49 research outputs found

    Facilitating algorithm visualization creation and adoption in education

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    The research question of this thesis is: How can we develop algorithm animations (AA) and AA systems further to better facilitate the creation and adoption of AA in education? The motivation for tackling this issue is that algorithm animation has not been widely used in teaching computer science. One of the main reasons for not taking full advantage of AA in teaching is the lack of time on behalf of the instructors. Furthermore, there is a shortage of ready-made, good quality algorithm visualizations. The main contributions are as follows: Effortless Creation of Algorithm Animation. We define a Taxonomy of Effortless Creation of Algorithm Animations. In addition, we introduce a new approach for teachers to create animations by allowing effortless on-the-fly creation of algorithm animations by applying visual algorithm simulation through a simple user interface. Proposed Standard for Algorithm Animation language. We define a Taxonomy of Algorithm Animation Languages to help comparing the different AA languages. The taxonomy and work by an international working group is used to define a new algorithm animation language, eXtensible Algorithm Animation Language, XAAL. Applications of XAAL in education. We provide two different processing approaches for using and producing XAAL animations with existing algorithm animation systems. In addition, we have a framework aiding in this integration as well as prototype implementations of the processes. Furthermore, we provide a novel solution to the problem of seamlessly integrating algorithm animations with hypertext. In our approach, the algorithm animation viewer is implemented purely with JavaScript and HTML. Finally, we introduce a processing model to easily produce lecture slides for a common presentation tool of XAAL animations

    Course Development for a College Java Programming Class

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    This project documents the development of college-level curriculum for an Object Oriented Programming with Java course. The curriculum includes a set of lessons that students work through interactively. The lessons teach the fundamentals of object orientation. A goal of the project is to have students work with the same problem example throughout the entire set of lessons. Most texts on object orientation use several abstract examples which are used in a chapter or two of the text and are often not fully implemented. Each lesson of the project\u27s curriculum presents an iteration of an evolving shape drawing application. Each lesson walks the student through the design and development of a new fully implemented version. The shape drawing application\u27s highly visual nature allows the students to relate the technical concepts to concepts they already understand

    Visual algorithm simulation

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    Understanding data structures and algorithms, both of which are abstract concepts, is an integral part of software engineering and elementary computer science education. However, people usually have difficulty in understanding abstract concepts and processes such as procedural encoding of algorithms and data structures. One way to improve their understanding is to provide visualizations to make the abstract concepts more concrete. This thesis presents the design, implementation and evaluation for the Matrix application framework that occupies a unique niche between the following two domains. In the first domain, called algorithm animation, abstractions of the behavior of fundamental computer program operations are visualized. In the second domain, called algorithm simulation, the framework for exploring and understanding algorithms and data structures is exhibited. First, an overview and theoretical basis for the application framework is presented. Second, the different roles are defined and examined for realizing the idea of algorithm simulation. The roles considered includes users (i.e., learners and instructors), visualizers (those who specify the visualizations), programmers (those who wrote the original algorithms to be visualized), and the developers (those who continue to design and implement the Matrix framework). Finally, the effectiveness of the algorithm simulation exercises, the main application embodied in the framework, is studied. The current tool is utilized for delivering, representing, solving, and submitting tracing exercises that can be automatically assessed, and thus provides meaningful feedback on learners performance.reviewe

    CONTESTED SPACES IN LONDON: EXHIBITIONARY REPRESENTATIONS OF INDIA, c. 1886-1951

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    Following the first world exhibition, the 1851 Crystal Palace Exhibition in London, exhibitions became routine events across the West that merged both education and entertainment to forward political and economic goals. For the most part scholars have taken the frequency, popularity, and propagandistic efforts of exhibitions at face value, viewing them as successful reassertions of the imperial, industrial, and technological superiority of Western nation-states. Though offering valuable insights into the cultural technologies of imperial rule, these works miss the complexities of imperial projects within specific temporal and geographical contexts. This manuscript traces the historical dynamics of India at exhibitions held in London during and after imperial rule: the 1886 Colonial and Indian Exhibition, the 1908 Franco-British Exhibition, the 1924-25 British Empire Exhibition, and the 1951 Festival of Britain. In historicizing the exhibitionary administration and display of India over time, this study argues for a more complex reading of exhibitions in which displays invoked a mélange of meanings that destabilized as well as projected imperial hierarchies. It also examines the ways in which Indians administered, evaluated, and contested imperial displays. Rather than seamlessly reinforcing imperial dominance, exhibitions, located within specific historical contexts, emerged as contested, multifaceted, and even ambiguous portrayals of empires

    Fifth Conference on Artificial Intelligence for Space Applications

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    The Fifth Conference on Artificial Intelligence for Space Applications brings together diverse technical and scientific work in order to help those who employ AI methods in space applications to identify common goals and to address issues of general interest in the AI community. Topics include the following: automation for Space Station; intelligent control, testing, and fault diagnosis; robotics and vision; planning and scheduling; simulation, modeling, and tutoring; development tools and automatic programming; knowledge representation and acquisition; and knowledge base/data base integration

    Electronic Imaging & the Visual Arts. EVA 2014 Florence

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    Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; EC Projects and Related Networks & Initiatives; 2D - 3D Technologies and Applications; Virtual Galleries - Museums and Related Initiatives; Access to the Culture Information. Three Workshops regard: International Cooperation; Innovation and Enterprise; e.Culture Cloud

    Interactive Machine Learning for User-Innovation Toolkits – An Action Design Research approach

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    Machine learning offers great potential to developers and end users in the creative industries. However, to better support creative software developers' needs and empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. This thesis asks the following research questions: How can we apply a user-centred approach to the design of developer tools for rapid prototyping with Interactive Machine Learning? In what ways can we design better developer tools to accelerate and broaden innovation with machine learning? This thesis presents a three-year longitudinal action research study that I undertook within a multi-institutional consortium leading the EU H2020 -funded Innovation Action RAPID-MIX. The scope of the research presented here was the application of a user-centred approach to the design and evaluation of developer tools for rapid prototyping and product development with machine learning. This thesis presents my work in collaboration with other members of RAPID-MIX, including design and deployment of a user-centred methodology for the project, interventions for gathering requirements with RAPID-MIX consortium stakeholders and end users, and prototyping, development and evaluation of a software development toolkit for interactive machine learning. This thesis contributes with new understanding about the consequences and implications of a user-centred approach to the design and evaluation of developer tools for rapid prototyping of interactive machine learning systems. This includes 1) new understanding about the goals, needs, expectations, and challenges facing creative machine-learning non-expert developers and 2) an evaluation of the usability and design trade-offs of a toolkit for rapid prototyping with interactive machine learning. This thesis also contributes with 3) a methods framework of User-Centred Design Actions for harmonising User-Centred Design with Action Research and supporting the collaboration between action researchers and practitioners working in rapid innovation actions, and 4) recommendations for applying Action Research and User-Centred Design in similar contexts and scale

    Digital Classical Philology

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    The buzzwords “Information Society” and “Age of Access” suggest that information is now universally accessible without any form of hindrance. Indeed, the German constitution calls for all citizens to have open access to information. Yet in reality, there are multifarious hurdles to information access – whether physical, economic, intellectual, linguistic, political, or technical. Thus, while new methods and practices for making information accessible arise on a daily basis, we are nevertheless confronted by limitations to information access in various domains. This new book series assembles academics and professionals in various fields in order to illuminate the various dimensions of information's inaccessability. While the series discusses principles and techniques for transcending the hurdles to information access, it also addresses necessary boundaries to accessability.This book describes the state of the art of digital philology with a focus on ancient Greek and Latin. It addresses problems such as accessibility of information about Greek and Latin sources, data entry, collection and analysis of Classical texts and describes the fundamental role of libraries in building digital catalogs and developing machine-readable citation systems
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