11,970 research outputs found
User friendly knowledge acquisition system for medical devices actuation
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Engenharia BiomÃĐdicaInternet provides a new environment to develop a variety of applications. Hence,
large amounts of data, increasing every day, are stored and transferred through the internet.
These data are normally weakly structured making information disperse, uncorrelated,
non-transparent and difficult to access and share. Semantic Web, proposed by
theWorldWideWeb Consortium (W3C), addresses this problem by promoting semantic
structured data, like ontologies, enabling machines to perform more work involved in
finding, combining, and acting upon information on theWeb.
Pursuing this vision, a Knowledge Acquisition System (KAS) was created, written
in JavaScript using JavaScript Object Notation (JSON) as the data structure and JSON
Schema to define that structure. It grants new ways to acquire and store knowledge
semantically structured and human readable. Plus, structuring data with a Schema generates
a software robust and error â free.
A novel Human Computer Interaction (HCI) framework was constructed employing
this KAS, allowing the end user to configure and control medical devices. To demonstrate
the potential of this tool, we present the configuration and control of an electrostimulator.
Nowadays, most of the software for Electrostimulation is made with specific purposes,
and in some cases they have complicated user interfaces and large, bulky designs
that deter usability and acceptability. The HCI concedes the opportunity to configure
and control an electrostimulator that surpasses the specific use of several electrostimulator
software. In the configuration the user is able to compile different types of electrical
impulses (modes) in a temporal session, automating the control, making it simple and
user-friendly
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Development of Computational Thinking of TenthâGrade Students Using Basic Bioinformatics Practices
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Natthasit Norasit, Pongprapan Pongsophon, Wanwipa Vongsangnak and Santichai Anuworrachai
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āļāļģāļŠāļģāļāļąāļ:Â āļāļĩāļ§āļŠāļēāļĢāļŠāļāđāļāļĻ Â āļāļēāļĢāļāļīāļāđāļāļīāļāļāļģāļāļ§āļ Â āļ§āļīāļāļĒāļēāļāļēāļĢāļāļģāļāļ§āļ
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Abstract
One impact of computing in scientific fields and thinking processes lies in the processing of voluminous scientific data. Students therefore need to prepare themselves to confront the upcoming digital era and handle cuttingâedge technology using computational thinking (CT); however, this is still absent from typical science classrooms. Hence, the purposes of this study were to 1) assess studentsâ CT before and after learning basic bioinformatics practices and 2) study what are good practices to incorporate bioinformatics practices to enhance studentsâ CT. Researchers designed four learning plans using inquiryâbased learning and basic bioinformatics practices, having two parts: unplugged and pluggedâin sessions. Data were collected using CT tests and analyzed using descriptive statistics and a paired tâtest. The participants comprised 32 tenthâgrade students in a scienceâtechnology emphasis program at a demon-stration school in Bangkok, Thailand. The results showed CT pretest and posttest mean were significantly different by 17.78 (SD = 4.11) and 21.65 (SD = 2.18), respectively (t31, .05 = 7.08, p < .05). Additionally, the development of CT was evident in the improvement of all four CT components as well, and good practices to incorporate bioinformatics practices is to use realâlife bioinformatics challenges explicitly and related to the standard science curriculum to maintain engagement in and persistence of CT usage.
Keywords: Bioinformatics, Computational thinking, Computing scienc
Synapse: automatic behaviour inference and implementation comparison for Erlang
In the open environment of the world wide web, it is natural that there will be multiple providers of services, and that these service provisions â both specifications and implementations â will evolve. This multiplicity gives the user of these services a set of questions about how to choose between different providers, as well as how these choices work in an evolving environment.
The challenge, therefore, is to concisely represent to the user the behaviour of a particular implementation, and the differences between this implementation and alternative versions. Inferred models of software behaviour â and automatically derived and graphically presented comparisons between them â serve to support effective decision making in situations where there are competing implementations of requirements.
In this paper we use state machine models as the abstract representation of the behaviour of an implementation, and using these we build a tool by which one can visualise in an intuitive manner both the initial implementation and the differences between alternative versions. In this paper we describe our tool Synapse which implements this functionality by means of our grammar inference tool StateChum and a model-differencing algorithm. We describe the main functionality of Synapse, and demonstrate its usage by comparing different implementations of an example program from the existing literature
A knowledge-based framework to facilitate E-training implementation
DissertaçÃĢo para obtençÃĢo do Grau de Mestre em
Engenharia EletrotÃĐcnica e de ComputadoresNowadays, there is an evident increase of the custom-made products or solutions demands
with the objective to better fits to customer needs and profiles. Aligned with this, research in e-learning domain is focused in developing systems able to dynamically readjust their contents to respond to learnersâ profiles demands. On the other hand, there is also an increase of e-learning developers which even not being from pedagogical curricula, as research engineers, needs to prepare e-learning
programmes about their prototypes or products developed. This thesis presents a knowledge-based framework with the purpose to support the creation of e-learning materials, which would be easily adapted for an effective generation of custom-made e-learning courses or programmes. It embraces
solutions for knowledge management, namely extraction from text & formalization and methodologies for collaborative e-learning courses development, where main objective is to enable multiple organizations to actively participate on its production. This also pursues the challenge of promoting the development of competencies, which would result from an efficient knowledge-transfer from research to industry
Techniques and algorithms for immersive and interactive visualization of large datasets
Advances in computing power have made it possible for scientists to perform atomistic simulations of material systems that range in size, from a few hundred thousand atoms to one billion atoms. An immersive and interactive walkthrough of such datasets is an ideal method for exploring and understanding the complex material processes in these simulations. However rendering such large datasets at interactive frame rates is a major challenge. A scalable visualization platform is developed that is scalable and allows interactive exploration in an immersive, virtual environment. The system uses an octree based data management system that forms the core of the application. This reduces the amount of data sent to the pipeline without a per-atom analysis. Secondary algorithms and techniques such as modified occlusion culling, multiresolution rendering and distributed computing are employed to further speed up the rendering process. The resulting system is highly scalable and is capable of visualizing large molecular systems at interactive frame rates on dual processor SGI Onyx2 with an InfinteReality2 graphics pipeline
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