22,003 research outputs found

    An Extended Stable Marriage Problem Algorithm for Clone Detection

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    Code cloning negatively affects industrial software and threatens intellectual property. This paper presents a novel approach to detecting cloned software by using a bijective matching technique. The proposed approach focuses on increasing the range of similarity measures and thus enhancing the precision of the detection. This is achieved by extending a well-known stable-marriage problem (SMP) and demonstrating how matches between code fragments of different files can be expressed. A prototype of the proposed approach is provided using a proper scenario, which shows a noticeable improvement in several features of clone detection such as scalability and accuracy.Comment: 20 pages, 10 figures, 6 table

    Visual and Textual Programming Languages: A Systematic Review of the Literature

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    It is well documented, and has been the topic of much research, that Computer Science courses tend to have higher than average drop out rates at third level. This is a problem that needs to be addressed with urgency but also caution. The required number of Computer Science graduates is growing every year but the number of graduates is not meeting this demand and one way that this problem can be alleviated is to encourage students at an early age towards studying Computer Science courses. This paper presents a systematic literature review on the role of visual and textual programming languages when learning to program, particularly as a first programming language. The approach is systematic, in that a structured search of electronic resources has been conducted, and the results are presented and quantitatively analysed. This study will give insight into whether or not the current approaches to teaching young learners programming are viable, and examines what we can do to increase the interest and retention of these students as they progress through their education.Comment: 18 pages (including 2 bibliography pages), 3 figure

    Learning by gaming:ANT and critical making

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    Relationships among theory, gaming, learning and socio-technical design are explored in the two contributions which compose the section. The theory in question is ANT, re-interpreted through critical making - an umbrella term for various distinctive practices that link traditional scholarship in the humanities and social sciences to forms of material engagement. Sergio Minniti describes an ongoing project called Game of ANT, which draws upon the critical making approach to design an interactive technology and a workshop experience through which scholars and students can conceptually-materially engage with ANT, hence exploring and approaching it from novel points of view. Game of ANT adopts the Latourian vision of technoscience as war and physically embodies this idea by proposing a sort of war game during which participants play the roles of human or non-human actors engaging with the competitive dynamics of socio-technical life. The commentary by Stefano De Paoli proposes new directions to develop the project, by deepening the concept of game and its value for design and learning processes.</p

    Segmenting Lecture Videos by Topic: From Manual to Automated Methods

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    More and more universities and corporations are starting to provide videotaped lectures online for knowledge sharing and learning. Segmenting lecture videos into short clips by topic can extract the hidden information structure of the videos and facilitate information searching and learning. Manual segmentation has high accuracy rates but is very labor intensive. In order to develop a high performance automated segmentation method for lecture videos, we conducted a case study to learn the segmentation process of humans and the effective segmentation features used in the process. Based on the findings from the case study, we designed an automated segmentation approach with two phases: initial segmentation and segmentation refinement. The approach combines segmentation features from three information sources of video (speech text transcript, audio and video) and makes use of various knowledge sources such as world knowledge and domain knowledge. Our preliminary results show that the proposed two-phase approach is promising

    Interim research assessment 2003-2005 - Computer Science

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    This report primarily serves as a source of information for the 2007 Interim Research Assessment Committee for Computer Science at the three technical universities in the Netherlands. The report also provides information for others interested in our research activities
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