This paper aims to present reflections about the interaction and the representations of male and female existing in the communication virtual environment by analyzing the participants' discourse in the role playing g...This paper aims to present reflections about the interaction and the representations of male and female existing in the communication virtual environment by analyzing the participants' discourse in the role playing game Cosplay Big Brother Brazil, developed by the site Cosplaybr. These reflections take as basic theoretical reference the studies of gender and concepts of the dialogic theory, such as plurivocity. The methodology was based on a case study with qualitative approach. A systematic reflexive procedure was used, with data gathering from primarily (field research--interviews and observations) and indirect (bibliography) sources. Based on this study, the author verified, in first place, a quite dynamic way of virtual communication. It happens as an asynchrony simulation of a synchronic dialogue, once the participants try to emulate a virtual environment in a real one, by only using words and few illustrations. Each member shows himself/herself as a storyteller where the other components are the participants. Each participant is a font of infinite new voices. All the communication process takes place in a constant way and applying democratic rules. The results of this work suggest an interesting point of view about communication in a virtual environment, highlighting themes related to interactivity, language and performance. From now on, we expect to enhance the study, trying to better understand the dynamics of the selected aspects in the analyzed virtual environment.展开更多
To decrease the impact of shorter product life cycles,dynamic cell formation problems(CFPs)and cell layout problems(CLPs)were simultaneously optimized.First,CFPs and CLPs were formally described.Due to the changes of ...To decrease the impact of shorter product life cycles,dynamic cell formation problems(CFPs)and cell layout problems(CLPs)were simultaneously optimized.First,CFPs and CLPs were formally described.Due to the changes of product demands and the lim it of machine capacity,the existing layout needed to be rearranged to a high degree.Secondly,a mathematical model was established for the objective function of minimizing the total costs.Thirdly,a novel dynamic multi-swarm particle swarm optimization(DMS-PSO)algorithm based on the communication learning strategy(CLS)was developed.Toavoid falling into local optimum and slow convergence,each swarm shared their optimal locations before regrouping.Finally,simulation experiments were conducted under different conditions.Numerical results indicate that the proposed algorithm has better stability and it converges faster than other existing algorithms.展开更多
文摘This paper aims to present reflections about the interaction and the representations of male and female existing in the communication virtual environment by analyzing the participants' discourse in the role playing game Cosplay Big Brother Brazil, developed by the site Cosplaybr. These reflections take as basic theoretical reference the studies of gender and concepts of the dialogic theory, such as plurivocity. The methodology was based on a case study with qualitative approach. A systematic reflexive procedure was used, with data gathering from primarily (field research--interviews and observations) and indirect (bibliography) sources. Based on this study, the author verified, in first place, a quite dynamic way of virtual communication. It happens as an asynchrony simulation of a synchronic dialogue, once the participants try to emulate a virtual environment in a real one, by only using words and few illustrations. Each member shows himself/herself as a storyteller where the other components are the participants. Each participant is a font of infinite new voices. All the communication process takes place in a constant way and applying democratic rules. The results of this work suggest an interesting point of view about communication in a virtual environment, highlighting themes related to interactivity, language and performance. From now on, we expect to enhance the study, trying to better understand the dynamics of the selected aspects in the analyzed virtual environment.
基金The National Natural Science Foundation of China(No.71471135)
文摘To decrease the impact of shorter product life cycles,dynamic cell formation problems(CFPs)and cell layout problems(CLPs)were simultaneously optimized.First,CFPs and CLPs were formally described.Due to the changes of product demands and the lim it of machine capacity,the existing layout needed to be rearranged to a high degree.Secondly,a mathematical model was established for the objective function of minimizing the total costs.Thirdly,a novel dynamic multi-swarm particle swarm optimization(DMS-PSO)algorithm based on the communication learning strategy(CLS)was developed.Toavoid falling into local optimum and slow convergence,each swarm shared their optimal locations before regrouping.Finally,simulation experiments were conducted under different conditions.Numerical results indicate that the proposed algorithm has better stability and it converges faster than other existing algorithms.