8,095 research outputs found
Do Robots Dream of Virtual Sheep: Rediscovering the "Karel the Robot" Paradigm for the "Plug&Play Generation"
We introduce âC-Sheepâ, an educational system designed to teach students the fundamentals of computer programming in a novel and exciting way. Recent studies suggest that computer science education is fast approaching a crisis - application numbers for degree courses in the area of computer programming are down, and potential candidates are put off the subject which they do not fully understand.
We address this problem with our system by providing the visually rich virtual environment of âThe Meadowâ, where the user writes programs to control the behaviour of a sheep using our âCSheepâ programming language. This combination of the âKarel the Robotâ paradigm with modern 3D computer graphics techniques, more commonly found in computer games, aims to help students to realise that computer programming can be an enjoyable and rewarding experience and intends to help educators with the teaching of computer science fundamentals. Our mini-language-like system for computer science education uses a state of the art rendering engine
offering features more commonly found in entertainment systems.
The scope of the mini-language is designed to fit in with the curriculum for the first term of an introductory computer program ming course (using the C programming language)
Pervasive Parallel And Distributed Computing In A Liberal Arts College Curriculum
We present a model for incorporating parallel and distributed computing (PDC) throughout an undergraduate CS curriculum. Our curriculum is designed to introduce students early to parallel and distributed computing topics and to expose students to these topics repeatedly in the context of a wide variety of CS courses. The key to our approach is the development of a required intermediate-level course that serves as a introduction to computer systems and parallel computing. It serves as a requirement for every CS major and minor and is a prerequisite to upper-level courses that expand on parallel and distributed computing topics in different contexts. With the addition of this new course, we are able to easily make room in upper-level courses to add and expand parallel and distributed computing topics. The goal of our curricular design is to ensure that every graduating CS major has exposure to parallel and distributed computing, with both a breadth and depth of coverage. Our curriculum is particularly designed for the constraints of a small liberal arts college, however, much of its ideas and its design are applicable to any undergraduate CS curriculum
Application of quality function deployment in redesigning website: A case study on TV3
Internet technology has been used by most of the organizations in the world today. One of the primary vehicles of information gathering and dissemination in todayâs world is organizational website. This research evaluates the performance of the present TV3 (a popular private television station in Malaysia) website. By means of an on-line survey and a few focus group discussions, it also identifies the website viewer requirements and their corresponding importance level. Subsequently, the technical requirements are identified that can fulfill the viewer requirements. A House of Quality (HOQ) is built to find the relationship between the viewer and technical requirements. The Quality Function Deployment (QFD) exercise provides the prioritized technical requirements, which is expected to guide the TV3 website development and maintenance team in its future website redesigning project. The findings of the research are also expected to provide some insight in other organizations in similar need.Quality Function Deployment; Website development; Erbsite quality evaluation; TV3;Malaysia
Computing Language and Thinking: Analysis, Design, and Assessment of Introductory Computer Science Workshops in the Liberal Arts Experience
This project seeks to assess and improve upon a new required introductory computer science workshop for first year students at Bard College. It addresses the design and implementation of the course itself, along with the improvements needed in order to continue the program. Many students are not offered computer science courses prior to college; this program has been designed to remedy that by requiring all students to learn key concepts in computer science as a part of their orientation. The program consists of a 90 minute lesson taught by professors with expertise in fields outside of computer science, in addition to student led two-hour âcoding studiosâ in Graphics, Robotics and Digital Literature.
Participants took a survey based on the Computing Attitudes Survey before and after the program. These surveys were paired using anonymous identification numbers unique to each participating student. This paired data was then analyzed and used to identify changing attitudes towards computer science concepts and themes. Using these results, a new and improved curriculum is designed to be implemented in following years
UkljuÄivanje 3D modeliranja tijela u kolegij inĆŸenjerske grafike
The increasing use of solid modelling has had considerable impact on
changes in the design process, which has resulted in a stronger relation
between design and engineering graphics. These attempts can be followed
shifting from modest changes, by inserting 2D and 3D CAD models into
introductory engineering graphics course to the approach of implementing
parametric, feature-based and constraint-based modelling, which have led
towards the development of 3D model centred engineering curriculum.
This paper presents some characteristic approaches chosen from numerous
contributions dealing with the introduction of new topics and technology
in engineering graphics education, as well as the example of 3D model-
centred engineering curriculum. A review of topics that are the most
common proposal for an introductory engineering graphics course are
extracted, regardless of different approaches that should accomplish the
link between 3D modelling, engineering design and applications.
A short description of engineering graphics courses and the topics covered
at the University of Rijeka, Faculty of Engineering, as a result of revision
that has emphasized 3D modelling and its role in the concurrent engineering
design process is also presented.Na promjene u procesu konstruiranja znatno je utjecala poveÄana upo-
raba modeliranja tijela, ĆĄto je rezultiralo snaĆŸnijim odnosom izmeÄu kon-
struiranja i inĆŸenjerske grafike. Mogu se pratiti nastojanja, od stidljivih
promjena ukljuÄivanjem 2D i 3D modela u uvodni kolegij inĆŸenjerske
grafike, do pristupa upotpunjavanja parametarskim modeliranjem na os-
novi znaÄajke i ograniÄenja, ĆĄto dovodi do razvitka inĆŸenjerskog nastavnog
programa s 3D modelom u srediĆĄtu.
Ovaj rad predstavlja neke karakteristiÄne pristupe izabrane iz brojnih
doprinosa koji obraÄuju uvoÄenje novih tema i tehnologija u obrazovanje
inĆŸenjerske grafike, kao i primjer inĆŸenjerskog nastavnog programa s 3D
modelom u srediĆĄtu. Izdvojen je pregled tema koje su najÄeĆĄÄi prijedlog
za uvodni kolegij inĆŸenjerske grafike, bez obzira na razliÄite pristupe koji
trebaju ostvariti vezu izmeÄu 3D modeliranja, inĆŸenjerskog konstruiranja
i aplikacija.
TakoÄer je predstavljen kratki opis kolegija inĆŸenjerske grafike i
obuhvaÄenih tema na TehniÄkom fakultetu u Rijeci, kao rezultat dorada
koje daju naglasak na 3D modeliranje i njegovu ulogu u procesu istodobnog
inĆŸenjerskog konstruiranja
Design Guidelines for Agent Based Model Visualization
In the field of agent-based modeling (ABM), visualizations play an important role in identifying, communicating and understanding important behavior of the modeled phenomenon. However, many modelers tend to create ineffective visualizations of Agent Based Models (ABM) due to lack of experience with visual design. This paper provides ABM visualization design guidelines in order to improve visual design with ABM toolkits. These guidelines will assist the modeler in creating clear and understandable ABM visualizations. We begin by introducing a non-hierarchical categorization of ABM visualizations. This categorization serves as a starting point in the creation of an ABM visualization. We go on to present well-known design techniques in the context of ABM visualization. These techniques are based on Gestalt psychology, semiology of graphics, and scientific visualization. They improve the visualization design by facilitating specific tasks, and providing a common language to critique visualizations through the use of visual variables. Subsequently, we discuss the application of these design techniques to simplify, emphasize and explain an ABM visualization. Finally, we illustrate these guidelines using a simple redesign of a NetLogo ABM visualization. These guidelines can be used to inform the development of design tools that assist users in the creation of ABM visualizations.Visualization, Design, Graphics, Guidelines, Communication, Agent-Based Modeling
- âŠ