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Shipping companies are high-vulnerability information handling organizations (HIHOs). In the past, such companies used exclusively HIHO private communication networks and own satellite resources in order to share and transport sensitive information. In recent years, the ability for the HIHO network users to exploit the advantages of the low-vulnerability information handling organizations' (LIHOs) value added networks, has led to the need for augmentation of the HIHO networks. In the maritime sector, a push-and-pull effect on the need and demand to transfer information onboard and ashore has led many companies to experiment with interconnected HIHO and LIHO open distributed systems and networks, for their ship-to-shore communications. Security then becomes an issue in a domain, onboard-ashore data transmissions, where little information on the level of risk is available. This paper proposes a risk assessment and management framework to assist in countermeasure selection and level of LIHO network use definition. The model is ultimately applicable where information on potential risks and their impact is minimum and simultaneously changeable. The model is connected to a security profile for interconnected HIHO and LIHO open distributed systems and networks.  相似文献   
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Shipping companies are high-vulnerability information handling organizations (HIHOs). In the past, such companies used exclusively HIHO private communication networks and own satellite resources in order to share and transport sensitive information. In recent years, the ability for the HIHO network users to exploit the advantages of the low-vulnerability information handling organizations’ (LIHOs) value added networks, has led to the need for augmentation of the HIHO networks. In the maritime sector, a push-and-pull effect on the need and demand to transfer information onboard and ashore has led many companies to experiment with interconnected HIHO and LIHO open distributed systems and networks, for their ship-to-shore communications. Security then becomes an issue in a domain, onboard–ashore data transmissions, where little information on the level of risk is available. This paper proposes a risk assessment and management framework to assist in countermeasure selection and level of LIHO network use definition. The model is ultimately applicable where information on potential risks and their impact is minimum and simultaneously changeable. The model is connected to a security profile for interconnected HIHO and LIHO open distributed systems and networks.  相似文献   
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For educational and/or training purposes, games are often described as multimodal texts, where signs, gestures, images, habits, behaviors, sounds, etc. have different meanings according to the way and the context they are represented. During their execution, a large variety of strategies can be employed; images, words, sounds, music, movement, and even bodily sensations can provide the necessary factors. More importantly, when games are integrated in an educational (or training) activity, it is essential to record solid evidence that the targeted learning outcome is achieved. Game-based learning (GBL) for seafarers is a multifactor domain combining educational psychology, learning theories, instructional design, computer game technology, and last but not least, research in the maritime field. In order to create the appropriate framework, there is a need to combine three different scientific areas (education design, computer science, and maritime education and training (MET)) towards the proper game design. In these types of games, the design process includes an extremely important task: embedding suitable educational approaches and instructional techniques for specific learning outcomes and student profiles into the scenario, so that the game will be played without losing the fun and attractive part of it. In the current analysis, a framework for GBL that is applicable for 200 maritime professionals is presented; the specific application is related to navigational safety training, and the respective framework is a 3D real-time strategy game called “Trader of the World” (TotW-alpha version). The game is designed for already competent adult seafarers as well as undergraduate students of maritime academies/institutions and it is applied in nonformal educational settings. A demonstration of this game has already taken place at the undergraduate level; results, evaluations, and opinions provided by the participants were used as the basis for discussion.  相似文献   
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