8,308 research outputs found

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education

    CGAMES'2009

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    Discrete event simulation and virtual reality use in industry: new opportunities and future trends

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    This paper reviews the area of combined discrete event simulation (DES) and virtual reality (VR) use within industry. While establishing a state of the art for progress in this area, this paper makes the case for VR DES as the vehicle of choice for complex data analysis through interactive simulation models, highlighting both its advantages and current limitations. This paper reviews active research topics such as VR and DES real-time integration, communication protocols, system design considerations, model validation, and applications of VR and DES. While summarizing future research directions for this technology combination, the case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making. It is put that in order for VR DES to fully meet the visualization requirements of both Industry 4.0 and Industrial Internet visions of digital manufacturing, further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets

    Interactive M-Learning Media Technology to Enhance the Learning Process of Basic Logic Gate Topics in Vocational School and Engineering Education

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    The process of learning to use smartphones is now highly promoted. Almost everyone has a smartphone. The latest trend in learning is known as Mobile Learning (M-Learning). M-Learning can be used anywhere and anytime. Thus, we propose the use of the M-Learning application for computer system subjects in the basic logic gate topics so that students can be motivated to learn. We call this application BLG-LeMed. The focus of this research is on the process of using BLG-LeMed applications on classroom learning that is used directly by vocational high school students, then testing with alpha testing, User Acceptance Tests (UAT), usability evaluations, and knowing the effect of motivating students to use five dimensions of motivation and student learning outcomes. The development model used is Extreme Programming (XP). The design used in this study, by conducting trials in one class and observing students using the BLG-LeMed application as learning media, 38 students consisted of 26 men and 12 women involved in this study, with a duration of 135 minutes at one time of the meeting. We conclude that using the BLG-LeMed application based on M-Learning in the learning process of this basic logic gate, strongly supported by the testing team, can be accepted by users, has a usefulness as a interactive learning media, can have an effect in motivating students to learn, and provide results very satisfying learning

    Software Takes Command

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media

    Improving Student Comprehension Through Interactive Microarchitecture Simulation and Visualization

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    The curricula of most Computer Science departments include at least one course on computer organization and assembly language. The seminal concepts covered by such courses bridge the gap between hardware and software by introducing multiple layers of abstraction. Appalachian State University introduces this material in the course “Introduction to Computer Systems.” The course uses the hypothetical LC-3 processor, as presented in Patt and Patel’s textbook “Introduction to Computing Systems: From Bits & Gates to C & Beyond (2nd edition).” Prior to the completion of the work presented in this thesis, tools existed for the assembly of LC-3 programs and simulation of the assembled code; however, no simulator existed to demonstrate the function of the microarchitectural level. In this thesis, research on educational simulators is presented, with an emphasis on microarchitectural and graphical style simulators. Multiple simulators were reviewed to determine which elements are pedagogically e?ective. Based on these ?ndings, a graphical microarchitecture simulator named lc3uarch was implemented. The simulator targets the microarchitectural level of the LC-3 processor. Student surveys responses indicated that the use of lc3uarch can help students comprehend the logic components of the LC-3 microarchitecture and provided ideas for making the tool more e?ective

    Storytelling Maps Classification

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    Interactive maps play an increasingly important part in various fields including journalism, education, traveling, and entertainment, among others. Interactive maps require interactive user engagement. The scope of this interaction can vary from the basic mouse scroll to the complex logical sequence of steps including extensive toolboxes. One of the major applications of interactive maps is in storytelling. A map serves as a powerful tool to tell a story and modern technologies make this tool flexible and potent. This research seeks to analyze and compare cartographic JavaScript APIs and libraries, and to classify storytelling maps with a concentration on ‘path visualization’ type of maps and their technical implementation with an extensive review regarding the function of maps-related API/libraries work under the hood and their improvement. Additional material to this work, a web platform, demonstrates an example of each class and subclass of the classification. The proposed classification has been evaluated by reviewers working with interactive storytelling maps. The web platform provides examples discussed in this work. The main chapter always references this platform, therefore readers have to adopt the web platform as an essential part of this work during reading: https://konstantinbiryukov.github.io/storytelling-classification/

    Digitization of industrial quality control procedures applied to visual and geometrical inspections

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    Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do ParanáIndustries quality control procedures are usually dependent on gauge inspection tools, and these tools are used to inspect visual and geometrical tolerance conformity. Operators are guided during an inspection by using paper tutorials that assist them in performing their tasks and registering the result of the performed analysis. This traditional method of registering information may be misleading, lowering the effectiveness of the quality control by providing inaccurate and error-prone inspection results. This work implements a system that uses emergent technologies (e.g., Human-Machine Interfaces, Virtual Reality, Distributed Systems, Cloud Computing, and Internet of Things (IoT)) to propose a costeffective solution that supports operators and quality control managers in the realization and data collection of gauge inspection control procedures. The final system was deployed in an industrial production plant, with the delivered results showing its efficiency, robustness, and highly positive feedback from the operators and managers. The software may offer a quicker and efficient execution of analysis tasks, significantly decreasing the setup time required to change the inspected product reference
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