Fueled by the booming online games,there is an increasing demand for monitoring online games in various settings.One of the application scenarios is the monitor of computer games in school computer labs,for which an i...Fueled by the booming online games,there is an increasing demand for monitoring online games in various settings.One of the application scenarios is the monitor of computer games in school computer labs,for which an intelligent game recognition method is required.In this paper,a method to identify game processes in accordance with private working sets(i.e.,the amount of memory occupied by a process but cannot be shared among other processes)is introduced.Results of the W test showed that the memory sizes occupied by the legitimate processes(e.g.,the processes of common native windows applications)and game processes followed normal distribution.Using the T-test,a significant difference was identified between the legitimate processes and C/S-based computer games,in terms of the means and variances of their private working sets.Subsequently,we derived the density functions of the private working sets of the considered game processes and those of the legitimate processes.Given the private working set of a process and the derived probability density functions,the probability that the process is a legitimate process and the probability that the process is a game process can be determined.After comparing the two probabilities,we can easily determine whether the process is a game process or not.As revealed from the test results,the recognition accuracy of this method for C/S-based computer games was approximately 90%.展开更多
Research studies conducted in the healthcare sector usually examine patients’ and workers’ wellbeing as separate entities;however, recent studies have revealed significant correlations between, for example, patient ...Research studies conducted in the healthcare sector usually examine patients’ and workers’ wellbeing as separate entities;however, recent studies have revealed significant correlations between, for example, patient satisfaction, workers stress and burnout. The present study examines the relationships between patient perceived quality of care (in terms of satisfaction with regard to accessibility, organizational efficiency and humaneness of care), and workers’ perceived quality of organizational life (in term of organizational support and availability of resource and reward), quality of relationship in the work-unit (superior and coworkers), quality of relationship with patients (disproportionate client expectations and customer verbal aggression) and individual health (emotional exhaustion and depersonalization, job satisfaction). 147 workers and 132 patients from seven hospital wards in northern Italy constitute the data base for the study. Analyses showed that accessibility and humaneness of care were negatively associated with disproportionate patient expectations, patient verbal aggression, emotional exhaustion and positively associated with availability of material recourses. Moreover, accessibility was also positively associated with the organizational support while organizational efficiency with support from colleagues. Globally, the results of the present study confirm that staff wellbeing is an essential aspect in relation to the patient perception of the quality of care and supporting the assumption that healthy organizations improve the wellbeing of their workers, their organizational performance and the quality of their service at the same time.展开更多
基金This work is funded in part by the National Nature Science Foundation of China(File Nos.61872451 and 61872452)in part by the Science and Technology Development Fund,Macao SAR(File Nos.0098/2018/A3 and 0076/2019/A2).Li Feng is the corresponding author.
文摘Fueled by the booming online games,there is an increasing demand for monitoring online games in various settings.One of the application scenarios is the monitor of computer games in school computer labs,for which an intelligent game recognition method is required.In this paper,a method to identify game processes in accordance with private working sets(i.e.,the amount of memory occupied by a process but cannot be shared among other processes)is introduced.Results of the W test showed that the memory sizes occupied by the legitimate processes(e.g.,the processes of common native windows applications)and game processes followed normal distribution.Using the T-test,a significant difference was identified between the legitimate processes and C/S-based computer games,in terms of the means and variances of their private working sets.Subsequently,we derived the density functions of the private working sets of the considered game processes and those of the legitimate processes.Given the private working set of a process and the derived probability density functions,the probability that the process is a legitimate process and the probability that the process is a game process can be determined.After comparing the two probabilities,we can easily determine whether the process is a game process or not.As revealed from the test results,the recognition accuracy of this method for C/S-based computer games was approximately 90%.
文摘Research studies conducted in the healthcare sector usually examine patients’ and workers’ wellbeing as separate entities;however, recent studies have revealed significant correlations between, for example, patient satisfaction, workers stress and burnout. The present study examines the relationships between patient perceived quality of care (in terms of satisfaction with regard to accessibility, organizational efficiency and humaneness of care), and workers’ perceived quality of organizational life (in term of organizational support and availability of resource and reward), quality of relationship in the work-unit (superior and coworkers), quality of relationship with patients (disproportionate client expectations and customer verbal aggression) and individual health (emotional exhaustion and depersonalization, job satisfaction). 147 workers and 132 patients from seven hospital wards in northern Italy constitute the data base for the study. Analyses showed that accessibility and humaneness of care were negatively associated with disproportionate patient expectations, patient verbal aggression, emotional exhaustion and positively associated with availability of material recourses. Moreover, accessibility was also positively associated with the organizational support while organizational efficiency with support from colleagues. Globally, the results of the present study confirm that staff wellbeing is an essential aspect in relation to the patient perception of the quality of care and supporting the assumption that healthy organizations improve the wellbeing of their workers, their organizational performance and the quality of their service at the same time.