288,093 research outputs found

    Improving Transportation Construction Project Performance: Development of a Model to Support the Decision-Making Process for Incentive/Disincentive Construction Projects, MTI Report 09-07

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    This research presents a project time and cost performance simulation model to assist project planners and managers by providing a complete picture during the Incentive/Disincentive (I/D) contracting decision-making process of possible performance outcomes with probabilities based on historical data. This study was performed by collecting transportation construction project data. The collected project data from the Florida Department of Transportation were evaluated using time and cost performance indices and then statistical data analysis was performed to identify important factors that influence construction project time performance. Using Monte Carlo simulation procedures, this study demonstrated a methodology for developing an I/D project time and cost performance prediction model. User-friendly visual interfaces were developed to perform the simulation and report results using Visual Basic Application programming. The developed model was validated using additional cases of transportation construction projects. Based on statistical analysis, this research found that several project factors influence I/D contracting performance. The important factors that had significant impacts on project performance were the effects of contract type, project type, district, project size, project length, maximum incentive amount, and daily I/D amount. In conclusion, the developed model applied to I/D contracting projects will be a useful tool to assist the project planners and managers during the decision-making process and will promote the efficient use of I/D contracting, which will benefit the traveling public by saving their travel time from construction delays. With additional project data, the developed model can be updated easily and the more data used for the model, the better the accuracy of prediction that can be expected

    A Thousand Words: Advanced Visualization for the Humanities

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    Picture This: Advanced Visualization for the Humanities is a Level II proposal to develop software tools that will open up the potential of high-resolution displays to researchers from the humanities. These tools will provide humanities users simplified access to advanced visualization resources, using the popular open-source programming environment, Processing. The short-term results of this start up project will be the development of open-source software that enables Processing to work with high-resolution tiled displays

    Blackbox: A Large Scale Repository of Novice Programmers’ Activity

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    Automatically observing and recording the programming be- haviour of novices is an established computing education research technique. However, prior studies have been con- ducted at a single institution on a small or medium scale, without the possibility of data re-use. Now, the widespread availability of always-on Internet access allows for data col- lection at a much larger, global scale. In this paper we re- port on the Blackbox project, begun in June 2013. Black- box is a perpetual data collection project that collects data from worldwide users of the BlueJ IDE – a programming environment designed for novice programmers. Over one hundred thousand users have already opted-in to Blackbox. The collected data is anonymous and is available to other researchers for use in their own studies, thus benefitting the larger research community. In this paper, we describe the data available via Blackbox, show some examples of analyses that can be performed using the collected data, and discuss some of the analysis challenges that lie ahead

    Mobile Glaucoma Detection Application

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    Glaucoma is a debilitating optical degeneration disease that can lead to vision loss and eventually blindness. Given its asymptomatic nature, most people with Glaucoma aren’t even aware that they have the disease. As a result, the disease is often left untreated until it is too late. Detecting the presence of Glaucoma is one of the most important steps in treating Glaucoma, but is unfortunately also the most difficult to enforce. The Mobile Glaucoma Detection application aims to reduce the growing number of individuals who are unaware that they have Glaucoma by providing a simple detection mechanism to notify users if they are at risk. The system does this by enabling its users to independently conduct Tonometry exams through the application. Tonometry examinations allow doctors to determine if the intra-ocular pressure levels in a person’s eyes put them at risk for Glaucoma. The M.G.D.A(Mobile Glaucoma Detection Application) allows users to determine their intra-ocular pressure levels from the comfort of their own home via a special contact lens paired with a smartphone application. The system also offers users the opportunity to monitor, regulate, and track their use and progress through the system

    Face-to-face and online collaboration: appreciating rules and adding complexity

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    This paper reports how 6-8 year-old children build, play and share video-games in an animated programming environment. Children program their games using rules as creative tools in the construction process. While working both face-to-face and remotely on their games, we describe how they can collaboratively come to explain phenomena arising from programmed or 'system' rules. Focusing on one illustrative case study of two children, we propose two conjectures. First, we claim that in face-to-face collaboration, the children centre their attention on narrative, and address the problem of translating the narrative into system rules which can be =programmed‘ into the computer. This allowed the children to debug any conflicts between system rules in order to maintain the flow of the game narrative. A second conjecture is that over the Internet children were encouraged to add complexity and innovative elements to their games, not by the addition of socially-constructed or 'player' rules but rather through additional system rules which elaborate the mini-formalism in which they engaged. This shift of attention to system rules occurred at the same time, and perhaps as a result of, a loosening of the game narrative that was a consequence of the remoteness of the interaction

    Supporting Parent Engagement: Lessons from Settlement House Programs

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    This report is intended to give readers a picture of some of the challenges and best practices involved when settlement houses and other similar agencies undertake parent engagement programming. The report draws on the experiences of six UNH member agencies, all based in New York City, that have received grants from the MetLife Foundation to support parent engagement work

    A Browser-based IDE for the MUzECS Platform

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    We report on a scalable, portable, and secure visual development environment for programming embedded Arduino platforms with Chromebooks in a successful secondary school computer science curriculum. Our web-based environment is part of the larger MUzECS project, an inexpensive replacement module for the Exploring Computer Science (ECS) course being widely deployed in United States high schools. Students use MUzECS to gain a deeper understanding of computing, through a set of blocks which provide appropriate abstractions for working with low-level hardware. MUzECS improves upon the existing curriculum module by reducing the hardware cost by an order of magnitude, while still preserving the key ECS pillars of computer science content, student inquiry and classroom equity. Programming with visual blocks provides a more attractive tool for introductory courses than traditional approaches, and yet enables high-impact exploration activities such as building a series of embedded musical instruments. The current work combines and modifies several existing tools to eliminate technical barriers on low-cost platforms like Chromebooks, such as the reliance on special block-based toolchains, remote compilation servers, or multi-stage transfers for student code

    XP customer practices: A grounded theory

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    The Customer is a critical role in XP, but almost all XP practices are presented for developers by developers. While XP calls for Real Customer Involvement, it does not explain what XP Customers should do, nor how they should do it. Using Grounded Theory, we discovered eight customer practices used by successful XP teams: Customer Boot Camp, Customer’s Apprentice, Customer Pairing, and Programmer’s Holiday support the well-being and effectiveness of customers; Programmer On-site and Road shows support team and organization interactions; and Big Picture Up Front and Re-calibration support Customers steering the whole project. By adopting these processes, XP Customers and teams can work faster and more sustainably
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