人居环境治理的创新路径
‘齐齐哈尔大学学报“(哲学社会科学版)2023年11月Journal of Qiqihar University(Phi&Soc Sci) Nov.2023 收稿日期:2023-05-26 作者简介:毛春合(1979-),男,副教授,法学博士㊂主要从事比较政治制度㊁基层治理研究㊂候丽君(1998-),女,在读研究生㊂主要从事公共政策㊁基层治理研究㊂ 基金项目:青海省哲学社会科学项目:青海省县域城镇化与城乡基层治理现代化关系及耦合机制研究(22ZCY046);青海民族大学研究阐释中国共产党第二十次全国代表大会精神专项课题:共同富裕视域下青海城乡区域协调发展的对策研究(ESDYJ09);青海民族大学研究生创新项目:协同治理视域下农村人居环境治理的基本经验与路径优化研究 基于河南省C 镇的实践经验为例(39M2023019)协同治理视域下农村人居环境治理的创新路径毛春合,候丽君(青海民族大学政治与公共管理学院,青海西宁810007)摘 要:农村人居环境治理是乡村治理能力现代化的重要体现,应强调主体多元㊁治理创新㊁协同共治㊁互惠共生的协同治理㊂当前农村人居环境治理在发挥党建核心引领作用㊁数字赋能治理㊁多元协同联动共治㊁创新治理模式等方面进行了有益的探索并积累了一定的经验,但依然存在一些急待解决的问题,还应持续增强基层党组织核心引领能力,积极构建多元协同治理的共治机制,加大推进数字赋能人居环境治理提智增效,全面激发农村人居环境治理的内生动力,提升农村人居环境治理的整体效能㊂关键词:协同治理;党建核心引领;农村人居环境;数字赋能中图分类号:D422.6 文献标识码:A 文章编号:1008-2638(2023)11-0091-05Innovative Path for Rural Residential Environment Governancefrom the Perspective of Collaborative GovernanceMAO Chun -he ,HOU Li -jun(School of Politics and Public Management,Qinghai Minzu University,Xining Qinghai 810007,China) Abstract :The effectiveness of rural human settlement environment governance is an important embodiment of the modernization ofrural governance capacity.The collaborative governance theory that emphasizes diversity of subjects,innovation ingovernance,collabo⁃rative governance,and mutual benefit provides a new research.At present all.Rural human settlement environment governance has made useful exploration and accumulated some experience in playing the leading role of the core of party building,digital empowerment governance,multi coordinated joint governance,innovative governance model,etc.However,there are still some problems to be solved urgenty,we should continue to strengthen the leading ability of the Playmaker of grass-roots party organizations,actively build a co-governance mechanism of multiple coordinated governance,increase the promotion of digital enabling human settlements governance to improve intelligence and efficiency,comprehensively stimulate the four dimensions of internal driving force of rural human settlementsgovernance,and improve the overall effectiveness of rural human settlements governance. Key words :collaborative governance;leading by the core of the party building;rural living environment;digital empowerment 农村人居环境治理既是乡村振兴的重要内容,也是国家治理能力和治理体系现代化在农村实现的重要抓手㊂[1]十九大报告强调改善农村人居环境的重要性,并认为这一行动在实现乡村振兴和生态宜居方面具有核心地位㊂为了进一步推进农村人居环境治理,发布了‘农村人居环境治理三年行动方案“,其将农村人居环境治理提升到了历史上的一个重要高度㊂[2]同时,‘农村人居环境整治提升五年行动方案“指出,改善农村人居环境是实施乡村振兴战略的重要任务,这关系到广大农民的福利与健康状况㊂[3]在党的二十大报告中,也明确指出要对环境污染防治㊁产业结构调整㊁环境基础设施建设等进行统筹规划,着重推进城乡人居环境整治的工作㊂[4]然而,实现农村生态宜居㊁人居环境治理中依然存在治理过程碎片化,[5]资源配比不均衡,政出多门㊁职责不清㊁主体参与度不高㊁治理条件不足以及治理效果不佳等问题,[6]同时,受城乡二元结构的长期影响,城乡在资源配置方面仍处于不平衡阶段,农村人才培养机制不健全和治理资金缺乏导致了对本土人才资源开发不足,也影响着农村人居环境的改善㊂[7]在农村人居环境治理中,多元主体协同治理主要是指 中心+多元”的结构性复合,[8]当前背景下,实现我国农村人居环境的协同治理是一项重要任务,需要从传统的自上而下的管理方式转变为横向协作和整体规划,探索政府嵌入㊁社会协同和农民自主治理的新型治理范式,[9]88-95还要结合地域特色和治理实际提出相应的治理路径㊂一㊁基于协同治理理论分析的农村人居环境治理(一)农村人居环境协同治理的理论逻辑协同治理理论是一种治理的方式㊂协同治理不是自上而下的管理,而是一个互动㊁协调的过程,它强调参与治理的主体是多元化的,不同主体在这个过程中可以有不同的利益需求,但是他们的前进方向是一致的,最终的目的地是同一个㊂实现协同治理的前提是治理主体的多元化,强调政府㊁社会组织㊁企业㊁个人等都可以参与社会公共事务治理㊂[10]在农村人居环境治理方面,协同治理是指有效融合农村多元主体的不同利益,改变传统治理方法,通过为不同的多元主体搭建一个更大的协同治理平台,使他们以实际行动者身份一起加入其中㊂由于农村人居环境治理涵盖面非常广,所以单单依靠政府部门单一的力量难以取得理想效果,因此需要社会多元主体共同参与㊂比如政府在治理中起着引导的作用,发挥榜样示范带动作用;社会组织可以在参与治理的过程中,了解村民对村庄环境的诉求,最大程度维护村民的相关权益,向政府建言献策;村委会起着一个承上启下的任务,通过解读上面发来的文件,让村民积极参与其中,并根据每个村子的实际情况对其进行创新发展㊂对于农村人居环境治理工作,从系统的角度看,它是一个大的协同治理系统,其中又存在着若干个行为体,比如政府部门㊁社会组织㊁第三方企业㊁村两委㊁村民等,它们都是开放性的,在整个系统中既相互独立,也相互影响㊂在系统内部的各个行为体拥有不同的资源,也具有不同的利益需求,也就导致了实现目标的手段各式各样㊂(二)基于协同治理理论分析的农村人居环境治理农村人居环境治理属于典型的健康文明生活方式㊂农村人居环境治理涉及良好㊁卫生的身体健康实践,涉及节约资源㊁保护环境的道德文明实践㊂农村人居环境治理中,多元主体既是治理的推动者和实施者,又是组织者和领导者㊂在传统治理模式下,行动主体缺乏自治自觉,且因不同主体利益多元化㊁价值诉求多样化,而呈现出主观非理性的主体价值,[11]这就导致仅仅依靠单一主体的力量是不够的,治理效率变低,需要多元主体协同对农村人居环境的方方面面进行有效改善和治理㊂现阶段我国农村人居环境的发展水平普遍低于城市人居环境的发展水平,尽管在开展农村人居环境治理的行动中,国家一直都坚持着政府引导,以农民为中心积极参与,市场介入辅助,各种机制相结合的形式,但在现实治理过程中,由于受到传统治理方式的影响,农村人居环境治理依然处于政府主导,村级组织㊁村民被动参与,市场㊁社会组织难以参与的尴尬境地,多元主体协同治理格局尚未有效达成,导致难以达到预期效果㊂近年来,坚持把改善农村人居环境作为一项重大民生工程,加强顶层设计,坚持标本兼治,动员各方力量,整合各种资源,强化各项举措,全力推进农村人居环境治理㊂应该积极响应号召,坚持党建核心引领㊁政府负责㊁社会主体协同㊁民众有效参与的协同治理方式,结合自身特色和实际发展,创新方式方法,探索治理模式,形成农村人居环境独特有效的治理之道㊂图1 基于协同治理分析的农村人居环境治理图示二㊁农村人居环境协同治理的基层经验近年来,全国不同县镇坚持把改善农村人居环境作为一项重要任务,全力推进农村人居环境全方位治理㊂依据C 镇所属县域‘M 县乡村振兴及农村人居环境治理项目可行性研29齐齐哈尔大学学报(哲学社会科学版)究报告“,县政府在坚持政府引导的前提下,与社会资本合作开展农村人居环境协同治理项目㊂截至2022年9月,M县已完成56个村标设计,其中37个村已完成建设㊂在村内,已累计建成小花园382个㊁小菜园4909个㊁小果园440个㊁小游园217个㊂已创建 五美庭院”12000余户㊂通过 三五”创建,陈村乡滹沱㊁英豪镇后营㊁仰韶镇刘郭㊁张村镇河南庄㊁洪阳镇柳庄等20个各具特色的乡村已初显形象㊂[12]借助M 县的引领作用及其它乡镇农村人居环境治理的实践经验,归纳总结出要想高效进行农村人居环境协同治理,应该坚持党建引领,强化数字赋能协同治理,激发村民内生动力以及依据地域特色因地制宜开展治理工作㊂(一)党组织 内核”引领农村人居环境协同治理在农村人居环境治理中,需要把党建贯穿治理的全过程,要充分发挥基层党组织的战斗堡垒作用,发挥基层组织的核心作用,扎实开展 五星”支部创建活动,通过组织和动员村民㊁逐村观摩和集中整治,营造各支部之间比学赶超的浓厚氛围,全面掀起农村人居环境治理热潮㊂同时建立党员联系户制度,注重发挥共青团㊁妇女联合会㊁少先队等群团组织的作用,以充分发挥农村党员作为桥梁和纽带的示范引领作用㊂在实践中,需要加强对党员联系户的关注,以确保其能够更好地服务于农村基层建设和群众服务㊂例如,结合主题党日㊁党员大会㊁农村集会等,以 党建抓宣传”为抓手,制定村庄清洁活动实施方案,通过支部微信群㊁乡村大喇叭㊁宣传车㊁LED显示屏等多种宣传手段,多形式㊁全方位宣传教育,引导村民养成垃圾不乱倒㊁污水不乱泼㊁杂物不乱堆等良好生活习惯,同时,发挥基层党组织的领导核心作用,动员广大群众积极参与人居环境治理行动,营造全镇人人参与治理㊁合力治理的浓厚氛围㊂此外,着力发挥党员先锋模范作用,通过创新 主题党日”开展形式,将政治理论学习和 我为群众办实事”有效结合,以 党建强示范”推动人居环境治理取得实质性进展㊂(二)数字赋能克服 信息孤岛”整合信息资源传统农村人居环境治理中政府各职能部门之间以本单位负责事务为中心开展工作,与其他负责单位之间缺乏协调,各责任单位从政策传达㊁治理推进㊁数据收集到后期检查考核,都有一套自己的运行逻辑㊂在某种程度上,各个责任主体形成了对各自收集信息的垄断,数据资源很难在各责任主体之间共享,使得治理信息形成了一个个独立的孤岛,难以互联互通和信息共享,难以形成信息闭环,这为政府部门提供服务带来了难度㊂与此同时, 信息孤岛”问题也造成了其他治理主体的参与困境㊂数字技术的便捷性有助于打破治理主体间的信息壁垒,有效赋能农村人居环境治理的多元协同㊂需要建设农村人居环境治理大数据资源共享中心,通过数据采集㊁录入的实时更新,整合政府各责任部门之间的信息资源,打破参与主体之间的 信息孤岛”,有效协同政府部门治理资源,使农村人居环境治理相关信息在数据存储与数据交换中达到互联互通,解决农村人居环境治理中跨地区㊁跨部门㊁跨层级信息共享难㊁业务协同难㊁基础支撑不足的问题㊂(三) 多元”协同保障农村人居环境创新治理活力接续实施农村人居环境协同治理提升,需要各方相关主体最大程度参与进来㊁形成合力㊂合作治理理论强调,政府应该积极搭建多主体参与的平等对话与协商合作平台,引导其他主体加入到治理队伍,但是,合作治理并不是要弱化政府的作用,而是强调在政府的带领下,构建多元主体共同参与的大社会合作机制㊂[13]政府要健全信息共享机制,搭建信息共享平台,充分利用互联网优势,让治理主体能够相互分享信息㊁加强交流沟通,从而避免因为信息壁垒导致行动上的不一致与偏差㊂联通有效的治理体系要求将协同治理的主体都囊括其中,各方声音能够顺畅传达,治理主体各司其职,互相连通㊂另外,必须明晰各参与主体的责任边界,避免政府包办代替,强调政府应该担当引导作用,促进市场资源在农村人居环境治理中的最大化利用㊂应构建政府㊁市场㊁社会组织㊁村集体和村民等多方共建共管格局,以乡情乡愁为纽带,倡导爱乡爱村的理念,激发个人㊁企业㊁社会组织等的社会责任感,吸引个人㊁企业和社会组织等提供支持,以捐赠㊁帮扶等形式鼓励和支持改善农村人居环境㊂在此过程中,需要让各主体明确自己的参与责任,避免职责不明确的情况发生㊂同时,应该鼓励村民积极参与治理,加强多方联动,形成治理合力㊂(四)创新治理提升农村人居环境治理成效在农村人居环境治理中,要以各地自然资源和环境现状为依托,制定和完善村级建设规划,有序推进人居环境协作治理㊂首先,要了解并识别本地村庄在人居环境协作治理中突出的问题,并针对特定情况设计应对方案,以提高协作治理的有效性和针对性㊂其次,应以本村实际情况为基础,全面考虑所处地区资源环境的特点,坚持发挥当地特色,实行 一村一品”,防止 千村一面”问题,可以利用村级土地,针对实际情况因地制宜推进项目建设,多渠道促进集体经济的发展,帮助广大农民脱贫致富㊂同时,可以依托城市资源,向农村输送产业,建立具有本地特色的产业链,鼓励村民积极参与农村人居环境建设,提高治理主体的联动效应㊁服务质量和经济效益,不断寻求产业发展的新途径㊂最后,虽然借鉴其他地区的成功经验对于很多地区来说是非常重要的,但不能直接复制其他成功经验,学习其他的好经验需要结合本地村庄的特点,因地制宜,遵循可操作原则㊂三、农村人居环境协同治理存在的问题(一)党建核心引领的治理能力有待进一步增强党的基层组织是夯实基层治理的重要载体和抓手,村党支部书记是农村基层党组织的 领路人”㊁村级班子的 领头雁”㊂近几年,基层党建取得了不错的成效,基层党组织数量和组织建设逐步走上正轨㊂但是,基层党组织发展不健全,领导作用不明显,人才不足的问题依然存在㊂该镇大多数年轻党员把党籍挂靠到村组织,而实际身处城市,在村级党组织的党员几乎是由村中年长老人组成,虽然工作热情极高,但由于对新事物和复杂问题的处理能力明显不足,对于农村人居环境的指导作用甚微㊂由于人才的缺失与能力的不足,基层党建工作无法深入推进,对上级党组织关于农村人居环境治理的政策精神传导不足,严重束缚了基层组织积极性的发挥㊂另外,少数村的党员干部中还存在滥用职权行为,使基层党组织在农村人居环境治理中凝聚各方的能力弱化㊂39 第11期协同治理视域下农村人居环境治理的创新路径(二)社会主体力量协同参与治理的积极性不高根据调查发现,目前仍然是政府占主导,不管是从政策的制定㊁资金的投入㊁人员的安排㊁治理的实施上,都是政府在出力㊂即使是组织一些志愿活动,例如每周定期安排政府工作人员下乡打扫卫生,与干部群众面对面交流,详细了解村集体经济发展等,但是从组织到参与到实施的全过程也都是政府一方 自导自演”㊂总而言之,政府忽略了对社会力量的引导,没有建立起多元主体进行沟通协商的平台,致使社会主体实质性参与投入不足㊂然而,激发企业投入农村人居环境治理是协同治理有效运行的关键㊂一方面,政府希望将治理的有关项目托付给企业,希望企业能利用投资收益来回报社会,这就给企业带来了盈利的空间㊂另一方面,企业并不是政府所想的,这一主体的目标是个人利益的最大化,而对社会性的公益服务缺乏积极性和投入㊂企业并没有看到农村人居环境治理投入的发展前景,投入的企业主体缺乏社会责任感㊂因此,作为企业这个市场主体来说也没有能真正参与到农村人居环境协同治理的有效实施中来㊂(三)数字赋能人居环境治理能力较为有限数字化技术赋能农村人居环境治理,为满足乡村全面振兴需求提供了创新支撑㊂截至2023年5月,我国农村卫生厕所普及率超过73%,生活污水处理率达到41.9%,[14]农村面貌焕然一新㊂然而,农村人居环境治理还存在着监测体系不完善㊁社会监督和监管方式不够高效㊁农民参与度不高等问题,这些问题影响了治理的有效性,导致距离实现农村现代化和全面乡村振兴还有一定距离㊂另外,部分乡村的数字化治理理念较为滞后,尤其是基层政府㊁自治组织㊁村委会及农民等治理主体的数字化思维尚未确立,对数字化治理的必要性㊁重要性和可行性认识不足,缺乏推动农村人居环境数字化治理的主动性和积极性㊂受过去政府管理路径依赖的思维惯性影响,基层政府尚未跳出传统自上而下的管理思维,再加上村委会在执行农村人居环境治理相关政策和措施时认识不足㊁理解不到位,表现出力不从心㊁治理流于形式的问题㊂数字基础设施的不足使得农村人居环境数字化治理的未来面临很大不确定性,无法在实践中充分发挥数字技术的赋能功能和治理价值㊂(四)农村人居环境治理的内生动力不足农村人居环境治理推进进程中,农村实际自治能力有待进一步提高,自治的内生动力不足㊂农村人居环境治理的内生动力不足,主要体现为人居环境治理的具体措施,未能有效结合当地农村发展实际,农村人居环境治理政策机械性执行,现阶段农村居民对于人居环境治理参与深度与广度不够,对农村人居环境治理进程产生不了较大影响㊂[15]作为社会组织和村民来说,他们参与农村人居环境协同治理是较为被动的一方,企业参与尚有盈利的动机在,社会组织和村民参与协同治理缺乏强有力的内生动力㊂村民环保意识的薄弱或多或少导致了农村人居环境问题较为突出,同时政府大包大揽,主导各项治理政策的制定,贯彻落实交给基层,这导致了其他主体认为自己只是被动的实施人,没有治理的主体意识,从而参与协同治理的积极性不高,也没有真正承担起自己的主体责任㊂再加上,农村居民更多地忙于农业生产与经营,在以政府为主要治理者的农村人居环境问题治理上,农民一般只是参与较为基础的事宜,并不能对政策制定㊁实施与项目执行产生多大影响㊂长此以往,村民在看似参与度极高的表象下会被越来越边缘化,农村治理服务农民的目标将会逐步偏离㊂四、农村人居环境协同治理的创新路径(一)持续增强基层党组织核心引领能力推进农村人居环境协同共治㊂首先,要明确基层党委责任,加强党的全面领导,通过建立健全基层党组织领导农村人居环境治理的责任机制,落实党员干部入村联户工作,组织开展 一对一㊁一对多㊁多对一”的党员联系农户志愿服务活动,发挥党员的先锋模范作用㊂其次,优化基层党组织人才队伍㊂将积极引入与内部培养人才相结合,通过吸收返乡精英党员进入党组织,为推动基层党建打下基础㊂最后,充分发挥基层党建作用㊂无论是基层政权党组织㊁村党支部,还是建立党支部的乡村企业,都应充分利用党建力量,开展智慧党建,利用 互联网+党建”模式,实现县㊁镇㊁村多级同步,传达上级党组织关于治理农村人居环境的精神,充分调动党员积极性,制定 结对帮扶”活动方案,力求在党建过程中组织领导各主体在人居环境治理中形成合力㊂为了高效进行农村人居环境治理,可以在中层建立管理网格,推行三级网格化管理机制,以镇为单位,镇党政班子成员担任一级网格长,各村党支部书记担任二级网格长,将每个网格中的约20户村民分为三个等级,每个等级由一名村干部或党员担任三级网格长,建立一个没有盲区㊁覆盖全域的农村人居环境网格化管理系统㊂同时,通过在底层搭建管护平台㊁实施 三五”示范创建提升计划和打造人居环境样板,可以实现农村人居环境的良好治理㊂(二)积极构建多元主体协同治理的共治机制积极构建多元主体协同治理的共治机制,有助于整合各主体资源和力量,形成多元协同联动下的治理合力,系统有序推进人居环境治理的实际成效㊂政府作为推动人居环境治理的主导力量,应当积极发挥顶层设计作用㊁企业加大人居环境治理技术与资金的投入,实现自身更大的社会效益㊁村民作为自治主体力量,努力提高乡村高品质生活环境㊁社会组织积极参与人居环境治理,多方协同联动,合力提升人居环境治理的实际效能㊂要突出乡镇政府驻地重点,整合各乡镇现有资源,谋划包装建设项目,分类提升完善基础和公共服务设施,持续整顿规范市场秩序,全力改善政府驻地形象㊂政府部门应该对市场主体的准入资格进行审核把关,企业主体对政府所不能提供的服务进行补充;政府应该引导村民主动㊁正确地参与到农村人居环境治理中,而村民要将好的建议与想法反馈给政府;政府对社会组织要展开经常性的交流,以便社会组织提供精准的社会服务㊂同时,村民对市场与社会组织也要起到监督作用,市场与社会组织要保持良性互动㊂同时要有完善的合作制度,因地制宜㊁因人而异,将农村人居环境治理的主体职责㊁参与的渠道和程序做出规定,同时加强互相的监督,开通举报电话和网络举报途径,从而加强多主体参与协同治理的合力㊂(三)加大推进数字赋能人居环境治理提智增效将以人为本的理念贯穿在美丽宜居乡村数字化治理的49齐齐哈尔大学学报(哲学社会科学版) 。
tpo62三篇托福阅读TOEFL原文译文题目答案译文背景知识
tpo62三篇托福阅读TOEFL原文译文题目答案译文背景知识阅读-1 (2)原文 (2)译文 (5)题目 (7)答案 (15)背景知识 (16)阅读-2 (23)原文 (23)译文 (27)题目 (30)答案 (36)背景知识 (37)阅读-3 (39)原文 (39)译文 (43)题目 (46)答案 (53)背景知识 (54)阅读-1原文Plant Adaptations to Cool Environments①There are many interesting adaptations that allow plants to survive in cool environments. One obvious strategy is dormancy (a suspension of activity) during the cold season. Most of the common trees in the forests of northeastern North America, western Europe, and eastern Asia, such as the maples, oaks, beech, birches, and ashes, are deciduous trees that lose their frost-sensitive leaves during the cold winter season. In most of these trees, the leaves suffer damage at temperatures of freezing or just below. The new leaves arise in the spring from winter buds that can remain viable at colder temperatures.②Most of the needle-leaved conifers of the northern and alpine forests, such as pines, spruces, and firs, do not lose their leaves during the winter. How do such evergreen plants escape intracellular freezing (freezing within cells) and tissue destruction when temperatures may drop to -40℃or colder? In these plants, the onset of cool temperatures causes physiological changes that allow plant tissue to either avoid freezing or restrict freezing to extracellular areas (thoseoutside of cells). For plants to avoid freezing, they must chemically alter their liquids into a form that is analogous to antifreeze in automobiles. The liquids in these plants can be cooled far below 0℃and will not freeze. This process is called supercooling and is achieved by the metabolic synthesis of sugars and other molecules which, when in solution in the plant's tissue, lower the temperature for ice formation to far below 0℃. Supercooling seems to be the prevalent mechanism of frost resistance in herbs. For woody plants, supercooling is augmented by declines of cellular water content, greater cellular accommodation to deformation, and processes that allow water to accumulate and freeze in extracellular spaces. The loss of water from the cells to extracellular areas increases the solute content (the quantity of dissolved substances) of the remaining cell water, making it more resistant to freezing. The cell walls can accommodate the deformations caused by water freezing on the exterior of the cell. For northern and alpine evergreens such as pines and spruces, both supercooling and extracellular ice formation play a part in allowing the plants to withstand extremely cold temperatures. One interesting facet of these physiological adaptations to freezing is that most of these plants will still be damaged by cold temperatures if they do not have a period of cooling in which to adjust to the onset of winter. This process of physiological preparation for the onset of winter cold is called frosthardening.③Some members of the cactus family appear to resist freezing during cool nights by radiating heat stored during the day in their thick, moist tissue. The greater the mass of the cactus, the more heat it can store and the less prone it will be to freezing damage during the night. How is it then that these cacti can survive cold temperatures when they are young and small? The giant saguaro cactus is perhaps the best-known symbol of the southwestern desert of North America. In the popular lore of North America, the distinctive shape of the multistemmed saguaro is a universally recognized icon that is used to represent deserts in movies, television, and comics. Yet, this distinctive and widely recognized plant is actually found only in the Sonoran Desert of California, Arizona, and adjacent Mexico. The saguaro cactus is damaged or killed if exposed to prolonged freezing temperatures. Desert climates in the northern Sonoran Desert are typified by warm days but sometimes experience nighttime temperatures that are below freezing in the winter. Young saguaros that survive are found sheltered beneath more frost-tolerant desert shrubs. The cover of these shrubs acts as a thermal blanket, capturing heat radiated from the ground and keeping the microclimate of the small saguaro warm at night. As thecactus grows, it eventually rises above the cover of the protective shrub. The radiation of heat from the stalk of the large mature cactus prevents freezing. This strategy works up to a point. The range of the saguaro is restricted to areas that do not experience more than about 12 to 24 continuous hours of air temperatures below 0℃. It appears that after 24 hours of freezing air temperatures, not enough heat reserve is left in the saguaro to keep the tissue from freezing.译文植物适应寒冷环境①有许多有趣的适应性可以让植物在凉爽的环境中生存。
人工智能对环境影响英语作文
人工智能对环境影响英语作文Artificial Intelligence and Its Environmental ImpactThe rapid advancement of artificial intelligence (AI) has brought about numerous benefits to society, revolutionizing various industries and transforming our daily lives. However, the environmental impact of this technological revolution has become a growing concern, as the development and implementation of AI systems can have significant consequences on our planet. In this essay, we will explore the multifaceted relationship between artificial intelligence and the environment, examining both the potential benefits and the potential drawbacks.One of the primary ways in which AI can positively impact the environment is through its ability to optimize resource utilization and improve energy efficiency. AI-powered systems can analyze vast amounts of data, identify patterns, and make informed decisions that minimize waste and reduce energy consumption. For instance, AI-enabled smart grids can optimize the distribution of electricity, reducing energy losses and ensuring more efficient use of renewable energy sources. Similarly, AI-powered logistics and transportation systems can optimize routing and scheduling, leading to reducedfuel consumption and lower carbon emissions.Furthermore, AI can play a crucial role in environmental monitoring and conservation efforts. AI-powered sensors and satellite imagery can be used to detect and track environmental changes, such as deforestation, habitat loss, and the spread of invasive species. This information can then be used by policymakers and conservation organizations to implement targeted interventions and develop more effective strategies for protecting the environment. Additionally, AI-powered simulations and predictive models can help researchers and decision-makers better understand complex environmental systems and make more informed decisions.However, the environmental impact of AI is not limited to its potential benefits. The development and deployment of AI systems can also have significant negative consequences, particularly in terms of energy consumption and resource usage. The training and operation of AI models, especially those based on deep learning, can be highly energy-intensive, requiring vast amounts of computing power and generating significant greenhouse gas emissions. As the demand for AI-powered applications continues to grow, the energy footprint of these systems could become a significant contributor to global climate change.Moreover, the manufacture and disposal of the hardware requiredfor AI systems can also have a significant environmental impact. The extraction of raw materials, the production of electronic components, and the disposal of e-waste can all contribute to environmental degradation, pollution, and the depletion of natural resources. This issue is particularly pressing as the rapid pace of technological change often leads to the premature obsolescence of AI hardware, further exacerbating the problem of e-waste.To mitigate the environmental impact of artificial intelligence, a multifaceted approach is necessary. Researchers and developers must prioritize the development of energy-efficient AI systems, exploring ways to reduce the energy consumption of training and deployment processes. This may involve the use of more efficient hardware, the optimization of algorithms, and the incorporation of renewable energy sources into the infrastructure supporting AI systems.Additionally, the life cycle of AI hardware must be addressed, with a focus on sustainable design, responsible sourcing of materials, and the implementation of comprehensive recycling and disposal programs. Governments and policymakers can play a crucial role in this regard, by implementing regulations and incentives that encourage the development of environmentally-friendly AI technologies and the responsible management of AI-related waste.Furthermore, the integration of AI with other emerging technologies, such as renewable energy, smart city infrastructure, and sustainable agriculture, can amplify the positive environmental impact of artificial intelligence. By leveraging the power of AI to optimize these systems, we can unlock new opportunities for environmental conservation and sustainable development.In conclusion, the relationship between artificial intelligence and the environment is a complex and multifaceted one. While AI has the potential to significantly contribute to environmental protection and sustainability, its development and deployment must be carefully managed to mitigate the potential negative consequences. By prioritizing energy efficiency, responsible hardware management, and the strategic integration of AI with other sustainable technologies, we can harness the power of artificial intelligence to create a more environmentally-conscious future. As we continue to advance in the field of AI, it is crucial that we remain mindful of its environmental impact and work towards creating a harmonious balance between technological progress and environmental stewardship.。
生物多样性资料英语作文
Biodiversity,a term derived from biological diversity,refers to the variety of life on Earth,encompassing the diversity within species,between species,and of ecosystems.It is a crucial component of the planets health and the wellbeing of all living organisms, including humans.Heres a detailed essay on the topic:Title:The Importance of BiodiversityIntroduction:Biodiversity is the foundation of a thriving ecosystem.It ensures the survival of various species,maintains the balance of nature,and provides a multitude of benefits to human societies.From the microscopic organisms in the soil to the majestic whales in the ocean, every living being plays a role in the intricate web of life.The Components of Biodiversity:1.Genetic Diversity:This refers to the variety of genes within a species.It is essential for the adaptability and resilience of species to environmental changes.2.Species Diversity:The number of different species within a habitat or a region.A high species diversity often indicates a healthy ecosystem.3.Ecosystem Diversity:The variety of ecosystems in a given area,such as forests, wetlands,and deserts,each with its own unique set of species and ecological processes.Ecosystem Services Provided by Biodiversity:1.Pollination:Many plants rely on animals for pollination,which is crucial for food production.2.Pest Control:Natural predators help control populations of pests that can damage crops and forests.3.Water Purification:Wetlands and other ecosystems filter pollutants from water, ensuring clean water for human consumption and aquatic life.4.Climate Regulation:Forests and oceans play a significant role in regulating the Earths climate by absorbing carbon dioxide and releasing oxygen.Threats to Biodiversity:1.Habitat Destruction:The clearing of forests,draining of wetlands,and urbanization are leading causes of habitat loss.2.Overexploitation:Overfishing,hunting,and poaching have led to the decline of many species.3.Invasive Species:Nonnative species can outcompete native species for resources, leading to a decrease in biodiversity.4.Climate Change:Rising temperatures and changing weather patterns can disrupt ecosystems and lead to the extinction of species that cannot adapt.Conservation Efforts:1.Protected Areas:Establishing national parks,wildlife reserves,and marine protected areas to safeguard habitats and species.2.Sustainable Practices:Promoting sustainable agriculture,forestry,and fishing to reduce the impact on ecosystems.3.Restoration Projects:Efforts to restore degraded ecosystems,such as reforestation and wetland restoration.cation and Awareness:Raising public awareness about the importance of biodiversity and the steps individuals can take to protect it.Conclusion:Biodiversity is not just a scientific concept it is a vital element of our planets health and prosperity.The loss of biodiversity can have farreaching consequences for the environment and human societies.By understanding and valuing the importance of biodiversity,we can take collective action to protect and restore it for the benefit of all life on Earth.Action Points:Support policies and initiatives that protect biodiversity.Engage in sustainable practices in daily life,such as reducing waste and conserving water.Educate others about the importance of biodiversity and the steps they can take to help. Participate in local conservation efforts,such as tree planting or wildlife monitoring.By taking these steps,we can contribute to the preservation of biodiversity and ensure a healthier,more resilient planet for future generations.。
未来的教育想象英语作文
In the future,education will undergo significant transformations,adapting to the rapid pace of technological advancements and societal changes.Here is an imaginative essay on what the future of education might look like:Title:Envisioning the Future of EducationIntroduction:The future of education promises to be an exciting blend of innovation,technology,and personalized learning experiences.As we look ahead,the landscape of education is set to evolve in ways that cater to the diverse needs of learners,making education more accessible,engaging,and effective.Personalized Learning:The future will see a shift from a onesizefitsall approach to a more personalized learning experience.With the help of artificial intelligence,educational platforms will be able to tailor content to the individual needs,learning styles,and pace of each student.This will ensure that every learner gets the attention and resources required to excel in their areas of interest.Virtual Reality VR and Augmented Reality AR:Immersive technologies like VR and AR will become integral parts of the educational experience.They will provide students with the opportunity to explore complex concepts in a threedimensional space,making learning more interactive and memorable.For example,a student studying history could virtually walk through ancient Rome or witness a historical event firsthand.AIPowered Tutors:Artificial intelligence will play a significant role in the future of education by serving as a personal tutor for students.These AI tutors will be available24/7,providing instant feedback,answering questions,and guiding students through complex problems.They will also monitor the progress of students and suggest areas for improvement.Global Classrooms:The concept of a global classroom will become a reality,with students from around the world participating in the same lessons and discussions.This will foster a greater understanding of different cultures and perspectives,encouraging collaboration and empathy among students.Lifelong Learning:Education will no longer be confined to the traditional school years.With the rapid paceof change in various fields,lifelong learning will become a necessity.Online courses, webinars,and workshops will be readily available for individuals to upskill and reskill as needed.Assessment and Feedback:Assessment methods will become more dynamic and less reliant on standardized testing. Instead,students will be evaluated based on their projects,presentations,and contributions to discussions.This will provide a more accurate reflection of their understanding and abilities.EcoFriendly Practices:The future of education will also be more environmentally conscious.Digital textbooks and resources will replace physical books,reducing paper waste.Schools will be designed with sustainable materials and energyefficient systems,teaching students the importance of environmental stewardship.Conclusion:The future of education holds immense potential for growth and innovation.By embracing technology and adapting to the needs of a global society,education will become more inclusive,engaging,and effective in preparing students for the challenges of the future.As we continue to push the boundaries of what is possible,the future of education will be a testament to our collective pursuit of knowledge and understanding.。
Envi 软件常用单词集锦
query查询shape形状perspective透视draping悬垂query查询shape形状perspective透视draping悬垂overlay覆盖density密度slice切片annotation注解snap单元postscript后记,脚本ramp舷梯align对齐misc杂项rotation旋转dotted点缀dashed虚线ellipse椭圆rectangle矩形arrow箭头scale比例尺,规模swap交换merge合并duplicate重复,复制interactive互动declination下倾,偏差stats统计contour轮廓thresholding阈值transparency透明度spectrum光谱comprise包括intersect相交nautical海reconcile调和separability可分mean平均值logo徽标spectral谱mode模式,,状态,办法node节点kernel核心decimal十进制sort分类filter过滤器convolutions卷积val瓦尔column列,栏,柱,塔library库,图书馆axis轴,枢纽,摆针quad四bins垃圾箱morphology形态学piecewise分段arbitrary任意,随便scatter分散,离散scaling缩放calibrate校准split分裂dual双重triple三重deskew纠偏,去斜avg平均extracting提取spatial空间thick厚dimension多维precision精密,精确preferences喜好transparency透明度dynamic动态multiple多种,多重floor地板mean平均flickering闪烁profile简介,剖面,侧面transect横断面encompassing包括exact精确,确切margin幅度,页边stack堆栈,堆,叠加continuum连续binary二进制encoding编码scientific科学的dark subtraction模糊减少gain增益inverted倒,反转rainbow彩虹erasing擦除locator定位器coordinates坐标commas逗号measurement测量,尺寸calculator计算器animation动画slider滑块sequence序列compression压缩duplication重复,加倍raise提高associated相关,关联的portable便携式,可移植graphics图形dump倾倒,垃圾aggregate合计,并集subset子集mask面具,掩膜external外部resolution分解,决议border边aspect方面,面貌aerosol气雾剂,,气溶胶restore恢复convolution卷积transpose颠倒stacking堆叠inclusive包容interleave交错exclusive独家,独占的,优势stdev发网covariance协方差eigenvalue特征值summing总结,求和initial初始detection检测,探测swaths大片threshold门槛,阈值equivalent等效normalization正常化standardization标准化reference参考pairings配对percentage百分比hectares公顷segments分部logical逻辑expressions表达式radiance辐射preprocessing预处理overflow溢出compile编译module模块tiled平铺thresh脱粒,翻滚finite有限reconcile调和,协调infinite无限intersection路口,交集satellites卫星rescaled重新调整reflectance反射multispectral多光谱ozone臭氧microwatts微瓦steradian球面度spectral polishing光谱打磨attributes属性water vapor水蒸气retrieval恢复,检索,取回maritime海洋complex复杂orthorectification正射photogrammetric摄影emulation仿真,竞争regression回归emissivity发射extraction提取aspect ratio宽高比,纵横比tolerance公差customized定制,专门fuzzy tolerance模糊性elongation伸长internal内部cross-track垂迹,交叉轨道illumination照明,照度polynomial多项式moderate haze中度霾Log residuals对数残差empirical line经验线性destripe数据去条带quad-polarized四极化additive添加剂,附加的vignetting渐晕probabilistic概率offset偏移template模板binary二进制algorithm算法assign分配,指定stdev发网hourglass砂漏encoding编码neural神经multiplication乘法feed-forward前馈activation激活kernel内核magnitude大小oscillations振荡iterations迭代backpropagation反向传播penalty罚款,惩罚merge合并,融合rotation旋转execute执行prune修剪,剪除curves曲线random随机sample样本clump集群sieve筛选sharpening锐化diff差异mixture混合物filtering过滤decorrelation去相关saturation饱和度synthetic合成derivative衍生,派生dilate膨胀,填充erode侵蚀elevation海拔pushbroom推扫式datum基准unmixing混溶continuum连续,包络线suppression抑制sparser稀疏customize定制texture纹理anomaly异常toggle切换constraint约束template模板thumbnail缩略图geometry几何optimized优化fraction分数reverse反向hist历史purity纯度dimensional维collapse崩溃cleanup净化node节点contours轮廓aggregate合计nought零Incidence入射角antenna天线synthetic合成external外部mosaicking镶嵌stacking堆叠arbitrary任意divergence差异,散度signatures签名visualizer可视化reorder重新排序endmember端元tassled cap穗帽empirical经验ellipsoid椭球coefficients系数alpha residuals阿尔法残差wizard向导split分裂ratios比率skewness偏度,偏斜damping阻尼,减震numeric数字,数值型raster光栅,栅格phase相,阶段homogeneous同质,相似stratification分层subdivision细分sigmoid乙状结properties物业combination组合initialization初始化post classification职位分类confusion matrix混淆矩阵assessment评估momentum势头,动量,冲力parallelepiped平行六面体intelligent digitizer智能数字化仪ground truth地面实况principal components主成分eigenvalues特征值heterogeneous异质,差异calibration utilities校准工具,定标工具thermal atm correction热红外大气纠正。
我们应该适应新的科技英语作文
我们应该适应新的科技英语作文Technology has become an integral part of our daily lives and its impact on our society is undeniable. From the way we communicate to the way we work and even the way we entertain ourselves, technology has revolutionized almost every aspect of our lives. As we move forward into the future, it is clear that we must adapt to these new technologies in order to keep up with the rapidly changing world around us.One of the most significant ways in which technology has impacted our lives is in the way we communicate. The rise of social media platforms and instant messaging applications has transformed the way we interact with one another. We can now connect with friends and family members across the globe with the touch of a button, and we can share our thoughts and experiences with a wider audience than ever before. However, this shift in communication has also brought with it some challenges. As we become more reliant on technology to communicate, we risk losing the personal touch that comes with face-to-face interaction. It is important that we find a balance between embracing the convenience of digitalcommunication and maintaining the human connection that is so essential to our well-being.Another area where technology has had a profound impact is in the workplace. The rise of automation and artificial intelligence has led to significant changes in the way we work. Many jobs that were once performed by human workers are now being carried out by machines and algorithms, and this trend is only expected to continue. While this has led to increased efficiency and productivity in many industries, it has also led to concerns about job displacement and the potential for widespread unemployment. As we adapt to these changes, it is important that we invest in retraining and upskilling programs to help workers transition to new roles and develop the skills they need to thrive in the digital age.In addition to its impact on communication and the workplace, technology has also transformed the way we entertain ourselves. The rise of streaming platforms and on-demand content has revolutionized the way we consume media. We can now access a vast library of movies, TV shows, and music with just a few taps on our smartphones or tablets. This has led to a shift in the way we engage with entertainment, with many people opting to consume content on their own schedules rather than adhering to traditional broadcast schedules. However, this shift has also brought with it some concerns, such as the potential for increased isolation and alack of social interaction.Despite these challenges, it is clear that we must adapt to these new technologies in order to remain relevant and competitive in the modern world. One of the key ways we can do this is by investing in education and training programs that help us develop the skills and knowledge we need to thrive in the digital age. This could include everything from coding and programming classes to courses in data analysis and digital marketing.Another important way we can adapt to new technologies is by embracing a mindset of lifelong learning. As the pace of technological change continues to accelerate, it is essential that we are constantly learning and growing in order to keep up. This could involve taking online courses, attending industry conferences, or simply reading and engaging with the latest research and developments in our respective fields.In addition to investing in education and embracing a mindset of lifelong learning, it is also important that we approach the adoption of new technologies with a critical eye. While it is important to be open to new technologies and to embrace their potential benefits, it is also important that we carefully consider the potential risks and drawbacks of these technologies. This could involve evaluating the privacy and security implications of new technologies, as well asconsidering the potential social and ethical implications of their use.Overall, it is clear that we must adapt to new technologies in order to thrive in the modern world. Whether it is embracing new modes of communication, navigating the changing landscape of the workplace, or engaging with new forms of entertainment, it is essential that we are willing to learn, grow, and evolve alongside these technological advancements. By doing so, we can ensure that we are well-positioned to take advantage of the many benefits that these new technologies have to offer, while also mitigating the potential risks and challenges that come with them.。
technology的英语作文
Technology has become an integral part of our daily lives,transforming the way we communicate,work,learn,and even entertain ourselves.It has brought about significant advancements and conveniences that were once unimaginable.munication:With the advent of the internet and social media platforms, communication has become faster and more efficient.People can now connect with friends and family across the globe in realtime,sharing experiences and information instantly.2.Work:Technology has revolutionized the workplace.Remote working has become a reality for many,thanks to video conferencing tools and cloudbased services that allow for seamless collaboration,regardless of geographical location.cation:Elearning platforms and digital resources have made education more accessible.Students can now learn from the comfort of their homes,access a wealth of information online,and engage with educators and peers in virtual classrooms.4.Healthcare:Medical technology has improved diagnostics,treatment options,and patient care.Telemedicine allows patients to consult with doctors remotely,and advancements in AI are helping to predict and manage health conditions more effectively.5.Entertainment:The entertainment industry has been transformed by technology. Streaming services have replaced traditional TV,offering a vast array of content ondemand.Video games have become more immersive with the introduction of virtual reality,and social media has given rise to new forms of entertainment like live streaming and usergenerated content.6.Transportation:Autonomous vehicles and electric cars are changing the future of transportation.GPS technology has made navigation easier,and ridesharing apps have revolutionized urban mobility.7.Environment:Technology plays a crucial role in environmental conservation. Renewable energy sources like solar and wind power are becoming more efficient and affordable,thanks to technological advancements.Drones and satellites are used for monitoring deforestation and climate change.8.Security:Cybersecurity has become a critical aspect of technology.As more data is stored and transmitted digitally,protecting this information from breaches and cyber attacks is essential.9.Agriculture:Precision farming techniques,using technology like drones and sensors, have improved crop yields and reduced waste.Genetically modified crops are another area where technology is making a difference in food production.10.Accessibility:Assistive technologies have improved the quality of life for people with disabilities.From screen readers to smart prosthetics,technology is making it easier for everyone to participate in society.Despite the many benefits,technology also presents challenges such as privacy concerns, digital divide,and the need for continuous learning to keep up with rapid changes.It is essential to approach technological advancements with a balanced view,leveraging their potential while addressing the associated risks.。
我想成为老师的英语作文
When I was a child,I always admired the way teachers impart knowledge and inspire students.The idea of becoming a teacher myself has always been a dream of mine. Heres why I aspire to be an English teacher and what I envision for my future in this profession.Passion for English Language:My love for the English language stems from its global significance and the power it holds to connect people from different cultures.I believe that as an English teacher,I can help students appreciate the beauty of the language and its nuances.Inspiring Young Minds:Teaching is not just about imparting knowledge its about inspiring young minds to think critically,express themselves creatively,and embrace lifelong learning.I want to be a part of this transformative process,guiding students to discover their potential and achieve their goals.Cultural Exchange:As an English teacher,I would have the opportunity to facilitate cultural exchange.By teaching English,I can introduce students to various cultures and perspectives,fostering a sense of global citizenship and mutual understanding.Continuous Learning:Teaching is a profession that encourages continuous learning and selfimprovement.With the everevolving nature of language and pedagogy,I would be constantly challenged to stay updated and innovative in my teaching methods.Building a Supportive Environment:I envision creating a classroom environment where every student feels comfortable and supported.This includes being approachable,understanding,and patient,as well as providing a space for open discussions and debates.Adapting to Different Learning Styles:Recognizing that every student has unique learning needs,I aim to adapt my teaching style to cater to these differences.This may involve using various teaching aids, incorporating technology,and employing interactive activities to keep lessons engaging. Encouraging Creativity:I believe in encouraging students to think outside the box and express themselves creatively.Whether its through writing,public speaking,or drama,I want to provide them with opportunities to explore their creativity in the English language.Lifelong Impact:Ultimately,my goal is to make a lasting impact on my students lives.I hope to inspire a love for learning and a respect for the English language that they carry with them long after they leave my classroom.In conclusion,becoming an English teacher is not just about teaching a subject its about shaping minds,fostering a global perspective,and leaving a positive impact on the next generation.I am committed to this path,and I look forward to the challenges and rewards that come with it.。
英语作文如何发展创造力
Title: Unleashing Creativity: My Personal JourneyCreativity is the spark that ignites innovation and allows us to see the world in a new light. As a high school student, Ive always been fascinated by the power of creativity and have sought ways to develop it within myself. Heres how Ive been working on enhancing my creative abilities.1. Embracing Curiosity: Ive learned that curiosity is the first step towards creativity. I ask questions about everything, from the science behind a rainbow to the history behind a historical event. This thirst for knowledge opens up new avenues of thought and encourages me to think beyond the obvious.2. Reading Widely: Books are a treasure trove of ideas. I make it a point to read not just fiction but also nonfiction, biographies, and even scientific journals. Each book offers a different perspective, which helps me to think from various angles and enhances my creative thinking.3. Engaging in Diverse Hobbies: Ive taken up painting, playing the guitar, and even coding. Each hobby presents a unique set of challenges and solutions, which in turn, stimulates my brain to think creatively.4. Brainstorming Sessions: With my friends, we often have brainstorming sessions where we throw around ideas for projects or just for fun. This collaborative environment is incredibly stimulating and pushes me to think of innovative solutions.5. Traveling and Experiencing New Cultures: Travel has been a significant part of my life. Experiencing different cultures, languages, and ways of life has broadened my horizons and has been a great source of inspiration for creative ideas.6. Taking Breaks: Ive found that taking breaks is essential for creativity. When I step away from a problem or a task, my mind has the chance to relax and often returns with fresh ideas.7. Keeping a Journal: I jot down my thoughts, ideas, dreams, and even random musings in a journal. This practice not only helps me to organize my thoughts but also serves as a reservoir of ideas that I can revisit and build upon.8. Challenging Myself: I often set myself creative challenges, like writing a poem in a different style or designing a logo for a fictional company. These challenges push me out of my comfort zone and force me to think creatively.9. Learning from Failure: Ive learned not to fear failure. Each failure is a lesson that brings me closer to success. Its through these trials that I learn what works and what doesnt, refining my creative process.10. Meditation and Mindfulness: Practicing mindfulness helps me to focus and be present, which in turn, allows me to tap into my subconscious mind where creativity often resides.In conclusion, developing creativity is a journey of exploration and selfdiscovery. Its about being open to new experiences, learning from them, and applying that knowledge to create something unique. As I continue to grow and learn, Im excited to see where my creative path will lead me.。
Collaborative Distributed Virtual Sculpting
network. In this paper, we extend the work to support collaborative virtual sculpting. The proposed method provides a multi-user collaborative environment for participants at different geographical locations to modify the shapes of 3D objects. The objective of our work is to develop a distributed design environment, in which a geographically separated team can participate and visualize complex sculpting work together through the internet. Such a system will be extremely useful in reducing the cost of the product design process in manufacturing and in sculpting art works. In the proposed framework, we model each deformable object with NURBS surfaces [ 5 ] . Although polygon meshes are widely used in object modeling, the vertex data are very often large in size and cause long transmission time. This reduces the interactivity of collaborative sculpting where model updates are needed to be sent frequently. NURBS surfaces, however, can be represented in a much more compact form, and they can be deformed simply by changing the positions of the control points. Our distributed virtual sculpting method proposed here makes use of two methods that we have developed. First, we apply our deformable NURBS rendering method [6, 71 to accelerate the rendering of deforming objects in the client machines. Our approach to real-time rendering of deformable objects, which are composed of NURBS surfaces, was to incrementally update a pre-generated polygon model of each deforming surface and progressively refine the resolution of the polygon model according to the change in surface curvature. Second, we apply our virtual sculpting method [8] to allow direct object modification using the CyberGlmeTM.In this sculpting method, a parametric hand surface is created by interpolating all the key data points of the CyberGloveTM and mapped to the object to be deformed. The object can then be deformed according to the change of the user's hand gesture in an intuitive way. The rest of paper is organized as follows. Section 2 gives a brief survey on the related work. Section 3 reviews our deformable NURBS rendering method. Section 4 discusses the proposed framework for collaborative sculpting in a distributed environment. Section 5 presents a linear data struc-
20年12月英语四级作文
20年12月英语四级作文In the modern era, environmental protection has become a global concern. The rapid industrialization and urbanization have led to significant environmental degradation. Pollution, deforestation, and climate change are some of the pressing issues that we face today. This essay aims to highlight the importance of environmental protection and the role that each individual can play in preserving our planet.Firstly, protecting the environment is crucial for maintaining ecological balance. The natural world is interconnected, and any disruption to this balance can have far-reaching consequences. For example, deforestation can lead to soil erosion, loss of biodiversity, and disruption of water cycles. By protecting our forests and natural habitats, we can ensure the survival of countless species and the overall health of our ecosystems.Secondly, environmental protection is essential for human health and well-being. Air and water pollution can lead to various health problems, including respiratory diseases and waterborne illnesses. By reducing pollution and promoting clean energy sources, we can improve air and water quality, which in turn leads to better health outcomes for people around the world.Thirdly, sustainable environmental practices can lead to economic benefits. Investing in renewable energy, forinstance, can create new job opportunities and stimulate economic growth. Moreover, sustainable agriculture and forestry practices can enhance food security and contribute to a stable food supply.Lastly, it is the responsibility of every individual to contribute to environmental protection. Simple actions such as reducing waste, recycling, and conserving energy can make a significant impact. Additionally, raising awareness and advocating for environmental policies can help drive change on a larger scale.In conclusion, environmental protection is a critical issue that affects us all. It is not only about preserving the natural world for future generations but also about ensuring our own health and prosperity. By taking collective and individual actions, we can work towards a more sustainable and environmentally friendly future.。
ai-ran概念
ai-ran概念## -ran: A Blossoming yet Thorny Concept The concept of "-ran" is afascinating one, swirling with possibilities and anxieties. It speaks to the ever-growing integration of artificial intelligence into the fabric of our lives, blurring the lines between human and machine, reality and simulation. Imagining a world where takes on such a prominent role evokes a sense of wonder, but also a tinge of fear – a fear of the unknown, of losing control, of the very essence of what it means to be human. One perspective to consider is the potential for to revolutionize our world for the better. "-ran" could signify a future wheretedious and dangerous tasks are automated, freeing humans to pursue creativity, exploration, and self-improvement. Imagine a world without traffic accidents, where diseases are diagnosed and treated with pinpoint accuracy, and where personalized education caters to every individual's unique learning style. In this utopia, becomes a partner, augmenting our abilities and propelling us towards a brighter future. However, the path towards "-ran" is not without its thorns. The specter of job displacement looms large, as machines become increasingly capableof performing tasks once exclusive to humans. The ethical considerations are also complex and multifaceted. Who will control these powerful systems? How do we ensure fairness and prevent bias in their decision-making? And perhaps most importantly, how do we preserve our humanity in a world where the lines between man and machine are constantly blurring? The fear of an takeover, of machines becoming sentient and turning against their creators, is a recurring theme in science fiction. While such scenarios might seem far-fetched, they force us to grapple with fundamental questions about consciousness, free will, and the nature of reality itself. Could truly develop its own desires and motivations, independent of human programming? And if so, what would that mean for the futureof our species? "-ran" could also be interpreted as a metaphorical landscape, a virtual realm where we increasingly spend our time and attention. Social media, video games, and virtual reality experiences already offer glimpses into thisdigital world, where we can create avatars, explore fantastical landscapes, and connect with others in new and exciting ways. While this offers opportunities for connection and self-expression, it also raises concerns about addiction, isolation,and the erosion of our shared reality. Ultimately, the concept of "-ran" is a mirror reflecting our hopes and anxieties about the future. It challenges us to consider the kind of world we want to create and the role we want to play in it. Whether we embrace it as a utopia or fear it as a dystopia, one thing is certain: the rise of is inevitable, and it will profoundly shape the course of human history. As we navigate this uncharted territory, it's crucial to approach "-ran" with both caution and optimism, ensuring that we harness the power of technology for the betterment of humanity while safeguarding the values that make us human.。
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Small Group Experiments in Collaborative Virtual EnvironmentsJuan Casanueva and Edwin BlakeCollaborative Visual Computing Laboratory,Department of Computer Science,University of Cape Town,Rondebosch7701e-mail:jcasanue,edwin@cs.uct.ac.zaAbstractPresence in Collaborative Virtual Environments (CVEs)can be classified into personal presence and co-presence.Personal presence is having a feeling of“being there”in the CVE yourself.Co-presence is having a feeling that one is in the same place as the other participants,and that one is collaborat-ing with real people.In this paper we present two experiments designed to investigate some of the fac-tors affecting personal presence and co-presence in Collaborative Virtual Environments(CVEs).The first experiment investigates the effects of group collaboration and interaction on presence and co-presence in a CVE.The second experiment inves-tigates the effects of avatar appearance and func-tionality(in terms of simple gestures and facial ex-pressions)on co-presence in the CVE. Keywords:Presence,Collaborative Virtual Environ-ments,Virtual Reality1Presence In Collaborative Vir-tual EnvironmentsCollaborative Virtual Environments(CVEs)make use of a distributed architecture and advanced interactive user interfaces to create a‘shared’space where mul-tiple users,located in different geographical locations can interact and collaborate.Several authors[2,3,12] have claimed that CVEs may support collaboration and interactivity in ways which go beyond what is pos-sible using more familiar meeting room or teleconfer-encing technologies.However,in order for such systems to be usable and successful,they need to provide the participants with a compelling experience and a high sense of presence, to convince them that they are present in the virtual environment,and that they are collaborating with real people.Presence(or personal presence)refers to the psycho-logical sensation of“being there”,having a sense of being in the place specified by the virtual environment rather than just seeing images depicting that place.Ac-cording to Steuer[9]presence means“The feeling of ‘being in an environment’.”Co-presence is the feeling that the other participants in the VE actually exist and are really present in the environment,and the feeling that one in interacting with real people.In this paper we present two experiments which are designed to investigate some of the factors believed to affect personal presence and co-presence in a col-laborative virtual environment.Section2describes an experiment which investigates the effects that small group collaboration has on personal presence and co-presence in a collaborative virtual environments.Sec-tion3presents an experiment designed to investigate the effects that avatar appearance and functionality have on co-presence in the CVE.2Experiment1:The Effects of Group Collaboration on Pres-enceIn this section,we present an experiment which inves-tigates the effects that small group collaboration has on personal presence and specially co-presence in a Collaborative Virtual Environment.A high sense of co-presence in a CVE is crucial to enable a group of people to collaborate and interact effectively.How-ever,it is equally important to investigate if collabora-tion and interaction between a group of people effect co-presence in a CVE.2.1Presence and Collaboration:Hy-pothesesThis experiment was designed to test the following hy-potheses:1.Group collaboration and interaction with otherparticipants in the environment should influence co-presence.It is believed that simply having a virtual representation of other users in the envi-ronment is not sufficient to create a high sense of co-presence.Having the possibility to collab-orate and interact with other participants in theshared environment should very much increase the sense of co-presence.2.Personal presence and co-presence in a CVE could be correlated.Slater et al [6]postulate that personal presence is a prerequisite for co-presence.It would be useful to know whether these two types of presence are associated,since if personal presence and co-presence are asso-ciated this could be because of common factors which influence both,or because they influence one another.Tromp et al [11]and Slater et al [8]found in one of their small group experiments that the presence and co-presence scores were positively correlated.2.2Collaborative Virtual EnvironmentPrototypeIn this experiment,we developed two collabora-tive virtual environments,which we named ‘high-collaboration VE’and ‘low-collaboration VE’.Both VEs are basically identical and only the task differs.In the high-collaboration VE,participants have to collab-orate to solve the given task.In the low-collaboration VE,participants don’t need to collaborate to solve theproblem.Figure 1:The high-collaboration VE,consisting of a set ofrooms forming a maze.In this picture,the Blue participant is looking at the Red and Green participants.The VEs consisted of a set of rooms which creates a simple maze (see Figure 1).Participants are able to move their avatar around the rooms using the arrow keys,and move their avatar’s head using the mouse.They are able to pick up objects in the VE by click-ing on them,which attaches the object to their avatar.They are therefore able to move the object by moving themselves,and then release the object by clicking on it again.Participants can communicate with each other using an audio channel.In this experiment,all the participants have an iden-tical avatar,consisting of a ’T’shaped block avatarcalled ‘Blockie’.The only difference between the par-ticipant’s avatars is their colour being red,green or blue (see Figures 1and 2).The avatars where la-beled Red,Green and Blue,and participants called each other by these names during theexperiment.Figure 2:The Red participant has picked up the red pyra-mid,and can now move around and drop the shape in the appropriate room.In the high-collaboration VE,each participant has an avatar of a given colour (red,green or blue),and the shapes are also red,green or blue in colour.All the shapes are locked by padlocks (refer to Figures 1and 2)and participants cannot pick up locked shapes.The padlocks are also coloured red,green or blue.In addi-tion,only the participant with the same colour as the shape can pick up that shape,and only the participant with the same colour as the padlock can unlock that padlock.Therefore,picking up a red shape locked with a blue padlock involves having the Red and Blue participants within a close range of the shape,and hav-ing the Blue participant unlock the blue padlock by clicking on it.Clicking on the padlock causes it to open for 6seconds,after which it automatically locks itself.During those 6seconds,the Red participant can pick up the shape by clicking on it.The shape gets at-tached to the Red avatar,and he/she can move around the virtual environment and drop the shape in the ap-propriate room.We chose this task because it requires observation and talking,and can only be solved by col-laboration since two participants are needed to pick up a shape.In the low-collaboration VE,the task is basically the same except that there are no padlocks locking the shapes.Therefore,a given shape can be picked up by the user having the same colour as the shape,without needing the help of another participant.This means that participants don’t need to collaborate to move the shapes around,and so this task can be completed with-out any collaboration.2.3Experimental ProcedureThis experiment involved30participants,divided into 10groups of3users each.Thefirst4groups(12par-ticipants)were assigned to the low-collaboration VE, and the next6groups(18participants)to the high collaboration VE.None of the participants knew that there were two different VEs.Participants were sec-ond year psychology students.Before starting the experiment,each participant was introduced to the system.This involved learning how to move in the environment and how to pick up ob-jects and drop them somewhere else.Once every par-ticipant was familiar with the interface,they read the experiment instructions describing the task that they had to perform in the virtual environment.The task had a time limit of25minutes,but this was not mentioned to the participants as knowledge of the time limit might affect task performance.Once the time elapsed,the participants where instructed to stop, and then tofill in some questionnaires:the Immer-sive Tendencies Questionnaire,the personal presence and co-presence questionnaire,and the collaboration questionnaire.The questionnaires are used to mea-sured the following variables:personal presence(P), co-presence(CO-P),immersive tendencies(IT),and collaboration(COLL).The personal presence questionnaire is based on the questionnaires developed by Slater et al[7,5]. To measure co-presence,we have developed a co-presence questionnaire which uses questions similar to the ones proposed by Slater el al in[6].The Immersive Tendencies Questionnaire(ITQ)de-veloped by Witmer and Singer[13]is used to measure differences in the tendencies of individuals to become immersed.The items in this questionnaire mainly measure involvement in common activities.Since in-creased involvement can result in more immersion,we expect individuals who tend to become more involved will also have greater immersive tendencies.We measure subjectively rated collaboration by mak-ing use of a post-experiment questionnaire.This col-laboration questionnaire is used to make sure that the two VEs(i.e.,the low-collaboration VE and the high-collaboration VE)produced different levels of collab-oration and interaction.2.4ResultsIn order to check that both VEs produced a dif-ferent level of collaboration,we performed a one-way ANOV A to check the difference in COLL score between the low-collaboration VE and the high-collaboration VE.We found that,as expected,there was a very large difference in collaboration score be-tween both VEs,with.This shows that participants felt that they col-laborated quite a lot in the high-collaboration VE,and not at all in the low-collaboration VE.We then compared the difference in the P scores be-tween the low and high-collaboration VEs.This was done using a one-way ANOV A,and we found that there was a significant difference at the0.05confi-dence level,with.This indicates that participants had a higher P score on the high-collaboration VE.We also compared the CO-P scores between the low and high-collaboration VEs.This was achieved by doing a one-way ANOV A on co-presence scores for both VEs.We found that there was a very significant difference,having. This difference indicates that participants in the high-collaboration VE had a greater sense of co-presence than participants in the low-collaboration VE.A correlation analysis was performed on the P,CO-P,IT,and COLL scores in each VE,to check if there were significant relationships between them.In the low-collaboration VE,we found a significant corre-lation between the P and the IT scores. We did notfind any significant correlation between CO-P and IT scores,or between P and CO-P.We found a significant correlation between CO-P and COLL,but not between P and COLL,or IT and COLL.In the high-collaboration VE,we also found a significant correlation between the P and the IT scores.Also,we did notfind any sig-nificant correlation between CO-P and IT scores,or between P and CO-P.We found a significant correla-tion between CO-P and COLL,but not between P and COLL,or IT and COLL.2.5Discussion of ResultsWe found that there was a very large difference in co-presence between the two conditions.The co-presence score was much higher in the high-collaboration VE then in the low-collaboration VE.This supports our hypothesis that just having virtual representations of others is not sufficient to create a high sense of co-presence,and that one needs collaboration and inter-action in order to enhance co-presence in a CVE. When looking at the presence scores,we found that the presence score was higher in the high-collaboration VE than in the low-collaboration VE.This indicates that collaboration and interaction with other partici-pants affects personal presence.This might be ex-plained by the fact that since the high-collaboration task was more challenging,it required the participant to be more involved in the experience and hence en-hances the sense of personal presence.Witmer and Singer[13]indicate that their Immersive Tendencies Questionnaire predicts the level of pres-ence recorded with their presence questionnaire in a VE.Since we have used a different presence question-naire based on the questionnaire developed by Slater et al,it is important to check if we can replicate Wit-mer and Singer’s results.We found that in both the low and high-collaboration VEs,the presence score and the IT score were positively correlated.This sup-ports Witmer and Singer’s results indicating that the immersive tendencies scores act as a predictor of the presence score.When we compared the presence an co-presence scores,we found that there was no correlation between presence and co-presence in any of the two conditions. We therefore failed to replicate the results found by Tromp et al in one of their experiments[11].3Experiment2:The Effects on Co-presence of Avatar Appear-ance and FunctionalityIn this section we present an experiment which is de-signed to investigate the effects that avatar appearance and functionality(in terms of gestures and facial ex-pressions)have on co-presence in the collaborative virtual environment.In this experiment we try to address the following is-sues:The effects that unrealistic avatars have on co-presence as opposed to human-like avatars.The important issue to determine here is how does the appearance of different avatars affect the sense of co-presence in the CVE.The effects that avatar functionality has on co-presence in the virtual environment.By func-tionality we mean avatars having simple gestures (waving,raising arms,joy and sad gestures,head movements such as yes,no and perhaps,walk-ing)and facial expressions(sad,happy,neutral, surprised,disgusted,angry and furious).In order to address the issues mentioned above,we divided the experiment into two parts.Thefirst part (Part A)investigates the effects of avatar appearance on co-presence,and the second part(Part B)investi-gates the effects of avatar functionality on co-presence in the CVE.3.1Presence and Avatars:HypothesesIn a Collaborative Virtual Environment avatars pro-vide important information such as the existence of other participants,the location of other participants (position and viewpoint of others),the identity(who does the avatar represent),the activity that other par-ticipants are performing,and the availability of others (conveying some sense of how busy and/or interrupt-ible a participant is)[1].This information is crucial to establish and maintain the presence of other partic-ipants in the virtual environment.This experiment involves the testing of two hypothe-ses.Thefirst hypothesis is that the way one represents other participants in the virtual environment is very important to enhancing the sense of co-presence.The important issue here is to determine how does the appearance of the avatar affects co-presence.In or-der to test this hypothesis,we provided the partici-pants with avatars having different appearances.The avatars include realistic human-like avatars,cartoon-like avatars,and simple unrealistic avatars.The second hypothesis states that simply having static avatars is not sufficient to create a high sense of co-presence in the collaborative virtual environment.We believe that providing simple gestures and facial ex-pressions to the avatars will increase the sense of co-presence in the CVE.Here we will address questions such as:Are fully functional avatars,with gestures and facial expressions necessary or are crude repre-sentations of avatars sufficient to maintain the sense of presence of others?In order to investigate the hypotheses mentioned above we divided this experiment into two parts,which use the same virtual environment and have the same ex-perimental scenario.Only the avatars provided to the participants differ between the two parts.In thefirst part(Part A),we investigate the effects of avatar ap-pearance on co-presence.In the part(Part B),we in-vestigate the second hypothesis which involves the ef-fects of having gestures and facial expressions on the avatars.3.2Experimental ProcedurePart A used18participants,divided into6groups of 3users each.Part B involves30participants divided into10groups of3users each.The participants were recruited from the second year psychology course at the University of Cape Town.Before starting the actual experiment,each participant was introduced to the system.This involved learning how to control the avatar’s gestures and facial expres-sion if provided,move through the environment,pick up objects,etc.Once every participant was familiar with the interface,they read the experiment instruc-tions stating the task that they will have to perform in the virtual environment.The task consists of reading a story(4short para-graphs)by accessing the book on the table in the VE. Once each participant has read the story,they have to agree on a ranking for thefive characters in the story. The ranking is as follows:the best character is as-signed a“1”and the worst a“5”.There is a white-board on the VE which has a simple grid with the names of thefive characters of the story.At the bot-tom of the board there arefive numbers which can be moved around the board,so that the participants can assign the ranking to each character in the story.TheFigure 3:The avatars used in this experiment.From leftto right,we have three unrealistic avatars,followed by two cartoon like avatars,and two human-like avatars.participants have to argue with one another and arrive to a group agreement.This task requires communi-cation to argue or agree with the other participant’s rankings.The avatars used by the participants were labeled Red,Green or Blue,and participants called each other by these names during the experiment.The task had a time limit of 20minutes,and after that each participant was required to fill in two question-naires:Witmer and Singer’s Immersive Tendencies Questionnaire,and the Presence/Co-presence Ques-tionnaire.In this experiment we measured the fol-lowing variables:personal presence (P),co-presence (CO-P),and immersive tendencies (IT).3.3Avatars UsedIn Part A,in order to investigate the effects of avatar appearance,we provide a set of avatars divided into three categories:realistic human-like avatars,cartoon-like avatars ,and simple unrealistic avatars (refer to Figure3).Figure 4:A realistic human-like avatar with simple gesturesand facial expressions.The gestures provided are:waving,moving the arms,walking,head movements.The facial ex-pressions available are:happy,sad,surprised,disgusted,an-gry and furious.In Part B,in order to investigate the effects of avatarfunctionality,we provide some avatars with simple gestures and facial expressions (refer to Figure 4).3.4Results3.4.1Part A:Effects of Avatar Appearance on Co-PresenceWe measured the following variables:the co-presence of realistic human-like avatars (CO-P-RHA),the co-presence of cartoon like avatars (CO-P-CA),and the co-presence of unrealistic avatars (CO-P-UA).We also measure the personal presence score (P),and the im-mersive tendencies scores (IT).We compared the co-presence scores generated by the different avatars by performing a one-way ANOV A on the CO-P-RHA,CO-P-CA,and CO-P-UA scores.We found that there was a significant difference,having.This difference indi-cates that the way one represents the avatars affects the feeling of co-presence felt by the participants.A correlation analysis was performed on the P,CO-P ,and IT variables to check if there were any significant relationship between them.We found a significant cor-relation between the P score and the IT scores.We did not find a significant correlation be-tween the CO-P scores and the IT scores,or between the P and CO-P scores.3.4.2Part B:Effects of Avatar Functionality on Co-PresenceWe measured the following variables:the co-presence of static avatars (CO-P-S),and the co-presence of avatars with gestures and facial expressions (CO-P-F).We also measure the personal presence score (P),and the immersive tendencies scores (IT).We compared the co-presence scores generated by static avatars (CO-P-S)and by avatars with gestures and facial expressions (CO-P-F),by performing a one-way ANOV A on the two variables.We found that there was a significant difference,having.This indicates that the avatarswith gestures and facial expressions did create a sig-nificantly greater sense of co-presence.We performed a correlation analysis on the P,IT,and CO-P scores to check if there was any significant re-lationship between these variables.We found a sig-nificant correlationbetween the P score and the IT scores.We did not find a significant corre-lation between the CO-P scores and the IT scores,or between the P and CO-P scores.3.5Discussion of ResultsThe results show that there was a large and signifi-cant difference between the co-presence scores gen-erated by the different types of avatars in Part A of this experiment.The co-presence generated by the re-alistic human-like avatars was greater than that gen-erated by the cartoon-like avatars,which in turns was greater than the co-presence generated by unrealistic avatars.None of the avatars had any gestures or fa-cial expressions.This indicates that realistic avatars having a human-like form engender a greater sense of co-presence that totally unrealistic simple avatars. The results show that the co-presence generated by avatars having gestures and facial expressions was sig-nificantly higher than that generated by static avatars. This supports our hypothesis that states that providing simple gestures and facial expressions to the avatars will enhance the sense of co-presence in a collabora-tive virtual environment.It is important to note that the participants which had avatars with gestures and facial expressions had to use the GUI to control their gestures and expressions.This might have disrupted the sense of co-presence felt by those participants and so might have influenced our results.We also found that the presence score(measured by Slater’s presence questionnaire)and the IT score (measured by Witmer and Singer’s immersive tenden-cies questionnaire)were correlated.This supports Witmer and Singer’s result indicating that the immer-sive tendencies score act as a predictor of the pres-ence score.When we compared the co-presence(CO-P)scores and the immersive tendencies(IT)scores, we found that there was no correlation between them. 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