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The use of plant functional traits has become increasingly popular in ecological studies because plant functional traits help to understand key ecological processes in plant species and communities. This also includes changes in diversity, inter‐ and intraspecific interactions, and relationships of species at different spatiotemporal scales. Leaf traits are among the most important traits as they describe key dimensions of a plant's life history strategy. Further, leaf area is a key parameter with relevance for other traits such as specific leaf area, which in turn correlates with leaf chemical composition, photosynthetic rate, leaf longevity, and carbon investment. Measuring leaf area usually involves the use of scanners and commercial software and can be difficult under field conditions. We present Leaf‐IT, a new smartphone application for measuring leaf area and other trait‐related areas. Leaf‐IT is free, designed for scientific purposes, and runs on Android 4 or higher. We tested the precision and accuracy using objects with standardized area and compared the area measurements of real leaves with the well‐established, commercial software WinFOLIA using the Altman–Bland method. Area measurements of standardized objects show that Leaf‐IT measures area with high accuracy and precision. Area measurements with Leaf‐IT of real leaves are comparable to those of WinFOLIA. Leaf‐IT is an easy‐to‐use application running on a wide range of smartphones. That increases the portability and use of Leaf‐IT and makes it possible to measure leaf area under field conditions typical for remote locations. Its high accuracy and precision are similar to WinFOLIA. Currently, its main limitation is margin detection of damaged leaves or complex leaf morphologies.  相似文献   
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As the COVID‐19 pandemic has largely increased the utilization of telehealth, mobile mental health technologies – such as smartphone apps, vir­tual reality, chatbots, and social media – have also gained attention. These digital health technologies offer the potential of accessible and scalable interventions that can augment traditional care. In this paper, we provide a comprehensive update on the overall field of digital psychiatry, covering three areas. First, we outline the relevance of recent technological advances to mental health research and care, by detailing how smartphones, social media, artificial intelligence and virtual reality present new opportunities for “digital phenotyping” and remote intervention. Second, we review the current evidence for the use of these new technological approaches across different mental health contexts, covering their emerging efficacy in self‐management of psychological well‐being and early intervention, along with more nascent research supporting their use in clinical management of long‐term psychiatric conditions – including major depression; anxiety, bipolar and psychotic disorders; and eating and substance use disorders – as well as in child and adolescent mental health care. Third, we discuss the most pressing challenges and opportunities towards real‐world implementation, using the Integrated Promoting Action on Research Implementation in Health Services (i‐PARIHS) framework to explain how the innovations themselves, the recipients of these innovations, and the context surrounding innovations all must be considered to facilitate their adoption and use in mental health care systems. We conclude that the new technological capabilities of smartphones, artificial intelligence, social media and virtual reality are already changing mental health care in unforeseen and exciting ways, each accompanied by an early but promising evidence base. We point out that further efforts towards strengthening implementation are needed, and detail the key issues at the patient, provider and policy levels which must now be addressed for digital health technologies to truly improve mental health research and treatment in the future.  相似文献   
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It has been suggested that few students graduate with the skills required for many ecological careers, as field-based learning is said to be in decline in academic institutions. Here, we asked if mobile technology could improve field-based learning, using ability to identify birds as the study metric. We divided a class of ninety-one undergraduate students into two groups for field-based sessions where they were taught bird identification skills. The first group has access to a traditional identification book and the second group were provided with an identification app. We found no difference between the groups in the ability of students to identify birds after three field sessions. Furthermore, we found that students using the traditional book were significantly more likely to identify novel species. Therefore, we find no evidence that mobile technology improved students’ ability to retain what they experienced in the field; indeed, there is evidence that traditional field guides were more useful to students as they attempted to identify new species. Nevertheless, students felt positively about using their own smartphone devices for learning, highlighting that while apps did not lead to an improvement in bird identification ability, they gave greater accessibility to relevant information outside allocated teaching times.  相似文献   
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Quick identification of vegetation types in the field, based on species composition but not requiring time‐consuming plot sampling, is often needed for vegetation mapping, conservation assessment, teaching and other applications of vegetation classification. Here, we propose a new method that identifies the probability of belonging to the units of an established vegetation classification for vegetation stands encountered in the field. The method is based on calculating the probability that a few species observed in the field would co‐occur in a priori defined vegetation types, using the existing information on species occurrence frequency in these types. The method has been implemented in a freely available Android application called Probabilistic Vegetation Key, which makes it possible to employ it in the field using smartphones or tablets, even in the absence of internet access.  相似文献   
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A carboxylesterase fluorescent probe (Probe 1) was developed for determination of carboxylesterase to guide detection of carbamate pesticide. The probe uses benzothiazole as fluorescence group and phenyldimethyl carbamate as recognition group. The solution of the fluorescent probe gradually changes from light blue to dark blue as the concentration of carbamate pesticides increases. The concentration of carbamate pesticides can be quickly calculated according to the colour of the probe solution through Get Color software on a smartphone. It showed that Probe 1 can be used as a rapid detection tool to achieve rapid detection of carbamate pesticides in juice samples without professional personnel and equipment. Furthermore, the probe has been successfully used to detect carbamate pesticides in fruit juice and vegetable juice.  相似文献   
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Abstract

This article describes the experience of project Dryades, coordinated by the University of Trieste, in developing interactive identification keys in the form of applications for mobile devices (iPhone/iPad/iPodtouch). All of our keys were previously generated from a database of morpho-anatomical characters using software FRIDA. The applications for mobile devices, which were tested Europe-wide during the project KeyToNature, have proved to be useful in education, in the promotion of nature-aware tourism and in projects of citizen science. The first-generation apps were stand-alone packages which consisted into a sequence of stand-alone HTML pages, while those of the second generation do incorporate the digital key as a true database into the mobile device. All of the hitherto published applications are basically in the form of illustrated dichotomous keys. Future developments will also include a multi-entry query interface, and will be extended to devices which use the Android system.  相似文献   
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For effective and sustained ecological restoration, community support is essential. Yet, in modern society, artificial constructs and electronic technology now dominate most peoples' interests (technophilia). This has led to a perceived growing disconnection between humans and nature. We ask how such technology might be harnessed as an agent of connection to the environment, rather than being seen as a driver of detachment. We use the example of a hugely popular mobile augmented reality smartphone game “Ingress” to show how gaming technology can excite people about nature, unlock their inherent biophilia, and highlight the value of ecological restoration in their everyday lives.  相似文献   
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