{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"ae053936-f6b1-488b-8973-bb2332d1be14","title":"数字技术研究","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787308182003","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"ae053936-f6b1-488b-8973-bb2332d1be14","id":"ae053936-f6b1-488b-8973-bb2332d1be14","uuid":"ae053936-f6b1-488b-8973-bb2332d1be14","title":"数字技术研究","normalized_title":"数字技术研究","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787308182003","isbns":["9787308182003"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":790,"navigation_url":"https://workshop.closeclaw.top/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14","title_url":"https://workshop.closeclaw.top/ai/title/%E6%95%B0%E5%AD%97%E6%8A%80%E6%9C%AF%E7%A0%94%E7%A9%B6","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/ae053936-f6b1-488b-8973-bb2332d1be14","page_url":"https://workshop.closeclaw.top/api/ai/books/ae053936-f6b1-488b-8973-bb2332d1be14/page","search_url":"https://workshop.closeclaw.top/api/ai/books/ae053936-f6b1-488b-8973-bb2332d1be14/search"},"page":{"printed_page":718,"pdf_page":742,"physical_index":742,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"89787998d04e724a094b0e81536410b418fb442aee480159ada4a28ca9db14ae"},"chapter":"第30章 学界与业界的相互作用：人机交互与扎根创新","content":"situated情境认知，150\n\ncognitive appraisal认知评价\n\nmodeling learner's affect based on theory\n\nof基于认知评价理论的学习者情感建 模，453-4\n\ncognitiveprocessing认知加工,150\n\nCognitive Tutors（CTs)认知导师,447-9\n\nColossus device“巨人”设备，13—14\n\ncommercial off—the—shelfgames (COTS) 现成商用游戏，414,417\n\ncommercialization,historical context 商业化，历史背景，16-17\n\nconstraints onsocialmedia andcommunicative affordances对社交媒体与通信可供性的限制，77—8of emotion情感沟通，351—2historical context历史背景，11-12human-machine人机通信，223,224imperative沟通的需要，77interpersonal人际沟通，350—1medium of,constraints沟通媒介，制约，34-5\n\n参见online communities在线社区\n\ncomputational efficiency 计算效率，446\n\ncomputer ethics 计算机伦理，106\n\nComputerScience 计算机科学，195,312\n\ncontemporary当代计算机，16desktop model of computing, traditional传统计算的“桌面模式”，159historical context 历史背景，10—11\n\nComTouch一款感知增强工具，350\n\n数字技术研究(世哲手册)\n\n718","previous_page":717,"next_page":719}