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1.
Current directions in autism spectrum disorder (ASD) research may require moving beyond genetic analysis alone, based on the complexity of the disorder, heterogeneity and convergence of genetic alterations at the cellular/functional level. Mass spectrometry (MS) has been increasingly used to study CNS disorders, including ASDs. Proteomic research using MS is directed at understanding endogenous protein changes that occur in ASD. This review focuses on how MS has been used to study ASDs, with particular focus on proteomic analysis. Other neurodevelopmental disorders have been investigated using MS, including fragile X syndrome (FXS) and Smith-Lemli-Opitz Syndrome (SLOS), genetic syndromes highly associated with ASD comorbidity.  相似文献   

2.
戴启铭  毛润丰  黄璜  荣国平  沈海峰  邵栋 《软件学报》2021,32(10):3014-3035
国内外各大软件企业正广泛实施DevOps相关实践,以提高产品交付和部署频率.与此同时,面对日益严峻的网络安全环境,软件系统中的安全问题日益凸显.耗时的安全实践因为快速交付,在软件开发活动中难以得到有效贯彻.也正因如此,在开发和运维流程中有效集成安全控制手段,实现整个软件生命周期的持续安全,已成为各大企业向DevOps转型过程中亟需思考的问题.DevSecOps作为在DevOps下持续解决安全问题的有效方案,因此而受到学术界和工业界的广泛关注,并逐渐成为软件工程领域的研究重点.近年来,随着DevSecOps的研究和实践发展,人们对DevSecOps有了更全面的认识,也引入了更多安全实践.为此,从DevSecOps的背景、特征、实践、裨益和挑战这5个方面进行了归纳和总结,首次向国内软件工程社区全面介绍DevSecOps的核心内容,重点阐述了DevSecOps最新的理论研究和工业界实践现状,进而为从业者实际落地DevSecOps提供参考,也为研究者探索DevSecOps提供便利,并呼吁更多的研究者参与到DevSecOps的研究中来.  相似文献   

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Since 1990 a substantial amount of research has been reported in the literature concerning the identification and control of nonlinear dynamical systems using artificial neural networks. Various methods for tracking based on inverse control have been proposed, and constitute one of the main thrusts of this research effort. A significant part of this work has been heuristic in nature, and the conclusions drawn are generally justified using computer simulations. The general success of the simulation studies has also resulted in the increased use of artificial neural networks as controllers in industrial applications. As a result, there is a real need for a better understanding of the questions and problems that can arise in such contexts. This paper attempts to provide the theoretical foundations as well as insights that are essential for the efficient design of neural network controllers based on inverse control  相似文献   

5.
Of late there has been growing interest in the potential of technology to support children with Autistic Spectrum Disorders (ASD) with social and life skills. There has also been a burgeoning interest in the potential use of mobile technology in the classroom and in the use of such technology to support children with ASD. Building on these developments, the HANDS project has developed a mobile cognitive support application for smartphones, based on the principles of persuasive technology design, which supports children with ASD with social and life skills functioning - areas of ability which tend to be impaired in this population. The software application has been piloted in four special schools for children with ASD. This paper reports on a qualitative interpretivist evaluation, which explores which factors may mediate how the software application is incorporated in to existing practice and what influence it has on practice. Kairos is identified as a key factor, which is associated with the teachers’ view of the software application as extending their reach beyond the classroom. Design guidelines are proposed for future implementations of similarly purposed technology tools.  相似文献   

6.
The use of serious games (SGs) to provide intervention for various skills to children with autism spectrum disorder (ASD) has increased in the recent years. However, the potential of these games has not been utilized to provide learning of vocabulary to children with ASD. In designing games for children with ASD, there is a need to consider components specifically from the perspectives of ASD and the generic components that can support from the theoretical, content, and game design aspects. In the absence of any existing framework to design games for children with ASD, this article first introduces a framework named serious game design framework (SGDF), constructed to provide support throughout the design process. This framework was constructed based on the extensive review of the literature on ASD and existing SGDFs. The article then focuses on the design and development of a SG prototype based on SGDF. An experimental evaluation prototype was conducted to examine the effectiveness using the withdrawal design of single-subject research design (SSRD) in improving the receptive identification of vocabulary items among children with autism before and after using the prototype. The receptive identification of vocabulary items is measured in terms of the number of correct responses given and the number of attempts made to identify the correct response. The pre- and post-evaluations of the SG prototype show that learning of vocabulary items among children with ASD improved after using the game and they retained items at the end of weeks 1 and 2 following the withdrawal of intervention.  相似文献   

7.
Autism spectrum disorder (ASD) as a kind of mental disorder, has become an internationally recognized serious public health problem. Paintings of autistic children have not been compared systematically to those from Typically Developed (TD) children. In this work, we construct an ASD painting database which contains 478 paintings drawn by ASD individuals and 490 drawn by the TD group. Through subjective and objective analysis, some significant hallmarks, such as structuring logic, face, repetitive structure, composition location, edge completeness, etc. are found within the ASD paintings. We further train a classifier of ASD and TD painters using those extracted features, which shows encouraging accuracy as a potential screen tool for ASD. This work sheds light on understanding the uniqueness of autistic children through their paintings. The database will be released to the public.  相似文献   

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Investigation into robot-assisted intervention for children with autism spectrum disorder (ASD) has gained momentum in recent years. Therapists involved in interventions must overcome the communication impairments generally exhibited by children with ASD by adeptly inferring the affective cues of the children to adjust the intervention accordingly. Similarly, a robot must also be able to understand the affective needs of these children—an ability that the current robot-assisted ASD intervention systems lack—to achieve effective interaction that addresses the role of affective states in human–robot interaction and intervention practice. In this paper, we present a physiology-based affect-inference mechanism for robot-assisted intervention where the robot can detect the affective states of a child with ASD as discerned by a therapist and adapt its behaviors accordingly. This paper is the first step toward developing “understanding” robots for use in future ASD intervention. Experimental results with six children with ASD from a proof-of-concept experiment (i.e., a robot-based basketball game) are presented. The robot learned the individual liking level of each child with regard to the game configuration and selected appropriate behaviors to present the task at his/her preferred liking level. Results show that the robot automatically predicted individual liking level in real time with 81.1% accuracy. This is the first time, to our knowledge, that the affective states of children with ASD have been detected via a physiology-based affect recognition technique in real time. This is also the first time that the impact of affect-sensitive closed-loop interaction between a robot and a child with ASD has been demonstrated experimentally.   相似文献   

10.
极限编程架构进化设计的研究   总被引:2,自引:0,他引:2       下载免费PDF全文
软件架构是软件工程中的重要领域,对软件系统有重要的意义,采用适当的架构是项目成功的第一步。本文分析了极限编程的价值观和实践原则,针对极限编程弱化了架构概念的缺陷,利用敏捷方法的核心理念和其他方法的优点提出了XP中架构设计改进过程,并进行了成功实践。  相似文献   

11.
The Resources‐Events‐Agents (REA) model is a semantic data model for the development of enterprise information systems. Although this model has been proposed as a benchmark for enterprise information modelling, only few studies have attempted to empirically validate the claimed benefits of REA modelling. Moreover, these studies focused on the evaluation of REA‐based system implementations rather than directly assessing the REA‐modelled conceptual schemas that these systems are based on. This paper presents a laboratory experiment that measured the user understanding of diagrammatic conceptual schemas developed using the REA model. The theoretical foundation for the hypotheses are cognitive theories that explain pattern recognition phenomena and the resulting reduction in cognitive effort for understanding conceptual schemas. The results of the experiment indicate a more accurate understanding of the business processes and policies modelled when users recognize the REA model’s core pattern of enterprise information in the diagram. The implication for modelling practice is that the use of the REA model improves the requirements engineering process by facilitating the user validation of conceptual schemas produced by analysts, and thus helps ensuring the quality of the enterprise information system that is developed or implemented.  相似文献   

12.
Agile software development (ASD) is an emerging approach in software engineering, initially advocated by a group of 17 software professionals who practice a set of “lightweight” methods, and share a common set of values of software development. In this paper, we advance the state-of-the-art of the research in this area by conducting a survey-based ex-post-facto study for identifying factors from the perspective of the ASD practitioners that will influence the success of projects that adopt ASD practices. In this paper, we describe a hypothetical success factors framework we developed to address our research question, the hypotheses we conjectured, the research methodology, the data analysis techniques we used to validate the hypotheses, and the results we obtained from data analysis. The study was conducted using an unprecedentedly large-scale survey-based methodology, consisting of respondents who practice ASD and who had experience practicing plan-driven software development in the past. The study indicates that nine of the 14 hypothesized factors have statistically significant relationship with “Success”. The important success factors that were found are: customer satisfaction, customer collaboration, customer commitment, decision time, corporate culture, control, personal characteristics, societal culture, and training and learning.  相似文献   

13.
The efficacy of therapeutic treatments for Autism Spectrum Disorder is mainly associated with the treatment's intensity in terms of weekly hours. This has led mental health professionals to explore the use of video games to complement traditional treatments. However, major weaknesses have been found due to poor game design, which has failed to fulfill therapeutic objectives or to properly engage children. These weaknesses are typically characterized by the poor integration of knowledge from mental health experts, children's interests and designers' expertise. Starting from this necessity, we propose an inclusive design approach to develop therapeutic games. The method presents strategies to integrate the expertise of clinicians, contributions of children and experience of designers through a set of elicitation and merging techniques. The goal of this method is to design games that are effective in terms of therapeutic objectives and that are enjoyable for children. To describe this method, we present its application in the design and development of a Kinect-based game for high-functioning children with ASD called “Pico's Adventures”. This game aims at promoting social initiation in young children with autism. Findings from a first exploratory study with 10 children with ASD showed the effectiveness of the game in eliciting social initiation behaviors. This provides a first validation of the method. An essential aspect of the game's success was the use of elements and mechanics that were appealing for the children. As a result, we have identified effective design concepts and paths for further research on games for children with ASD.  相似文献   

14.
《密码学》课程教学方法的探索与实践   总被引:5,自引:0,他引:5  
密码学是信息安全的重要基础课程。本文以密码学课程的教学作为核心研究内容,在结合信息安全知识体系以及授课对象专业特点的基础上,对密码学课程的课堂教学和实验教学两个部分进行了相应的研究设计与实践,并给出了最终的课程考核评价标准。由此制定的一系列教学方案经过实践检验,取得了较好的教学效果,具有研究参考的价值。  相似文献   

15.
ContextOrganizations combine agile approach and Distributed Software Development (DSD) in order to develop better quality software solutions in lesser time and cost. It helps to reap the benefits of both agile and distributed development but pose significant challenges and risks. Relatively scanty evidence of research on the risks prevailing in distributed agile development (DAD) has motivated this study.ObjectiveThis paper aims at creating a comprehensive set of risk factors that affect the performance of distributed agile development projects and identifies the risk management methods which are frequently used in practice for controlling those risks.MethodThe study is an exploration of practitioners’ experience using constant comparison method for analyzing in-depth interviews of thirteen practitioners and work documents of twenty-eight projects from thirteen different information technology (IT) organizations. The field experience was supported by extensive research literature on risk management in traditional, agile and distributed development.ResultsAnalysis of qualitative data from interviews and project work documents resulted into categorization of forty-five DAD risk factors grouped under five core risk categories. The risk categories were mapped to Leavitt’s model of organizational change for facilitating the implementation of results in real world. The risk factors could be attributed to the conflicting properties of DSD and agile development. Besides that, some new risk factors have been experienced by practitioners and need further exploration as their understanding will help the practitioners to act on time.ConclusionOrganizations are adopting DAD for developing solutions that caters to the changing business needs, while utilizing the global talent. Conflicting properties of DSD and agile approach pose several risks for DAD. This study gives a comprehensive categorization of the risks faced by the practitioners in managing DAD projects and presents frequently used methods to reduce their impact. The work fills the yawning research void in this field.  相似文献   

16.
This paper summarizes major issues in instructional theory and helps convey a better understanding of the advantages such theory offers for building intelligent instructional systems. Technology alone will not be sufficient for cost-effective development. Deeper understanding of the instructional process also will be essential. Taxonomic theory will not be sufficient for these purposes, however, nor will designer intuition. Good instructional theory must strive for comprehensiveness, internal consistency, parsimony and precision, and it must be operational. In this context, important advances have been made in instructional theory which hold considerable promise for the future. Building on core technology and the structural learning theory, a research program is proposed which will enable efficient development of effective learning systems for industries and schools.  相似文献   

17.
Critical point tracking is a core topic in scientific visualization for understanding the dynamic behaviour of time-varying vector field data. The topological notion of robustness has been introduced recently to quantify the structural stability of critical points, that is, the robustness of a critical point is the minimum amount of perturbation to the vector field necessary to cancel it. A theoretical basis has been established previously that relates critical point tracking with the notion of robustness, in particular, critical points could be tracked based on their closeness in stability, measured by robustness, instead of just distance proximity within the domain. However, in practice, the computation of classic robustness may produce artifacts when a critical point is close to the boundary of the domain; thus, we do not have a complete picture of the vector field behaviour within its local neighbourhood. To alleviate these issues, we introduce a multilevel robustness framework for the study of 2D time-varying vector fields. We compute the robustness of critical points across varying neighbourhoods to capture the multiscale nature of the data and to mitigate the boundary effect suffered by the classic robustness computation. We demonstrate via experiments that such a new notion of robustness can be combined seamlessly with existing feature tracking algorithms to improve the visual interpretability of vector fields in terms of feature tracking, selection and comparison for large-scale scientific simulations. We observe, for the first time, that the minimum multilevel robustness is highly correlated with physical quantities used by domain scientists in studying a real-world tropical cyclone dataset. Such an observation helps to increase the physical interpretability of robustness.  相似文献   

18.
代码生成器充分利用代码重用性,避免的繁琐的重复编码,为快速软件开发提供可靠的解决方案。目前,对于代码生成器的理论研究已经比较完善。但实际工程使用时,存在操作不灵活、使用不方便、功能整合能力不足。本文通过可视化拖、拉、拽等可视化操作,实现页面设计以及关键属性的设置,通过对页面内容解析、转换、以及基于模板代码生成技术,从而快速生成目标代码。实现了将代码生成器整合于应用系统开发平台,方便开发者使用代码生成器进行应用开发。  相似文献   

19.
Children with Autism Spectrum Disorder (ASD) tend to have an affinity for digital technologies, often preferring computer-assisted learning to human-assisted learning. Many children with ASD are also diagnosed with Intellectual Disabilities (ID), yet design studies involving children with ASD and ID are scarce. Rewards can have a positive impact on children's learning and motivation, but little is known about the nature and impact of rewards for children with ASD, and/or ID. Digital technologies are well placed to provide task-based rewards, and in combination with a better understanding of the reward preferences of children with ASD and/or ID this has significant potential to enhance learning. This paper presents two robust participatory design (PD) studies involving children with: i) ASD; ii) ID; and iii) both ASD and ID. The studies aimed to identify: i) the reward preferences of children with ASD and/or ID (RQ1) and ii) how rewards might develop throughout a task as the child progresses (RQ2). Results revealed a number of reward categories that were common to all children, as well as children's preferences for how rewards could develop as they progress through computer-based tasks, for the first time. Original implications for designing computer-based rewards embedded within digital intervention/educational technologies for children with ASD and/or ID, are discussed.  相似文献   

20.
This study explores the research development pertaining to computer-mediated communication (CMC) in the field of computer-assisted language learning (CALL). The basic premise of this study is that language and consequently communication are essential elements of culture; thus, deep understanding of the role of technology in facilitating communication in online environments can deepen our understanding of the notion of culture and contribute to the specification of a universal design approach in culture-centered design. The authors applied a six-stage approach for conducting a systematic review of the research development in CALL between January 2009 and September 2010. This approach resulted in the development of the CALL map which consisted of 11 themes with which CALL researchers are concerned. This study focuses on CMC, a category which maintains its popularity for more than a decade, thus sustaining itself as a major area in the field. The review brings to the forefront key themes and findings of research in these areas, as well as core concepts emerging from the literature. The study discusses empirical findings and delineates how CMC can enhance language learning, concluding with possible future directions and implications for research and practice.  相似文献   

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