90,246 research outputs found

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students

    KinFit: A factual aerobic sport game with stimulation support

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    Overweight and obesity is a situation where a person has stacked too much fat that might affect negatively his/her health. Many people skip doing exercises due to several facts related to the encouragement, health-awareness, and time arrangement. Diverse aerobic video games have been proposed to help users in doing exercises. However, we observe some limitations in existing games. For instance, they don't give correct scores while wearing Arabic traditional suits, they don't consider showing immersive realistic scenes, and they don't stimulate users to do exercises and keeping them encouraged to play more. We propose in this paper an aerobic video game that displays real scenes of aerobic coaches and keeps the user notified about doing exercises. It is a kind of serious games that allows users to learn aerobic movements and practice with aerobic coaches. It contains several exercises in which each can be played on normal screen or in fully immersive virtual reality (VR). While the user is playing, he/she can see the playing score with the estimated amount of burned calories. It stores the time when the user plays to remind him/her about doing exercises again. The profound user studies demonstrated the usability and effectiveness of the proposed game. 2018 Kassel University Press GmbH.The authors would like to acknowledge that devices and equipment were provided by the Visual Computing Research Center, Department of Computer Science and Engineering, at Qatar University. This publication was supported by Qatar University Collaborative High Impact Grant QUHI-CENG-18/19-1. The content of this article and its quality are solely the responsibility of the authors and do not necessarily represent the official views of Qatar University.Scopu

    The Object Shop – Using CD-ROM Multimedia To Introduce Object Concepts

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    This paper describes key features of a new multimedia CD-ROM pack produced by television makers in collaboration with computer science educators – by the BBC for the Open University Computing Department. The pack, The Object Shop, forms an early component of an undergraduate course which introduces object-oriented computing and software development to students new to computing. Building on the results of empirical evaluation, The Object Shop has been designed to help students with no programming experience to understand core object programming concepts. Throughout the CD-ROM, video, animated graphics and an underlying object-oriented simulation of a virtual shopping environment provide an accessible introduction to the central ideas of object-oriented programming. The key power of the multimedia approach is that the student-user is able to gain a sound operational understanding of concepts before learning the details of programming code or syntax. Users can continually monitor their progress through a series of task-based, assessed exercises

    Teaching Cybersecurity Using the Cloud

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    Cloud computing platforms can be highly attractive to conduct course assignments and empower students with valuable and indispensable hands-on experience. In particular, the cloud can offer teaching staff and students (whether local or remote) on-demand, elastic, dedicated, isolated, (virtually) unlimited, and easily configurable virtual machines. As such, employing cloud-based laboratories can have clear advantages over using classical ones, which impose major hindrances against fulfilling pedagogical objectives and do not scale well when the number of students and distant university campuses grows up. We show how the cloud paradigm can be leveraged to teach a cybersecurity course. Specifically, we share our experience when using cloud computing to teach a senior course on cybersecurity across two campuses via a virtual classroom equipped with live audio and video. Furthermore, based on this teaching experience, we propose guidelines that can be applied to teach similar computer science and engineering courses. We demonstrate how cloud-based laboratory exercises can greatly help students in acquiring crucial cybersecurity skills as well as cloud computing ones, which are in high demand nowadays. The cloud we used for this course was the Amazon Web Services (AWS) public cloud. However, our presented use cases and approaches are equally applicable to other available cloud platforms such as Rackspace and Google Compute Engine, among others

    Design and Evaluation of Gamification Experiences in Computer Science Studies

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    [EN] This paper presents two gamification experiences developed in the Computer Science (CS) degree at the University of Barcelona. Usually, the CS degree suffers from low class attendance, which impacts the participation of students in in-class programming activities. Additionally, this degree includes a basic course related to human computer interaction that, despite of being valuable for the formation of students, they feel as boring and useless, far from their - heavily computer focused - interests. Then we decided to gamify a basic course of programming skills and the mentioned HCI course. We decided to use two different formats, online and physical. First, one experience was performed in “Human Factors in Computing” course of third year of studies, with 70 enrolled students. First, students attended to a 3D online theoretical class related to emotional design in “The education district” (TED) platform, which is a 3D Virtual World (VW) for educational purposes, developed by Virtway corporation. Afterwards, they participated in the ‘Game of thrones’ gamified activity where they evaluated the usability of TED. Second, we designed ‘physical’ gamified classes to increase attendance to Data Structures course, and in consequence, augment the number of programming exercises that students perform and the assistance they receive from the teacher. During the gamified sessions, the 120 enrolled students enhanced their skills in solving programming problems. The experience consisted of three kinds of challenges (with easy, medium, and hard difficulty level) solved in large, medium, and low-sized groups of students, respectively. The results of both experiences were satisfactory as evidenced by the percentage of students (>=66,7%) that rated the activities between 6 and 10 (in a 0 to 10 scale).Thanks to Virtway team, I. Dieste and M. Rodilla, and projects 2017-SGR-341, MISMISLanguage (PGC2018-096212-B-C33) and Accio COMRDI18-1-0010.Rodríguez, I.; Salamó, M.; Puig, A. (2020). Design and Evaluation of Gamification Experiences in Computer Science Studies. En 6th International Conference on Higher Education Advances (HEAd'20). Editorial Universitat Politècnica de València. (30-05-2020):1137-1145. https://doi.org/10.4995/HEAd20.2020.11212OCS1137114530-05-202

    Adaptive Intelligent Tutoring System for learning Computer Theory

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    In this paper, we present an intelligent tutoring system developed to help students in learning Computer Theory. The Intelligent tutoring system was built using ITSB authoring tool. The system helps students to learn finite automata, pushdown automata, Turing machines and examines the relationship between these automata and formal languages, deterministic and nondeterministic machines, regular expressions, context free grammars, undecidability, and complexity. During the process the intelligent tutoring system gives assistance and feedback of many types in an intelligent manner according to the behavior of the student. An evaluation of the intelligent tutoring system has revealed reasonably acceptable results in terms of its usability and learning abilities are concerned

    Music Maker – A Camera-based Music Making Tool for Physical Rehabilitation

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    The therapeutic effects of playing music are being recognized increasingly in the field of rehabilitation medicine. People with physical disabilities, however, often do not have the motor dexterity needed to play an instrument. We developed a camera-based human-computer interface called "Music Maker" to provide such people with a means to make music by performing therapeutic exercises. Music Maker uses computer vision techniques to convert the movements of a patient's body part, for example, a finger, hand, or foot, into musical and visual feedback using the open software platform EyesWeb. It can be adjusted to a patient's particular therapeutic needs and provides quantitative tools for monitoring the recovery process and assessing therapeutic outcomes. We tested the potential of Music Maker as a rehabilitation tool with six subjects who responded to or created music in various movement exercises. In these proof-of-concept experiments, Music Maker has performed reliably and shown its promise as a therapeutic device.National Science Foundation (IIS-0308213, IIS-039009, IIS-0093367, P200A01031, EIA-0202067 to M.B.); National Institutes of Health (DC-03663 to E.S.); Boston University (Dudley Allen Sargent Research Fund (to A.L.)
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