14,302 research outputs found

    Learning interaction patterns using diagrams varying in level and type of interactivity

    Get PDF
    An experiment was conducted to investigate the differences between learners when using computer based learning environments (CBLEs) that incorporated different levels of interactivity in diagrams. Four CBLEs were created with combinations of the following two interactivity properties: (a) the possibility to rotate the whole diagram (b) the possibility to move individual elements of the diagram in order to apprehend the relationships between them. We present and discuss the qualitative findings from the study in terms of the learners’ interaction patterns and their relevance for the understanding of performance scores. This supports our previous quantitative analysis showing an interaction between cognitive abilities and interactivity. Based on our findings we reflect on the possibilities to inform CBLEs with relevant information regarding learners’ cognitive abilities and representational preferences

    Design issues in the production of hyper‐books and visual‐books

    Get PDF
    This paper describes an ongoing research project in the area of electronic books. After a brief overview of the state of the art in this field, two new forms of electronic book are presented: hyper‐books and visual‐books. A flexible environment allows them to be produced in a semi‐automatic way starting from different sources: electronic texts (as input for hyper‐books) and paper books (as input for visual‐books). The translation process is driven by the philosophy of preserving the book metaphor in order to guarantee that electronic information is presented in a familiar way. Another important feature of our research is that hyper‐books and visual‐books are conceived not as isolated objects but as entities within an electronic library, which inherits most of the features of a paper‐based library but introduces a number of new properties resulting from its non‐physical nature

    Elimination sequence optimization for SPAR

    Get PDF
    SPAR is a large-scale computer program for finite element structural analysis. The program allows user specification of the order in which the joints of a structure are to be eliminated since this order can have significant influence over solution performance, in terms of both storage requirements and computer time. An efficient elimination sequence can improve performance by over 50% for some problems. Obtaining such sequences, however, requires the expertise of an experienced user and can take hours of tedious effort to affect. Thus, an automatic elimination sequence optimizer would enhance productivity by reducing the analysts' problem definition time and by lowering computer costs. Two possible methods for automating the elimination sequence specifications were examined. Several algorithms based on the graph theory representations of sparse matrices were studied with mixed results. Significant improvement in the program performance was achieved, but sequencing by an experienced user still yields substantially better results. The initial results provide encouraging evidence that the potential benefits of such an automatic sequencer would be well worth the effort

    The Birth of Pictoriality in Computer Media

    Get PDF
    The aim of the paper is to follow some milestones of the story of computer media as far as the notion of pictoriality is concerned. I am going to describe in the most general way how it happens that two quite separate technologies as computer machine and pictorial representation met and since then became almost inseparable

    Leading Undergraduate Students to Big Data Generation

    Get PDF
    People are facing a flood of data today. Data are being collected at unprecedented scale in many areas, such as networking, image processing, virtualization, scientific computation, and algorithms. The huge data nowadays are called Big Data. Big data is an all encompassing term for any collection of data sets so large and complex that it becomes difficult to process them using traditional data processing applications. In this article, the authors present a unique way which uses network simulator and tools of image processing to train students abilities to learn, analyze, manipulate, and apply Big Data. Thus they develop students handson abilities on Big Data and their critical thinking abilities. The authors used novel image based rendering algorithm with user intervention to generate realistic 3D virtual world. The learning outcomes are significant

    Developing algebraic and didactical knowledge in pre-service primary teacher education

    Get PDF
    This study analyzes the contribution of a teaching experiment for the development of prospective primary teachers regarding knowledge of algebra and of algebra teaching as well as their professional identity. The case study of a prospective teachersuggests that an exploratory approach combining content and pedagogy supports this development, especially in the need to propose challenging tasks, to provide opportunity for students’ autonomous work and collective discussions and to be attentive to children’s representations and strategies in order to promote algebraic thinking

    Systems for the Nineties - Distributed Multimedia Systems

    Get PDF
    We live at the dawn of the information age. The capabilities of computers to store and look up information are only just beginning to be exploited. As little as ten years ago, practically all the information stored in computers was entered and retrieved in the form of text. Today, we are just starting to use other means of communicating information between people and machines -- computers can now scan images, they can record sound, they can produce synthesized speech, and they can show two- and three-dimensional images of spatial data. The realization that we are still at the beginning of the information age comes when we notice the vast difference between the way in which people interact with each other and the way in which people can interact with (or through) machines. When people communicate, they tend to use speech, gestures, touch, even smell; they draw pictures on the white board, they use text, pictures, photos, graphs, sometimes even video presentations. nterpersonal communication is truly multimedia communication in that it makes use of all our senses

    Distributed multimedia systems

    Get PDF
    Multimedia systems will allow professionals worldwide to collaborate more effectively and to travel substantially less. But for multimedia systems to be effective, a good systems infrastructure is essential. In particular, support is needed for global and consistent sharing of information, for long-distance, high-bandwidth multimedia interpersonal communication, greatly enhanced reliability and availability, and security. These systems will also need to be easily usable by lay computer users. \ud In this paper we explore the operating system support that these multimedia systems must have in order to do the job properly

    Controlled Electrokinetic Particle Manipulation using Paper-and-Pencil Microfluidics

    Full text link
    Dielectrophoresis is a very promising technique for particle manipulation on a chip. In this study, we demonstrate a controlled mannuvering of polystryrene particles on a simple paper-and-pencil based device by exploiting the underlying electrokinetics with primary contribution from dielectrophoretic (DEP) forces. On contrary to other reported DEP devices, the present configuration does not demand a shophitcated laboratory module for creating a non-uniform electric field, which is essential requirement in DEP settings. We demonstrate positive dielectrophoresis (pDEP) to trap 1 um size polystyrene particle for low-conductivity suspending medium, at an applied field strength of 100 V/cm. In addition, the switching of the trapping direction (positive to negative dielectrophoresis) can be simply achieved by manipulating the conductivity of the media. We further bring out an optimum range of pH for effective particle trapping. These results have significant implications towards designing cell-on-a-chip based point of care diagnostic devices for resource limited settings.Comment: 21 page

    Visual iconic object-oriented programming to advance computer science education and novice programming

    Get PDF
    Learning how to program a computer is difficult for most people. Computer programming is a cognitively challenging, time consuming, labor intensive, and frustrating endeavor. Years of formal study and training are required to learn a programming language\u27s world of algorithms and data structures. Instructions are coded in advance before the computer demonstrates the desired behavior. Seeing all the programming steps and instruction code is complicated. There exists a tremendous gap between the representations the human brain uses when thinking about a problem and the representations used in programming a computer. Often people are much better at dealing with specific, concrete objects than working with abstract ideas. Concrete and specific programming examples and demonstrations can be very useful. When cleverly chosen and properly used, programming examples and demonstrations help people understand the abstract concepts. Programming by example or demonstration attempts to extend these novel ideas to novice programming
    corecore