994,376 research outputs found

    Preface Volume 30, Issue 3

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    AbstractOne of the main areas of research in logic programming is the design and implementation of sequential and parallel (constraint) logic programming systems. This research goes broadly from the design and specification of novel implementation technology to its actual evaluation in real life situations. A series of workshops on Implementations of Logic Programming Systems, previously held in Budapest (1993), Ithaca (1994), Portland (1995), Bonn (1996), Port Jefferson (1997), Manchester (1998) and Las Cruces (1999) provided a forum for ongoing research on the design and implementation of sequential and parallel (constraint) logic programming systems.This volume contains a collection of papers presented at the Workshop on Parallelism and Implementation Technology for (Constraint) Logic Programming, held in Las Cruces on December 1st, 1999, in conjunction with ICLP'99. The workshop was sponsored and organised by COMPULOG AMERICAS. The workshop also received support from the Association for Logic Programming and from the Department of Computer Science, New Mexico State University.Papers from both academia and industry were invited. Preference was given to the analysis and description of implemented systems (or currently under implementation) and their associated techniques, problems found in their development or design, and steps taken towards the solution of these problems.Topics included, but were not limited to: ‱standard and non—standard sequential implementation schemes (e.g., generalization/modification of WAM, translation to C, etc.);implementation of parallel logic programming systems;balance between compile-time effort and run-time machinery;techniques for the implementation of different declarative programming paradigms based on, or extending, logic programming (e.g., constraint logic programming, concurrent constraint languages, equational-logic languages);performance evaluation of sequential and parallel logic programming systems, both through benchmarking and using real world applications;other implementation-related issues, such as memory management, register allocation, use of global optimisations, etc.We were very fortunate to have so many interesting research papers, ranging over widely different subjects and giving a broad coverage of current research in sequential and parallel implementation of logic programming systems. Papers on sequential logic programming systems, focus on varied topics: constraint evaluation, support for extensions to logic programming, and abstract machines for performance evaluation. Papers on parallel logic programming systems also focus on diverse topics ranging from distributed implementations, garbage collection, to optimisations for exploiting and-or parallelism.The editors would like to thank all authors that chose to submit their work to this book, and also for their cooperation in making this document possible. We would also like to thank all referees involved in assessing the papers in this special volume.This volume will be published as volume 30, Issue 3 in the series Electronic Notes in Theoretical Computer Science (ENTCS). This series is published electronically through the facilities of Elsevier Science B.V. and its auspices. The volumes in the ENTCS series can be accessed at the URL http://www.elsevier.nl/locate/entcs March 14, 2000Horst Reiche

    Abstract State Machines 1988-1998: Commented ASM Bibliography

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    An annotated bibliography of papers which deal with or use Abstract State Machines (ASMs), as of January 1998.Comment: Also maintained as a BibTeX file at http://www.eecs.umich.edu/gasm

    Key Steps in Developing a Cognitive Vaccine against Traumatic Flashbacks: Visuospatial Tetris versus Verbal Pub Quiz

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    Background: Flashbacks (intrusive memories of a traumatic event) are the hallmark feature of Post Traumatic Stress Disorder, however preventative interventions are lacking. Tetris may offer a 'cognitive vaccine' [1] against flashback development after trauma exposure. We previously reported that playing the computer game Tetris soon after viewing traumatic material reduced flashbacks compared to no-task [1]. However, two criticisms need to be addressed for clinical translation: (1) Would all games have this effect via distraction/enjoyment, or might some games even be harmful? (2) Would effects be found if administered several hours post-trauma? Accordingly, we tested Tetris versus an alternative computer game - Pub Quiz - which we hypothesized not to be helpful (Experiments 1 and 2), and extended the intervention interval to 4 hours (Experiment 2).Methodology/Principal Findings: The trauma film paradigm was used as an experimental analog for flashback development in healthy volunteers. In both experiments, participants viewed traumatic film footage of death and injury before completing one of the following: (1) no-task control condition (2) Tetris or (3) Pub Quiz. Flashbacks were monitored for 1 week. Experiment 1: 30 min after the traumatic film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz led to a significant increase in flashbacks. Experiment 2: 4 hours post-film, playing Tetris led to a significant reduction in flashbacks compared to no-task control, whereas Pub Quiz did not.Conclusions/Significance: First, computer games can have differential effects post-trauma, as predicted by a cognitive science formulation of trauma memory. In both Experiments, playing Tetris post-trauma film reduced flashbacks. Pub Quiz did not have this effect, even increasing flashbacks in Experiment 1. Thus not all computer games are beneficial or merely distracting post-trauma - some may be harmful. Second, the beneficial effects of Tetris are retained at 4 hours post-trauma. Clinically, this delivers a feasible time-window to administer a post-trauma "cognitive vaccine''

    Inviwo -- A Visualization System with Usage Abstraction Levels

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    The complexity of today's visualization applications demands specific visualization systems tailored for the development of these applications. Frequently, such systems utilize levels of abstraction to improve the application development process, for instance by providing a data flow network editor. Unfortunately, these abstractions result in several issues, which need to be circumvented through an abstraction-centered system design. Often, a high level of abstraction hides low level details, which makes it difficult to directly access the underlying computing platform, which would be important to achieve an optimal performance. Therefore, we propose a layer structure developed for modern and sustainable visualization systems allowing developers to interact with all contained abstraction levels. We refer to this interaction capabilities as usage abstraction levels, since we target application developers with various levels of experience. We formulate the requirements for such a system, derive the desired architecture, and present how the concepts have been exemplary realized within the Inviwo visualization system. Furthermore, we address several specific challenges that arise during the realization of such a layered architecture, such as communication between different computing platforms, performance centered encapsulation, as well as layer-independent development by supporting cross layer documentation and debugging capabilities

    Special Libraries, December 1966

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    Volume 57, Issue 10https://scholarworks.sjsu.edu/sla_sl_1966/1009/thumbnail.jp

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Aligning operational and corporate goals: a case study in cultivating a whole-of-business approach using a supply chain simulation game

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    This paper outlines the development and use of an interactive computer-based supply chain game to facilitate the alignment of disconnected operational and corporate goals. A multi-enterprise internal cattle supply chain was simulated targeting the operational property managers and the overall impacts of their decision making on corporate goals A three stage multidisciplinary approach was used. A case study based financial analysis was undertaken across the internal cattle supply chain, a participative action research component (developing the game to simulate the flow of product and associated decisions and financial transactions through the internal supply chain of the company for different operational scenarios using measurable and familiar operational and financial criteria as tracking tools), and a qualitative analysis of organisational learning through player debriefing following playing the game. Evaluation of the managers' learning around the need for a change in general practice to address goal incongruence was positive evidenced by changes in practice and the game regarded by the users as a useful form of organisational training. The game provided property managers with practical insights into the strategic implications of their enterprise level decisions on the internal supply chain and on overall corporate performance. The game is unique and is a tool that can be used to help address an endemic problem across multi-enterprise industries in the agrifood sector in Australia
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