The household sector consumes roughly 30% of Earth's energy resources and emits approximately 17% of its carbon dioxide. As such, developing appropriate policies to reduce the CO_2 emissions, which are associated ...The household sector consumes roughly 30% of Earth's energy resources and emits approximately 17% of its carbon dioxide. As such, developing appropriate policies to reduce the CO_2 emissions, which are associated with the world's rapidly growing urban population, is a high priority. This, in turn, will enable the creation of cities that respect the natural environment and the well-being of future generations. However, most of the existing expertise focuses on enhancing the thermal quality of buildings through building physics while few studies address the social and behavioral aspects. In fact, focusing on these aspects should be more prominent, as they cause between 4% and 30% of variation in domestic energy consumption.Premised on that, the aim of this study was to investigate the effect in the context of the UK of household transitions on household energy consumption patterns. To achieve this, we applied statistical procedures(e.g., logistic regression) to official panel survey data comprising more than 5500 households in the UK tracked annually over the course of 18 years. This helped in predicting future transition patterns for different household types for the next 10 to 15 years. Furthermore, it enabled us to study the relationship between the predicted patterns and the household energy usage for both gas and electricity. The findings indicate that the life cycle transitions of a household significantly influence its domestic energy usage. However, this effect is mostly positive in direction and weak in magnitude. Finally, we present our developed urban energy model "Evo Energy" to demonstrate the importance of incorporating such a concept in energy forecasting for effective sustainable energy decision-making.展开更多
The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle Programming System that uses jigsaw puzzles as ...The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle Programming System that uses jigsaw puzzles as an example of the application of physical visualization, which visualizes logical constraints to physical ones. This Puzzle Programming System aims to teach basic programming concepts by presenting the invisible constraints of programming language syntax using the visual constraints of jigsaw puzzle pieces. This system runs on an Apple iPad and was developed using the Unity game engine. We used YAML as a data format for serializing structured data for data management. By inviting high school students to try out a prototype, we could confirm the usefulness of the Puzzle Programming System. The experimental evaluation results also shed light on aspects of the game that need to be redesigned and parts where the visual programming model needs to be modified and expanded.展开更多
本文通过对美国互联网科普案例的分析研究,提出了基于互联网的科普不仅是技术工具的革新,而且从根本上改变了人类的科技传播理念和方式,使科学普及从传统的居高临下的单向传播,逐步变为公众与科学家的双向交流互动。公众不是被动地接受...本文通过对美国互联网科普案例的分析研究,提出了基于互联网的科普不仅是技术工具的革新,而且从根本上改变了人类的科技传播理念和方式,使科学普及从传统的居高临下的单向传播,逐步变为公众与科学家的双向交流互动。公众不是被动地接受信息、而是主动地发现信息、选择信息、使用信息甚至去发布信息。互联网作为信息时代科普的重要平台,使得科技传播成为公众的共同事业,而不仅仅是少数人的职业。公众既是科技信息的接受者,又是科技信息的传播者。基于互联网的科普,能够给我国的科普事业带来"介入科技传播的人越来越多、介入欲望越来越强烈、介入能力越来越强大"的良性循环局面。本文还针对我国目前科普工作存在的问题特别是网络科普的现状,提出了开设"大规模开放式线上课程(MOOC-Massive Open Online Course)"、开设"虚拟实验室"、引进和开发科学游戏等具体实施方案,特别对科学游戏在青少年科普方面的作用做了较为详尽的论述。展开更多
文摘The household sector consumes roughly 30% of Earth's energy resources and emits approximately 17% of its carbon dioxide. As such, developing appropriate policies to reduce the CO_2 emissions, which are associated with the world's rapidly growing urban population, is a high priority. This, in turn, will enable the creation of cities that respect the natural environment and the well-being of future generations. However, most of the existing expertise focuses on enhancing the thermal quality of buildings through building physics while few studies address the social and behavioral aspects. In fact, focusing on these aspects should be more prominent, as they cause between 4% and 30% of variation in domestic energy consumption.Premised on that, the aim of this study was to investigate the effect in the context of the UK of household transitions on household energy consumption patterns. To achieve this, we applied statistical procedures(e.g., logistic regression) to official panel survey data comprising more than 5500 households in the UK tracked annually over the course of 18 years. This helped in predicting future transition patterns for different household types for the next 10 to 15 years. Furthermore, it enabled us to study the relationship between the predicted patterns and the household energy usage for both gas and electricity. The findings indicate that the life cycle transitions of a household significantly influence its domestic energy usage. However, this effect is mostly positive in direction and weak in magnitude. Finally, we present our developed urban energy model "Evo Energy" to demonstrate the importance of incorporating such a concept in energy forecasting for effective sustainable energy decision-making.
文摘The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle Programming System that uses jigsaw puzzles as an example of the application of physical visualization, which visualizes logical constraints to physical ones. This Puzzle Programming System aims to teach basic programming concepts by presenting the invisible constraints of programming language syntax using the visual constraints of jigsaw puzzle pieces. This system runs on an Apple iPad and was developed using the Unity game engine. We used YAML as a data format for serializing structured data for data management. By inviting high school students to try out a prototype, we could confirm the usefulness of the Puzzle Programming System. The experimental evaluation results also shed light on aspects of the game that need to be redesigned and parts where the visual programming model needs to be modified and expanded.
文摘[目的/意义]旨在探究数字非遗通过严肃游戏进行有效传承的方式,为我国图书馆、博物馆等文化机构提出严肃游戏项目开发与应用的针对性建议。[方法/过程]根据静态艺术、时空艺术、动态艺术的非物质文化遗产分类体系,分别选取Yong's China Quest Adventure、ICURA和Tsamiko Dance三种不同非遗类型主题的严肃游戏作为研究对象,根据文化遗产主题严肃游戏项目研发框架对案例的开发过程进行详细对比,同时分析案例在非遗传播和传承中的应用。[结果/结论]从案例分析中引发对非遗主题严肃游戏项目研发和应用的思考,并从资源、技术、人员、平台和理论五个方面对我国图书馆、博物馆等文化机构开发应用与非遗文化教育和传播相关的严肃游戏项目提出相关建议,为我国非遗数字化传承工作提供新思路。
文摘本文通过对美国互联网科普案例的分析研究,提出了基于互联网的科普不仅是技术工具的革新,而且从根本上改变了人类的科技传播理念和方式,使科学普及从传统的居高临下的单向传播,逐步变为公众与科学家的双向交流互动。公众不是被动地接受信息、而是主动地发现信息、选择信息、使用信息甚至去发布信息。互联网作为信息时代科普的重要平台,使得科技传播成为公众的共同事业,而不仅仅是少数人的职业。公众既是科技信息的接受者,又是科技信息的传播者。基于互联网的科普,能够给我国的科普事业带来"介入科技传播的人越来越多、介入欲望越来越强烈、介入能力越来越强大"的良性循环局面。本文还针对我国目前科普工作存在的问题特别是网络科普的现状,提出了开设"大规模开放式线上课程(MOOC-Massive Open Online Course)"、开设"虚拟实验室"、引进和开发科学游戏等具体实施方案,特别对科学游戏在青少年科普方面的作用做了较为详尽的论述。