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1

Bosco, Alessandra, Silvia Gasparotto, and Margo Lengua. "Participatory flows." Strategic Design Research Journal 15, no. 2 (April 7, 2023): 92–106. http://dx.doi.org/10.4013/sdrj.2022.152.02.

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Анотація:
This paper intends to explore co-design processes in the field of cultural heritage, based on an examination of the scientific literature and a comparative analysis of case studies. These cases, which involve different interlocutors, contexts of application, tools and output, are expressed not only in a discursive manner, but also represented in diagrams and visual syntheses of the co-design processes. The analysis was conducted on the basis of shared parameters: project description, year, partners, goals, context, co-design process, stakeholders and output. Starting with a consideration of the key concepts that emerged in the processes under investigation, the paper moves on to present the “MEET – Multifaceted Experiences for Enhancing Territories” project, which relies on the tools of design to enhance elements of the local culture and involve the community. It concludes by identifying good practices and the potential of co-design processes applied to the field of cultural heritage.
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2

Yin, Chengjiu, Hiroaki Ogata, and Yoneo Yano. "Participatory simulation framework to support learning computer science." International Journal of Mobile Learning and Organisation 1, no. 3 (2007): 288. http://dx.doi.org/10.1504/ijmlo.2007.015432.

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3

Hasell, Mary Joyce, and Kit Leplin. "Design Students Plan Tomorrow's Office Using Participatory/Simulation." Journal of Interior Design 13, no. 1 (May 1987): 9–20. http://dx.doi.org/10.1111/j.1939-1668.1987.tb00101.x.

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4

Shafqat, Omar, David Stoltz, Per Lundqvist, and Jaime Arias. "Participatory Simulation for Energy Target Identification in EcoCities." Energy Procedia 61 (2014): 2079–82. http://dx.doi.org/10.1016/j.egypro.2014.12.080.

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5

Sreejaya, P. "Business Simulations in Management Pedagogy: Role of Libraries in Enhancing Access to Business Simulations: A Case Study." Asian Journal of Information Science and Technology 9, S1 (February 5, 2019): 51–57. http://dx.doi.org/10.51983/ajist-2019.9.s1.222.

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Анотація:
Looking at the contemporary educational practice, we come across a host of buzzwords such as immersive environments, participatory learning, experiential learning, experimental learning, etc. Due to the drastic development in the information and communication technology areas, various new educational methods have emerged such as e-learning and virtual learning environment. Education, especially, the higher education scenario has witnessed the boom of new pedagogical tools. Among this, ‘simulations’ is a new mode of teaching and learning in the management pedagogy that is gaining ground and appreciation. Simulations act as an essential educational tool in the virtual learning environment. There has been a significant increase in the use of business simulation games in the area of management education. Business simulations attempt to bring real-life business scenarios to life in the classroom to develop the desired capacities and skills of the students.The most important advantage of a simulation is that they help to establish a new learning relationship with the students and assigning new roles to them and build their capacities regarding participatory learning. This paper highlights the concept of simulation, and it also explores the role of simulation in management education. It discusses various business simulations available in the market. This article also shares the Indian Institute of Management Kozhikode library’s experience about the facilitation of simulations with a special reference to Harvard Business School Publishing Simulations, for its academic programmes during the past few years.
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6

Andersen, Simone Nyholm, and Ole Broberg. "Participatory ergonomics simulation of hospital work systems: The influence of simulation media on simulation outcome." Applied Ergonomics 51 (November 2015): 331–42. http://dx.doi.org/10.1016/j.apergo.2015.06.003.

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7

Wimolsakcharoen, Wuthiwong, Pongchai Dumrongrojwatthana, Christophe Le Page, François Bousquet, and Guy Trébuil. "An agent-based model to support community forest management and non-timber forest product harvesting in northern Thailand." Socio-Environmental Systems Modelling 3 (April 21, 2021): 17894. http://dx.doi.org/10.18174/sesmo.2021a17894.

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Agent-based models are popular in common-pool resource management to represent complex systems and stimulate collective action and management, where they are used to evaluate scenarios of stakeholders’ choice in participatory simulations. We developed the “CoComForest” (COllaborative COMmunity FOREST management) model to support community forest management (CFM) and non-timber forest product (NTFP) harvesting in Nan Province, northern Thailand. The model was used as a computer-based role-playing game to support sharing of perceptions and knowledge among stakeholders, and in participatory simulations to explore future CFM scenarios. The Unified Modelling Language was used to build the conceptual model, subsequently implemented under the CORMAS (COmmon-pool Resource and Multi-Agent System) simulation platform. Several tests were conducted in the laboratory for verification and calibration before using this tool with 21 diverse stakeholders during a field workshop. Three different participatory gaming and simulation sessions were organized. The first one focused on the co-validation of the model with participants. They accepted most of the model functionalities and the scheduling of the rounds of play. The model was used in the subsequent two sessions to simulate the scenarios of firebreak establishment and introduction of outsiders intensively harvesting NTFPs, respectively. The results showed that the intensive harvesting practices of outsiders accelerated the depletion of resources, whereas the prevention of wildfire by establishing firebreaks could increase the resource availability in the landscape. The debriefing session at the end of the workshop focused on the analysis of simulation results and the relationships between the players’ decision-making and their actual circumstances. Individual in-depth interviews conducted after the workshop helped to evaluate the use of this model with local stakeholders. Most participants considered the model as a useful common representation of the system they manage collectively. Its use in participatory simulations facilitated communication among the stakeholders searching for an adapted and acceptable collective action plan to improve CFM at the sub-district level in order to prevent the overharvesting of NTFPs by outsiders.
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8

Tomlinson, Bill, Eric Baumer, Man Lok Yau, F. Lynn Carpenter, and Rebecca Black. "A Participatory Simulation for Informal Education in Restoration Ecology." E-Learning and Digital Media 5, no. 3 (January 2008): 238–55. http://dx.doi.org/10.2304/elea.2008.5.3.238.

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9

Miles, Scott B. "Participatory Disaster Recovery Simulation Modeling for Community Resilience Planning." International Journal of Disaster Risk Science 9, no. 4 (December 2018): 519–29. http://dx.doi.org/10.1007/s13753-018-0202-9.

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10

Wu, Changdong, Zhenli Deng, and Jincheng Wei. "Effective Teaching Design Based on the Combination of BOPPPS Model and Tina Virtual Simulation Software." Scientific Programming 2023 (May 20, 2023): 1–9. http://dx.doi.org/10.1155/2023/6178548.

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Анотація:
Good teaching effect comes from effective teaching design. In this article, we combined the advanced teaching concept BOPPPS model with Tina virtual simulation software to develop the teaching design. BOPPPS model is an effective and efficient teaching model. It includes six parts such as bridge-in, objective, preassessment, participatory learning, postassessment, and summary. In this article, bridge-in is introduced by practical examples of triode amplifier circuits. Objective includes knowledge objective, ability objective, and value objective. Preassessment is realized by simulating the triode output characteristic. Participatory learning is presented by simulating three kinds of basic amplifier circuits and analyzing simulation results. Besides that, flipping classroom is designed to stimulate students’ learning enthusiasm and innovation ability. Postassessment is completed by asking some questions. Summary is completed by students and supplemented by teachers. In this process, different simulation waveforms are obtained by using the Tina virtual software to simulate the various circuits layer by layer. Practice has shown that the proposed method not only improves students’ ability of analyzing and designing practical circuits, but also stimulates students’ learning enthusiasm. Teaching design ideas become clearer, and the teaching quality is improved.
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11

Cheong, France, and Brian J. Corbitt. "From Childhood Poverty to Catfish." International Journal of Strategic Decision Sciences 1, no. 3 (July 2010): 14–32. http://dx.doi.org/10.4018/jsds.2010070102.

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Анотація:
Strategic decision makers are frequently faced with unstructured problems that cannot be solved adequately by analytical means. In such situations, a better decision-making approach is one based on stakeholders’ participation. A particular form of such an approach is known as participatory modelling, whereby participatory methods are used for knowledge elicitation while simulation modelling techniques are used to determine optimal strategies. In this paper, the authors discuss a participatory modelling framework using agent-based modelling and System Dynamics, which illustrates the use of the framework for two projects. These projects include participatory agent-based modelling of childhood poverty in Vietnam, and participatory System Dynamics modelling of the Vietnamese catfish industry.
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12

Chabane, Mazri, Alexis Tsoukias, and Katherine A. Daniell. "Decision Support in Participatory Contexts." International Journal of Decision Support System Technology 11, no. 3 (July 2019): 47–80. http://dx.doi.org/10.4018/ijdsst.2019070104.

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Анотація:
Organizing the participation of multiple stakeholders in decision processes is now a widespread request with a visible consequence being the expansion of the analyst's role from problem solver to facilitator of stakeholder interactions. Within this evolutionary movement, this article claims that an analyst creates the organisation through which the set of stakeholders involved in the decision process interact. This article also claims that the ability of this organisation to fit contextual requirements is of utmost importance for the success of an analyst's intervention. This article is organised to support these two claims. Firstly, it describes the terms of organisational design and the mechanisms through which it may influence the decision processes. Secondly, the authors review how these aspects are already discussed within OR/MS literature so as to highlight current limitations and future possibilities for greater investigation of the place and role of organizational design in OR/MS research and practice.
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13

Imkeller, Martin, Michaela Sonnleitner, Jana Gassner, Yannick Nies, Lisa Bauer, Sarah Baumann, Lena Grami, Anna Naegele, and Christian Neuwirth. "Participatory Simulation for Games with a Purpose – A Case Study." GI_Forum 1 (2017): 397–404. http://dx.doi.org/10.1553/giscience2017_01_s397.

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14

Batten, David F. "Fostering Industrial Symbiosis With Agent-Based Simulation and Participatory Modeling." Journal of Industrial Ecology 13, no. 2 (April 2009): 197–213. http://dx.doi.org/10.1111/j.1530-9290.2009.00115.x.

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15

Becu, Nicolas, Marion Amalric, Brice Anselme, Elise Beck, Xavier Bertin, Etienne Delay, Nathalie Long, Nicolas Marilleau, Cécilia Pignon-Mussaud, and Frédéric Rousseaux. "Participatory simulation to foster social learning on coastal flooding prevention." Environmental Modelling & Software 98 (December 2017): 1–11. http://dx.doi.org/10.1016/j.envsoft.2017.09.003.

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16

Tian, Yuan, Jenny Basran, James Stempien, Adrienne Danyliw, Graham Fast, Patrick Falastein, and Nathaniel D. Osgood. "Participatory Modeling with Discrete-Event Simulation: A Hybrid Approach to Inform Policy Development to Reduce Emergency Department Wait Times." Systems 11, no. 7 (July 17, 2023): 362. http://dx.doi.org/10.3390/systems11070362.

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Анотація:
We detail a case study using a participatory modeling approach in the development and use of discrete-event simulations to identify intervention strategies aimed at reducing emergency department (ED) wait times in a Canadian health policy setting. A four-stage participatory modeling approach specifically adapted to the local policy environment was developed to engage stakeholders throughout the modeling processes. The participatory approach enabled a provincial team to engage a broad range of stakeholders to examine and identify the causes and solutions to lengthy ED wait times in the studied hospitals from a whole-system perspective. Each stage of the approach was demonstrated through its application in the case study. A novel and key feature of the participatory modeling approach was the development and use of a multi-criteria framework to identify and prioritize interventions to reduce ED wait times. We conclude with a discussion on lessons learned, which provide insights into future development and applications of participatory modeling methods to facilitate policy development and build multi-stakeholder consensus.
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17

Ao, Meng, and Yun Zhang. "The Effect of Participatory Teaching Method Combined with Virtual Simulation System in Ultrasonic Imaging Teaching." Journal of Higher Education Research 4, no. 1 (March 3, 2023): 25. http://dx.doi.org/10.32629/jher.v4i1.1141.

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Анотація:
Objective: To explore the effect of participatory teaching method combined with virtual simulation system in the teaching of ultrasound imaging. Method: From September 2022 to December 2022, a total of 90 students from 2 classes of Grade 2019 in the Department of Imaging were selected. 45 people in the control group will adopt the traditional teaching method, and 45 people in the experimental group will adopt the participatory teaching method + virtual simulation system, to compare the teaching effect of the two groups. Results: The teaching satisfaction of the experimental group in teaching form (95.56%), teaching content (95.56%), student learning initiative (97.78%), learning interest (95.56%), practical operation (97.78%), etc. Higher than the control group, P<0.05; the theoretical knowledge and practical operation test scores of the experimental group were significantly higher than the control group, P<0.05. Conclusion: In the teaching of ultrasound imaging, choosing participatory teaching method combined with virtual simulation system can effectively improve students' theoretical knowledge and practical operation level, and strictly grasp the characteristics of ultrasound images, which is worth adopting.
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18

Esselimani, Sami, Mustafa Sagsan, and Sevki Kiralp. "E-Government Effect on Participatory Democracy in the Maghreb: Indirect Effect and Government-Led Participation." Discrete Dynamics in Nature and Society 2021 (April 1, 2021): 1–13. http://dx.doi.org/10.1155/2021/6642998.

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The evolution of the concept of democracy throughout decades of theory and practice has led to the firm understanding that democracy is progressive in terms of thought and practice. An important feature of democracy is the ability of individuals to discuss and participate in matters of public interest. E-government offers an opportunity for governments and citizens to engage in more deliberate practices of democracy. This paper focuses on the Maghreb region (Algeria, Morocco, and Tunisia) and discusses the direct effect of e-government on participatory democracy and also the indirect effect, which is referred to as the “indirect government-led relationship” between e-government and participatory democracy. A quantitative approach was adopted, and a questionnaire was distributed using a nonprobability, judgement sampling method, which focuses on a population with specific knowledge and expertise. A total of 702 answers were collected. The results show that e-government positively affects participatory democracy directly and also indirectly through increasing corruption control, transparency, and accountability.
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19

So, Won-Ho. "ALT Board and Software Module Design for Active Participatory Simulation Learning." Journal of the Korea Contents Association 14, no. 1 (January 28, 2014): 537–47. http://dx.doi.org/10.5392/jkca.2014.14.01.537.

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20

ARITOMO, Haruki, Hitoshi INOMO, and Wataru SHIRAKI. "TAIAL OF QUANTITATIVE EVALUATION OF RESILLIENCE RESPONSE USING PARTICIPATORY EVACUATION SIMULATION." Journal of Japan Society of Civil Engineers, Ser. F6 (Safety Problem) 72, no. 2 (2016): I_65—I_70. http://dx.doi.org/10.2208/jscejsp.72.i_65.

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21

Dearden, Joel, and Alan Wilson. "Using Participatory Computer Simulation to Explore the Process of Urban Evolution." Transactions in GIS 15, no. 3 (June 6, 2011): 273–89. http://dx.doi.org/10.1111/j.1467-9671.2011.01257.x.

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22

Semboloni, Ferdinando. "The Management of Urban Complexity through a Multi-Agent Participatory Simulation." disP - The Planning Review 43, no. 170 (January 2007): 57–70. http://dx.doi.org/10.1080/02513625.2007.10556989.

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23

Duboz, Raphaël, and Aurélie Binot. "Animal and human health: tackling uncertainty through participatory modelling and simulation." Perspective, no. 41 (2017): 1–4. http://dx.doi.org/10.19182/agritrop/00011.

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Poulose, Thomas, Saurav Kumar, and Girisha K. Ganjegunte. "Robust crop water simulation using system dynamic approach for participatory modeling." Environmental Modelling & Software 135 (January 2021): 104899. http://dx.doi.org/10.1016/j.envsoft.2020.104899.

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Diehl, Ernst W. "Participatory simulation software for managers: The design philosophy behind MicroWorld Creator." European Journal of Operational Research 59, no. 1 (May 1992): 210–15. http://dx.doi.org/10.1016/0377-2217(92)90017-4.

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26

Singh, Amita, Jannicke Baalsrud Hauge, and Magnus Wiktorsson. "Simulation-Based Participatory Modelling in Urban and Production Logistics: A Review on Advances and Trends." Sustainability 14, no. 1 (December 21, 2021): 17. http://dx.doi.org/10.3390/su14010017.

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Анотація:
Simulation-based participatory modelling allows integration of all types of knowledge including empirical, technical and scientific from all disciplines and domains. Thus, in recent years, the use of participatory modelling has been continuously increasing in many fields including logistics. With a view of achieving better understanding of the subject, this article systematically reviews the advances made in participatory modelling in the field of urban and production logistics in the last decade. It further reports the findings transparently following a categorization based on (i) the purpose of participatory modelling in the domain, and (ii) depending on the purpose how data is collected, processed and outcomes are presented. The review resulted in 97 articles which were analysed and categorized based on the above two questions formulated in the literature surveyed. The review revealed that apart from the three existing categories of purposes, namely, reflexive, descriptive and normative there is an emerging fourth category that was analytical in nature and 15 out of 97 articles analyzed belonged to this category. The authors decided to call this category analytical field empirical modelling which is primarily based on mathematical modelling and use of computational methods. We present these results with the help of a categorization. During the analysis for the second research question, we discovered that though the conventional ways of data collection and processing, such as interviews and workshops, which remain significantly present, in electronic data crowdsourcing and data processing via computational methods are emerging.
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27

Andersen, Simone Nyholm, and Ole Broberg. "Transfer of ergonomics knowledge from participatory simulation events into hospital design projects." Work 68, no. 2 (February 26, 2021): 365–78. http://dx.doi.org/10.3233/wor-203379.

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Анотація:
BACKGROUND: Participatory simulation (PS) is a method that can be used to integrate ergonomics and safety into workplace design projects. Previous studies have mainly focused on tools and methods for the simulation activities. The subsequent process of transferring and integrating the simulation outcomes into the design of workplaces is poorly understood. OBJECTIVE: This study sets out to study the role of actors and objects in the transfer of ergonomics knowledge generated in PS events and in the integration of this knowledge into a design project. The study identifies factors that influence what part of the simulation outcomes are integrated. METHODS: The empirical context of the study was six PS events that were part of a hospital design project. The events were investigated based on knowledge transfer theory, observations, interviews and document studies. RESULTS: Actors and objects with abilities of transferring ergonomics knowledge from the PS events to the hospital design project were identified. The study indicated that persons producing the objects functioned as a filter, meaning that not all ergonomics knowledge was transferred from the PS events. The main influencing factors on the integration were: predetermined building dimensions and room interdependency. CONCLUSIONS: Four recommendations were proposed for ergonomists and safety professionals when planning PS events.
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28

Azad, Sasha, Jennifer Wellnitz, Luis Garcia, and Chris Martens. "Anthology: A Social Simulation Framework." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, no. 1 (October 11, 2022): 224–31. http://dx.doi.org/10.1609/aiide.v18i1.21967.

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Social simulation research seeks to understand the dynamics of complex human behavior by simulating populations of individual decision-makers as multi-agent systems. However, prior work in games and entertainment fail to account for interactions between social behavior, geography, and relationships in a manner that allows researchers to easily reuse their frameworks and model social characters. We present Anthology, an extensible software framework for modeling human social systems, within the context of an ongoing research agenda to integrate AI techniques from social simulation games and computational social science to enable researchers to model and reason about the complex dynamics of human social behavior. Anthology comprises a motive-based agent decision making algorithm; a knowledge representation system for relationships; a flexible specification language for precondition-effect-style actions; a user interface to inspect and interact with the simulation as it runs in real-time; and an extensive user documentation and reference manual. We describe our participatory research design process used for the developing Anthology, the state of the current system, it's limitations and our future development directions.
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29

Khan, Zaheer, David Ludlow, Wolfgang Loibl, and Kamran Soomro. "ICT enabled participatory urban planning and policy development." Transforming Government: People, Process and Policy 8, no. 2 (May 13, 2014): 205–29. http://dx.doi.org/10.1108/tg-09-2013-0030.

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Анотація:
Purpose – The aim of this paper is to present the effectiveness of participatory information and communication technology (ICT) tools for urban planning, in particular, supporting bottom-up decision-making in urban management and governance. Design/methodology/approach – This work begins with a presentation on the state of the art literature on the existing participatory approaches and their contribution to urban planning and the policymaking process. Furthermore, a case study, namely, the UrbanAPI project, is selected to identify new visualisation and simulation tools applied at different urban scales. These tools are applied in four different European cities – Vienna, Bologna, Vitoria-Gasteiz and Ruse – with the objective to identify the data needs for application development, commonalities in requirements of such participatory tools and their expected impact in policy and decision-making processes. Findings – The case study presents three planning applications: three-dimensional Virtual Reality at neighbourhood scale, Public Motion Explorer at city-wide scale and Urban Growth Simulation at city-region scale. UrbanAPI applications indicate both active and passive participation secured by applying these tools at different urban scales and hence facilitate evidence-based urban planning decision-making. Structured engagement with the city administrations indicates commonalities in user needs and application requirements creating the potential for the development of generic features in these ICT tools which can be applied to many other cities throughout Europe. Originality/value – This paper presents new ICT-enabled participatory urban planning tools at different urban scales to support collaborative decision-making and urban policy development. Various technologies are used for the development of these IT tools and applied to the real environment of four European cities.
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Geurts, Jac L. A., and Cisca Joldersma. "Methodology for participatory policy analysis." European Journal of Operational Research 128, no. 2 (January 2001): 300–310. http://dx.doi.org/10.1016/s0377-2217(00)00073-4.

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Winkler, Till J., Holger Ziekow, and Martin Weinberg. "Municipal Benefits of Participatory Urban Sensing: A Simulation Approach and Case Validation." Journal of theoretical and applied electronic commerce research 7, no. 3 (2012): 19–20. http://dx.doi.org/10.4067/s0718-18762012000300010.

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32

Sánchez, Jesús, Álvaro Carrera, Carlos Iglesias, and Emilio Serrano. "A Participatory Agent-Based Simulation for Indoor Evacuation Supported by Google Glass." Sensors 16, no. 9 (August 24, 2016): 1360. http://dx.doi.org/10.3390/s16091360.

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33

Laatabi, Ahmed, Nicolas Becu, Nicolas Marilleau, Marion Amalric, Cécilia Pignon-Mussaud, Brice Anselme, Elise Beck, et al. "LittoSIM-GEN: A generic platform of coastal flooding management for participatory simulation." Environmental Modelling & Software 149 (March 2022): 105319. http://dx.doi.org/10.1016/j.envsoft.2022.105319.

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34

Kopeć, Wiesław, Marcin Wichrowski, Krzysztof Kalinowski, Anna Jaskulska, Kinga Skorupska, Daniel Cnotkowski, Jakub Tyszka, et al. "VR with Older Adults: Participatory Design of a Virtual ATM Training Simulation." IFAC-PapersOnLine 52, no. 19 (2019): 277–81. http://dx.doi.org/10.1016/j.ifacol.2019.12.110.

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35

Yuan, Yuan, Bin Liu, Sai Li, and He-Ping Tan. "Light-field-camera imaging simulation of participatory media using Monte Carlo method." International Journal of Heat and Mass Transfer 102 (November 2016): 518–27. http://dx.doi.org/10.1016/j.ijheatmasstransfer.2016.06.053.

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36

Yu, Ruiyun, Xingyou Xia, Shiyang Liao, and Xingwei Wang. "A Location Prediction Algorithm with Daily Routines in Location-Based Participatory Sensing Systems." International Journal of Distributed Sensor Networks 2015 (2015): 1–12. http://dx.doi.org/10.1155/2015/481705.

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Анотація:
Mobile node location predication is critical to efficient data acquisition and message forwarding in participatory sensing systems. This paper proposes a social-relationship-based mobile node location prediction algorithm using daily routines (SMLPR). The SMLPR algorithm models application scenarios based on geographic locations and extracts social relationships of mobile nodes from nodes’ mobility. After considering the dynamism of users’ behavior resulting from their daily routines, the SMLPR algorithm preliminarily predicts node’s mobility based on the hidden Markov model in different daily periods of time and then amends the prediction results using location information of other nodes which have strong relationship with the node. Finally, the UCSD WTD dataset are exploited for simulations. Simulation results show that SMLPR acquires higher prediction accuracy than proposals based on the Markov model.
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Yuan, Weiwei, Donghai Guan, and Yuanfeng Jin. "Optimized Reputable Sensing Participants Extraction for Participatory Sensor Networks." Mathematical Problems in Engineering 2014 (2014): 1–10. http://dx.doi.org/10.1155/2014/898761.

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Анотація:
By collecting data via sensors embedded personal smart devices, sensing participants play a key role in participatory sensor networks. Using information provided by reputable sensing participants ensures the reliability of participatory sensing data. Setting a threshold for the reputation, and those whose reputations are bigger than this value are regarded as reputable. The bigger the threshold value is, the more reliable the extracted reputable sensing participant is. However, if the threshold value is too big, only very limited participatory sensing data can be involved. This may cause unexpected bias in information collection. Existing works did not consider the relationship between the reliability of extracted reputable sensing participants and the ratio of usable participatory sensing data. In this work, we propose a criterion for optimized reputable sensing participant extraction in participatory sensor networks. This is achieved based on the mathematical analysis on the ratio of available participatory sensing data and the reliability of extracted reputable sensing participants. Our suggested threshold value for reputable sensing participant extraction is only related to the power of sensing participant’s reputation distribution. It is easy to be applied in real applications. Simulation results tested on real application data further verified the effectiveness of our proposed method.
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38

Scheer, Dirk, Wilfried Konrad, Holger Class, Alexander Kissinger, Stefan Knopf, and Vera Noack. "Regional-scale brine migration along vertical pathways due to CO<sub>2</sub> injection – Part 1: The participatory modeling approach." Hydrology and Earth System Sciences 21, no. 6 (June 9, 2017): 2739–50. http://dx.doi.org/10.5194/hess-21-2739-2017.

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Abstract. Saltwater intrusion into potential drinking water aquifers due to the injection of CO2 into deep saline aquifers is one of the potential hazards associated with the geological storage of CO2. Thus, in a site selection process, models for predicting the fate of the displaced brine are required, for example, for a risk assessment or the optimization of pressure management concepts. From the very beginning, this research on brine migration aimed at involving expert and stakeholder knowledge and assessment in simulating the impacts of injecting CO2 into deep saline aquifers by means of a participatory modeling process. The involvement exercise made use of two approaches. First, guideline-based interviews were carried out, aiming at eliciting expert and stakeholder knowledge and assessments of geological structures and mechanisms affecting CO2-induced brine migration. Second, a stakeholder workshop including the World Café format yielded evaluations and judgments of the numerical modeling approach, scenario selection, and preliminary simulation results. The participatory modeling approach gained several results covering brine migration in general, the geological model sketch, scenario development, and the review of the preliminary simulation results. These results were included in revised versions of both the geological model and the numerical model, helping to improve the analysis of regional-scale brine migration along vertical pathways due to CO2 injection.
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39

Choi, Jeongseok, Taeyoung Kim, Jaekwon Kim, Sunghwan Moon, Youngshin Han, and Jongsik Lee. "Data collection model in hybrid network for participatory sensing." International Journal of Modeling, Simulation, and Scientific Computing 07, no. 04 (December 2016): 1643002. http://dx.doi.org/10.1142/s1793962316430029.

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Анотація:
Advances in mobile technology make most people have their own mobile devices which contain various sensors such as a smartphone. People produce their own personal data or collect surrounding environment data with their mobile devices at every moment. Recently, a broad spectrum of studies on Participatory Sensing, the concept of extracting new knowledge from a mass of data sent by participants, are conducted. Data collection method is one of the base technologies for Participatory Sensing, so networking and data filtering techniques for collecting a large number of data are the most interested research area. In this paper, we propose a data collection model in hybrid network for participatory sensing. The proposed model classifies data into two types and decides networking form and data filtering method based on the data type to decrease loads on data center and improve transmission speed.
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40

McDougald, Dan. "Ears On, Voice On, Hands On—Right On! Workshop Activities." Language, Speech, and Hearing Services in Schools 29, no. 1 (January 1998): 48–53. http://dx.doi.org/10.1044/0161-1461.2901.48.

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Workshops are an opportunity to promote collaboration for the benefit of students. This clinical exchange describes five participatory workshop activities that may be used when offering a communication workshop. The activities include: second/foreign language simulation, speech reading, language/learning disabilities simulation, and one that’s even butter. Together with other approaches, these activities can help ensure understanding, retention, and application of the ideas and information presented at workshops.
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41

Rushton, Evan, and Seth Corrigan. "Game-Assisted Assessment for Broader Adoption: Participatory Design and Game-Based Scaffolding." Electronic Journal of e-Learning 19, no. 2 (March 31, 2021): 71–87. http://dx.doi.org/10.34190/ejel.19.2.2143.

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21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative assessment functions, games and simulations can capture detailed data on learners’ performances and provide learners with immediate feedback. In spite of their strengths, barriers exist to practitioners’ adoption of game-based and simulation-based formative assessments. Adoption can be slowed where product designs do not account for unique local requirements of classrooms and schools. The current work investigates reduction and removal of barriers to adoption of games and simulations among classroom instructors through use of the Integrated BEAR Design System (IBDS). The IBDS provides a design process that accounts for local requirements by engaging practitioners in principled design and development of game-based formative assessments. The paper summarizes the IBDS and a single case in which the IBDS was applied to design a game-based formative assessment for collaborative-problem solving, Little Fish Lagoon. The game is accompanied by a stand-alone chat system, Libra Text, that allows collaborating players to send text messages to each other while they use the game. Study participants were six instructors from six U.S. schools. The participating instructors planned for broad adoption of the multiplayer collaboration game in their local classroom settings. The authors illustrate their use of the IBDS with the participating instructors in order to co-develop formative assessments that fit their local needs using data collected from the Little Fish Lagoon educational game and the Libra Text chat tool. The benefits of the IBDS, its implications for learning designers, potential improvements, and needed future research are discussed. The paper is expected to be of interest to learning and assessment designers working with educational games and simulations, and others interested in barriers to adoption of new technologies in general.
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42

Blair, Berill, Malte Müller, Cyril Palerme, Rayne Blair, David Crookall, Maaike Knol-Kauffman, and Machiel Lamers. "Coproducing Sea Ice Predictions with Stakeholders Using Simulation." Weather, Climate, and Society 14, no. 2 (April 2022): 399–413. http://dx.doi.org/10.1175/wcas-d-21-0048.1.

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Abstract Forecasts of sea ice evolution in the Arctic region for several months ahead can be of considerable socioeconomic value for a diverse range of marine sectors and for local community supply logistics. However, subseasonal-to-seasonal (S2S) forecasts represent a significant technical challenge, and translating user needs into scientifically manageable procedures and robust user confidence requires collaboration among a range of stakeholders. We developed and tested a novel, transdisciplinary coproduction approach that combined socioeconomic scenarios and participatory, research-driven simulation gaming to test a new S2S sea ice forecast system with experienced mariners in the cruise tourism sector. Our custom-developed computerized simulation game known as “ICEWISE” integrated sea ice parameters, forecast technology, and human factors as a participatory environment for stakeholder engagement. We explored the value of applications-relevant S2S sea ice prediction and linked uncertainty information. Results suggest that the usefulness of S2S services is currently most evident in schedule-dependent sectors but is expected to increase as a result of anticipated changes in the physical environment and continued growth in Arctic operations. Reliable communication of uncertainty information in sea ice forecasts must be demonstrated and trialed before users gain confidence in emerging services and technologies. Mariners’ own intuition, experience, and familiarity with forecast service provider reputation impact the extent to which sea ice information may reduce uncertainties and risks for Arctic mariners. Our insights into the performance of the combined foresight/simulation coproduction model in brokering knowledge across a range of domains demonstrates promise. We conclude with an overview of the potential contributions from S2S sea ice predictions and from experiential coproduction models to the development of decision-driven and science-informed climate services.
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43

Bourgoin, Jeremy, and Jean-Christophe Castella. "“PLUP FICTION”: Landscape Simulation for Participatory Land Use Planning in Northern Lao PDR." Mountain Research and Development 31, no. 2 (May 2011): 78–88. http://dx.doi.org/10.1659/mrd-journal-d-10-00129.1.

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44

Weinberg, Paul J., and Erika K. Sorensen‐Weinberg. "Embodied cognition through participatory simulation and mathematical description: Supporting mechanistic reasoning and explanation." Science Education 106, no. 3 (January 31, 2022): 505–44. http://dx.doi.org/10.1002/sce.21697.

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45

ARITOMO, Haruki, Hitoshi INOMO, and Wataru SHIRAKI. "CONSIDERING OF USING A PARTICIPATORY EVACUATION SIMULATION SYSTEM FOR RESILIENCE CORRESPONDENCE IN EMERGENCY." Journal of Japan Society of Civil Engineers, Ser. F6 (Safety Problem) 71, no. 2 (2015): I_27—I_32. http://dx.doi.org/10.2208/jscejsp.71.i_27.

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46

Manthrithilake, Herath, and Bandu Sunil Liyanagama. "Simulation model for participatory decision making: water allocation policy implementation in Sri Lanka." Water International 37, no. 4 (July 2012): 478–91. http://dx.doi.org/10.1080/02508060.2012.708602.

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47

Andersen, Simone Nyholm, and Ole Broberg. "A framework of knowledge creation processes in participatory simulation of hospital work systems." Ergonomics 60, no. 4 (August 3, 2016): 487–503. http://dx.doi.org/10.1080/00140139.2016.1212999.

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48

Meinke, H., W. E. Baethgen, P. S. Carberry, M. Donatelli, G. L. Hammer, R. Selvaraju, and C. O. Stöckle. "Increasing profits and reducing risks in crop production using participatory systems simulation approaches." Agricultural Systems 70, no. 2-3 (November 2001): 493–513. http://dx.doi.org/10.1016/s0308-521x(01)00057-9.

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49

McIntosh, Jacqueline, Bruno Marques, and Robyn Harkness. "Simulating impairment through virtual reality." International Journal of Architectural Computing 18, no. 3 (April 17, 2020): 284–95. http://dx.doi.org/10.1177/1478077120914020.

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Анотація:
Research on architectural technology for health care has rapidly increased in recent years; however, little research has been conducted on the use of virtual reality for simulating impairment. This exploratory research maps the experiences of people with impairments in the often-overlooked corridors and waiting rooms of an emergency department. It questions whether the experience of an impairment can be usefully simulated for empathetic design. While using participatory processes to develop a virtual reality simulation of waiting areas, this research applies three representative impairments and then surveys 30 architectural designers to find the emotional responses of the unimpaired to the design intervention. While this research is preliminary, it is particularly valuable for the comprehension of proposed designs during the early planning and design phases, without costly and time-consuming use of full participatory processes. It finds there is significant potential for the use of virtual reality as a technology to simulate the experiences of these spaces by individuals with impairment, enabling empathetic design, and offers direction for future research.
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50

Roll, Susan, and Laurie Browne. "Students as co-researchers to inform student learning: Findings from a poverty simulation." Action Research 18, no. 2 (August 16, 2017): 230–50. http://dx.doi.org/10.1177/1476750317723966.

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Survey data reveal that poverty simulations are an effective tool in changing student attitudes about poverty. What is not well documented in the literature is exactly how students learn through this type of experiential education. Using students as co-researchers in an action research model, this study sought to better understand how students learn about poverty through a poverty simulation, which is a pedagogical tool known to impact students’ attitudes and understandings of poverty. Results map closely with transformational learning theory, including that personal background and previous learning experiences shaped students openness and willingness to engage in a new learning opportunity. Students reflected how the climate of the learning environment, in this case the poverty simulation, was as a significant factor that impacted the learning process. Finally, findings from this study indicate that students had both an increased interest in issues of social justice and felt less judgmental of people experiencing poverty following the simulation. Additionally, the student research team itself had a learning opportunity which resulted in an increased interest and appreciation for participatory research.
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