4,911 research outputs found

    Poetical potentials: the value of poems in social impact education

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.For the technologist it is easy to remain in safe technological enclaves with a bespoke language, a community of like minds and a familiar knowledge base. However, progress requires pushing the boundaries, thinking beyond the traditional and the ordinary, and questioning accepted norms. It requires opening of minds. It may surprise the reader that poetry can offer the key to unlock the closed mind. This potential is explored through a variety of poems dealing, in a novel manner, with the social impact of technology

    Adaptive Nonparametric Image Parsing

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    In this paper, we present an adaptive nonparametric solution to the image parsing task, namely annotating each image pixel with its corresponding category label. For a given test image, first, a locality-aware retrieval set is extracted from the training data based on super-pixel matching similarities, which are augmented with feature extraction for better differentiation of local super-pixels. Then, the category of each super-pixel is initialized by the majority vote of the kk-nearest-neighbor super-pixels in the retrieval set. Instead of fixing kk as in traditional non-parametric approaches, here we propose a novel adaptive nonparametric approach which determines the sample-specific k for each test image. In particular, kk is adaptively set to be the number of the fewest nearest super-pixels which the images in the retrieval set can use to get the best category prediction. Finally, the initial super-pixel labels are further refined by contextual smoothing. Extensive experiments on challenging datasets demonstrate the superiority of the new solution over other state-of-the-art nonparametric solutions.Comment: 11 page

    A review into the factors affecting declines in undergraduate Computer Science enrolments and approaches for solving this problem

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    There has been a noticeable drop in enrolments in Computer Science (CS) courses and interest in CS careers in recent years while demand for CS skills is increasing dramatically. Not only are such skills useful for CS jobs but for all forms of business and to some extent personal lives as Information Technology (IT) is becoming ubiquitous and essential for most aspects of modern life. Therefore it is essential to address this lack of interest and skills to not only fill the demand for CS employees but to provide students with the CS skills they need for modern life especially for improving their employability and skills for further study. This report looks at possible reasons for the lack of interest in CS and different approaches used to enhance CS education and improve the appeal of CS

    Role-based Runtime Model Synchronization

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    Model-driven Software Development (MDSD) promotes the use of multiple related models to realize a software system systematically. These models usually contain redundant information but are independently edited. This easily leads to inconsistencies among them. To ensure consistency among multiple models, model synchronizations have to be employed, e.g., by means of model transformations, trace links, or triple graph grammars. Model synchronization poses three main problems for MDSD. First, classical model synchronization approaches have to be manually triggered to perform the synchronization. However, to support the consistent evolution of multiple models, it is necessary to immediately and continuously update all of them. Second, synchronization rules are specified at design time and, in classic approaches, cannot be extended at runtime, which is necessary if metamodels evolve at runtime. Finally, most classical synchronization approaches focus on bilateral model synchronization, i.e., the synchronization between two models. Consequently, for more than two models, they require the definition of pairwise model synchronizations leading to a combinatorial explosion of synchronization rules. To remedy these issues, we propose a role-based approach for runtime model synchronization. In particular, we propose role-based synchronization rules that enable the immediate and continuous propagation of changes to multiple interrelated models (and back again). Additionally, our approach permits adding new and customized synchronization rules at runtime. We illustrate the benefits of role-based runtime model synchronization using the Families to Persons case study from the Transformation Tool Contest 2017

    Towards Causal Analysis of Empirical Software Engineering Data: The Impact of Programming Languages on Coding Competitions

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    There is abundant observational data in the software engineering domain, whereas running large-scale controlled experiments is often practically impossible. Thus, most empirical studies can only report statistical correlations -- instead of potentially more insightful and robust causal relations. To support analyzing purely observational data for causal relations, and to assess any differences between purely predictive and causal models of the same data, this paper discusses some novel techniques based on structural causal models (such as directed acyclic graphs of causal Bayesian networks). Using these techniques, one can rigorously express, and partially validate, causal hypotheses; and then use the causal information to guide the construction of a statistical model that captures genuine causal relations -- such that correlation does imply causation. We apply these ideas to analyzing public data about programmer performance in Code Jam, a large world-wide coding contest organized by Google every year. Specifically, we look at the impact of different programming languages on a participant's performance in the contest. While the overall effect associated with programming languages is weak compared to other variables -- regardless of whether we consider correlational or causal links -- we found considerable differences between a purely associational and a causal analysis of the very same data. The takeaway message is that even an imperfect causal analysis of observational data can help answer the salient research questions more precisely and more robustly than with just purely predictive techniques -- where genuine causal effects may be confounded

    Revisiting visitors for modular extension of executable DSMLs

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    Executable Domain-Specific Modeling Languages (xDSMLs) are typically defined by metamodels that specify their abstract syntax, and model interpreters or compilers that define their execution semantics. To face the proliferation of xDSMLs in many domains, it is important to provide language engineering facilities for opportunistic reuse, extension, and customization of existing xDSMLs to ease the definition of new ones. Current approaches to language reuse either require to anticipate reuse, make use of advanced features that are not widely available in programming languages, or are not directly applicable to metamodel-based xDSMLs. In this paper, we propose a new language implementation pattern, named Revisitor, that enables independent extensibility of the syntax and semantics of metamodel-based xDSMLs with incremental compilation and without anticipation. We seamlessly implement our approach alongside the compilation chain of the Eclipse Modeling Framework, thereby demonstrating that it is directly and broadly applicable in various modeling environments. We show how it can be employed to incrementally extend both the syntax and semantics of the fUML language without requiring anticipation or re-compilation of existing code, and with acceptable performance penalty compared to classical handmade visitors

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Game-Based Coding Challenges to Foster Programming Practice

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    The practice is the crux of learning to program. Automated assessment plays a key role in enabling timely feedback without access to teachers but alone is insufficient to engage students and maximize the outcome of their practice. Graphical feedback and game-thinking promote positive effects on students\u27 motivation as shown by some serious programming games, but those games are complex to create and adapt. This paper presents Asura, an environment for assessment of game-based coding challenges, built on a specialized framework, in which students are invited to develop a software agent (SA) to play it. During the coding phase, students can take advantage of the graphical feedback to complete the proposed task. Some challenges also encourage students to think of a SA that plays in a setting with interaction among SAs. In such a case, the environment supports the creation and visualization of tournaments among submitted agents. Furthermore, the validation of this environment from the learners\u27 perspective is also described
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