39,216 research outputs found
Research and Education in Computational Science and Engineering
Over the past two decades the field of computational science and engineering
(CSE) has penetrated both basic and applied research in academia, industry, and
laboratories to advance discovery, optimize systems, support decision-makers,
and educate the scientific and engineering workforce. Informed by centuries of
theory and experiment, CSE performs computational experiments to answer
questions that neither theory nor experiment alone is equipped to answer. CSE
provides scientists and engineers of all persuasions with algorithmic
inventions and software systems that transcend disciplines and scales. Carried
on a wave of digital technology, CSE brings the power of parallelism to bear on
troves of data. Mathematics-based advanced computing has become a prevalent
means of discovery and innovation in essentially all areas of science,
engineering, technology, and society; and the CSE community is at the core of
this transformation. However, a combination of disruptive
developments---including the architectural complexity of extreme-scale
computing, the data revolution that engulfs the planet, and the specialization
required to follow the applications to new frontiers---is redefining the scope
and reach of the CSE endeavor. This report describes the rapid expansion of CSE
and the challenges to sustaining its bold advances. The report also presents
strategies and directions for CSE research and education for the next decade.Comment: Major revision, to appear in SIAM Revie
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Skills and Knowledge for Data-Intensive Environmental Research.
The scale and magnitude of complex and pressing environmental issues lend urgency to the need for integrative and reproducible analysis and synthesis, facilitated by data-intensive research approaches. However, the recent pace of technological change has been such that appropriate skills to accomplish data-intensive research are lacking among environmental scientists, who more than ever need greater access to training and mentorship in computational skills. Here, we provide a roadmap for raising data competencies of current and next-generation environmental researchers by describing the concepts and skills needed for effectively engaging with the heterogeneous, distributed, and rapidly growing volumes of available data. We articulate five key skills: (1) data management and processing, (2) analysis, (3) software skills for science, (4) visualization, and (5) communication methods for collaboration and dissemination. We provide an overview of the current suite of training initiatives available to environmental scientists and models for closing the skill-transfer gap
Code Park: A New 3D Code Visualization Tool
We introduce Code Park, a novel tool for visualizing codebases in a 3D
game-like environment. Code Park aims to improve a programmer's understanding
of an existing codebase in a manner that is both engaging and intuitive,
appealing to novice users such as students. It achieves these goals by laying
out the codebase in a 3D park-like environment. Each class in the codebase is
represented as a 3D room-like structure. Constituent parts of the class
(variable, member functions, etc.) are laid out on the walls, resembling a
syntax-aware "wallpaper". The users can interact with the codebase using an
overview, and a first-person viewer mode. We conducted two user studies to
evaluate Code Park's usability and suitability for organizing an existing
project. Our results indicate that Code Park is easy to get familiar with and
significantly helps in code understanding compared to a traditional IDE.
Further, the users unanimously believed that Code Park was a fun tool to work
with.Comment: Accepted for publication in 2017 IEEE Working Conference on Software
Visualization (VISSOFT 2017); Supplementary video:
https://www.youtube.com/watch?v=LUiy1M9hUK
Mixed-methods research: a new approach to evaluating the motivation and satisfaction of university students using advanced visual technologies
The final publication is available at link.springer.comA mixed-methods study evaluating the motivation and satisfaction of Architecture degree students using interactive visualization methods is presented in this paper. New technology implementations in the teaching field have been largely extended to all types of levels and educational frameworks. However, these innovations require approval validation and evaluation by the final users, the students. In this paper, the advantages and disadvantages of applying mixed evaluation technology are discussed in a case study of the use of interactive and collaborative tools for the visualization of 3D architectonical models. The main objective was to evaluate Architecture and Building Science students’ the motivation to use and satisfaction with this type of technology and to obtain adequate feedback that allows for the optimization of this type of experiment in future iterations.Postprint (author’s final draft
Reducing the Barrier to Entry of Complex Robotic Software: a MoveIt! Case Study
Developing robot agnostic software frameworks involves synthesizing the
disparate fields of robotic theory and software engineering while
simultaneously accounting for a large variability in hardware designs and
control paradigms. As the capabilities of robotic software frameworks increase,
the setup difficulty and learning curve for new users also increase. If the
entry barriers for configuring and using the software on robots is too high,
even the most powerful of frameworks are useless. A growing need exists in
robotic software engineering to aid users in getting started with, and
customizing, the software framework as necessary for particular robotic
applications. In this paper a case study is presented for the best practices
found for lowering the barrier of entry in the MoveIt! framework, an
open-source tool for mobile manipulation in ROS, that allows users to 1)
quickly get basic motion planning functionality with minimal initial setup, 2)
automate its configuration and optimization, and 3) easily customize its
components. A graphical interface that assists the user in configuring MoveIt!
is the cornerstone of our approach, coupled with the use of an existing
standardized robot model for input, automatically generated robot-specific
configuration files, and a plugin-based architecture for extensibility. These
best practices are summarized into a set of barrier to entry design principles
applicable to other robotic software. The approaches for lowering the entry
barrier are evaluated by usage statistics, a user survey, and compared against
our design objectives for their effectiveness to users
New technologies for urban designers: the VENUE project
In this report, we first outline the basic idea of VENUE. This involves developing digital tools froma foundation of geographic information systems (GIS) software which we then apply to urbandesign, a subject area and profession which has little tradition in using such tools. Our project wasto develop two types of tool, namely functional analysis based on embedding models of movementin local environments into GIS based on ideas from the field of space syntax; and secondlyfashioning these ideas in a wider digital context in which the entire range of GIS technologies werebrought to bear at the local scale. By local scale, we mean the representation of urban environmentsfrom about 1: 500 to around 1: 2500
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