Electronic commerce (E-commerce) logistics has become one of the most hot-debated issues with the boom of modern information technologies. Different models have been introduced during the recent years. In this paper, a reversed stackelberg approach to E-commerce logistics market based on the supernetwork theory is proposed. In such a hierarchical market model, we take into account the profits, risks, as well as the credits as the elements of participant's utility function. A sequence-dependent gaming process in the secondary market is formulated and the equilibrium is obtained as a cooperation contract between the leader and the follower in every transaction. Furthermore, we formulate a reversed stackelberg solution with which an ordered, robust logistics market could be maintained. Analysis shows that the proposed approach has great contribution in improving both the cooperation among different participants, and the robustness of the entire E-commerce logistics market.
In recent years, virtual simulation experiments have been widely used in education. However, at present, academic research on virtual simulation experiments mostly focuses on key technologies, and there are few emotional studies on virtual experiments. Based on the three-layer model of emotional design theory, this paper puts forward the method strategy of emotional simulation design in virtual simulation experiment, in order to provide some reference value for the design of virtual simulation experiment.
Virtual reality technology has been continuously integrated with the education field in its development process. It has been widely practiced and applied in all aspects of teaching and learning. This paper presents five educational characteristics of personalized virtual reality terminal devices: student experience, cultivation of interest in learning, knowledge acquisition efficiency, hands-on capacity building and innovative ability training. We introduced four typical terminal devices used in virtual simulation experiments: PC, three-dimensional(3D) desktop, head-mounted display and mobile phone, compared their performance on the above five characteristics. The study summarized the use scenarios of each device and provided a reference for device selection of virtual simulation experiments. 1
With awareness of information teaching being enhanced, related technology and products on virtual experiments have also been continuously developed and improved. However, due to multiparty systems applied result a lack of unity and standardization for experimental teaching processes during the current experimental teaching. This paper purposes integration solutions based on WebService, on the basis of research and analysis of system integrates design, implementation, and virtual experiment platform. The author focuses on realizing integration of Multi virtual experiment teaching resources. Meanwhile through actual trial, results implied that virtual experiment teaching work can be more efficient and normative in university with a standardized process for experiment and management, which can provide a favorable platform basis to achieve resources sharing on virtual experiment in the future.
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