2,722 research outputs found

    09461 Abstracts Collection -- Algorithms and Applications for Next Generation SAT Solvers

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    From 8th to 13th November 2009, the Dagstuhl Seminar 09461 "Algorithms and Applications for Next Generation SAT Solvers" was held in Schloss Dagstuhl--Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts, slides or full papers are provided, if available

    Design of VR app applied to cognitive training

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    L’objectiu principal d’aquest projecte és el disseny d’una aplicació de realitat virtual per millorar el tractament dels pacients amb deteriorament cognitiu lleu, així com estudiar els possibles avantatges que aquesta tecnologia pot proporcionar en aquest camp. Es va escollir la realitat virtual perquè permet augmentar la sensació d’immersió pel que fa a les tecnologies actuals. Actualment la realitat virtual s’està utilitzant amb aquest tipus de tractament i està aconseguint gran resultats amb els pacients. A més, mitjançant l’ús d’aquesta tècnica d’immersió visual, s’espera que ajudi a millorar la capacitat dels pacients davant nous problemes, com pot ser la iniciació a la realitat virtual, una qüestió fonamental que ajuda a la millora dels pacients que es troben en les primeres etapes de la malaltia. L’aplicació consisteix en un entorn de supermercat virtual on el pacient pot realitzar diverses proves. En aquesta hi haurà diferents nivells amb diverses complexitats, sempre després d’haver realitzat un tutorial previ. L’aplicació s’ha realitzat en dues fases diferents: primer es va crear el guió, amb col·laboració amb la unitat d’Alzheimer de l’Hospital Clínic. Els nivells de l’aplicació es van definir aquí. El següent va ser la realització de l’aplicació amb col·laboració amb la companyia Vysion 360. Per a la seva utilització per la unitat d’Alzheimer de l’Hospital Clínic, l’aplicació tenia que complir diferents criteris. En primer lloc, els nivells de dificultat tenen que ser suficients per realitzar un tractament a llarg termini. En segon lloc, per crear una bona experiència de immersió, l’entorn creat té que ser el més realista possible. Finalment, s’ha creat una base de dades local per guardar la informació de totes les sessions, utilitzat posteriorment en l’anàlisi de evolució dels pacients. Amb aquesta aplicació, s’espera que els resultats en els pacients amb deteriorament cognitiu lleu milloren respecte a les tècniques anteriors. Especialment gràcies a la gran experiència d’immersió aconseguida amb la realitat virtual, la qual ajuda a la concentració dels pacients durant el tractament

    Spartan Daily, September 13, 2000

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    Volume 115, Issue 9https://scholarworks.sjsu.edu/spartandaily/9577/thumbnail.jp

    Fast exact toffoli network synthesis of reversible logic

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    Abstract—The research in the field of reversible logic is motivated by its application in low-power design, optical computing and quantum computing. Hence synthesis of reversible logic has become a very important research area in the last years. In this paper exact algorithms for the synthesis of generalized Toffoli networks are considered. We present an improvement of an existing synthesis approach that is based on Boolean Satisfiability. Furthermore, the principle limits of the original and the improved approach are shown. Then, we propose a new method using problem specific knowledge during the synthesis process to overcome these limits. Experimental results demonstrate improvements of the overall synthesis time up to four orders of magnitude. I

    The system verification methodology for advanced TLM verification

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    The IEEE-1800 SystemVerilog [20] system description and verification language integrates dedicated verification fea-tures, like constraint random stimulus generation and func-tional coverage, which are the building blocks of the Univer-sal Verification Methodology (UVM) [3], the emerging stan-dard for electronic systems verification. In this article, we introduce our System Verification Methodology (SVM) as a SystemC library for advanced Transaction Level Modeling (TLM) testbench implementation. As such, we first present SystemC libraries for the support of verification features like functional coverage and constrained random stimulus gen-eration. Thereafter, we introduce the SVM with advanced TLM support based on SystemC and compare it to UVM and related approaches. Finally, we demonstrate the appli-cation of our SVM by means of a testbench for a two wheel self-balancing electric vehicle

    Engaging the 'Xbox generation of learners' in Higher Education

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    The research project identifies examples of technology used to empower learning of Secondary school pupils that could be used to inform students’ engagement in learning with technology in the Higher Education sector. Research was carried out in five partnership Secondary schools and one associate Secondary school to investigate how pupils learn with technology in lessons and to identify the pedagogy underpinning such learning. Data was collected through individual interviews with pupils, group interviews with members of the schools’ councils, lesson observations, interviews with teachers, pupil surveys, teacher surveys, and a case study of a learning event. In addition, data was collected on students’ learning with technology at the university through group interviews with students and student surveys in the School of Education and Professional Development, and through surveys completed by students across various university departments. University tutors, researchers, academic staff, learning technology advisers, and cross sector partners from the local authority participated in focus group interviews on the challenges facing Higher Education in engaging new generations of students, who have grown up in the digital age, in successful scholarly learning

    Five Factors Relating to Students\u27 Academic Advising Experience at a Small, Private, Liberal Arts University

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    Academic advising is an important part of the college experience but has innate challenges. Much research has been done to try to improve the quality of students’ academic advising experiences, but limited research has focused on student factors that contribute to their experiences. This project sought to discover if certain factors impacted students’ academic advising experiences for better or worse at one institution. The research question guiding the study was “Is there a relationship between students’ academic preparedness, school, gender, class, and ethnicity with their academic advising experiences at a small, private, liberal arts university?” The 2012 NSSE 2.0 Pilot Study, Academic Advising Module served as the dependent variable and Independent Samples T-tests and Analyses of Variances were calculated for the five aforementioned factors. Statistical results indicated that four factors did not strongly correlate to students’ academic advising experiences, positively or negatively. However, students’ ethnicity (White vs. Non-White) did produce a strong statistical correlation between the means (p = .002). A main reason for this may be the number of international students who were part of the sample and the multiple ways in which they were supported at the institution in the study. While contributing to academic advising literature, the study also draws attention to the high value of multiple touch-points on students’ academic advising experiences. The more faculty and staff take time to invest in students’ academic success, the greater those students’ estimation and satisfaction with their advising

    Examining the Potential of Design Thinking for Marketing Students in the Context of Workplace Learning and Performance Challenges

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    Design thinking, which initially emerged in the 1980s, has notably been recently receiving increased attention, particularly in business communities, as a process that enables rapid, innovative, and user-centric problem solving (Lockwood, 2010). As the forthcoming generations of marketing graduates enter this ‘Consumer Age’, they will be forced to think innovatively and empathetically in order to adjust to constant and rapid changes in our environment (Hanttu, 2013). Design thinking equips modern marketers with the opportunity to become consumercentric and effectively generate innovative solutions on a constant basis to complex challenges that exists (Mohr, 2015). While the concept is gaining increasing hold amongst practitioners, surprisingly little academic attention has been devoted to applications of Design Thinking specifically in Marketing education settings, though the methodology’s strong emphasis on obtaining a deep understanding of the user would seem to connect with the principles of marketing (Glen et al., 2014). Notably, research has mainly been focused on business environments, leaving a gap where empirical research of Design Thinking specific to the Marketing student is needed. Thus the research question that I address in this study looks to determine: “What potential can Design Thinking offer Marketing students in meeting workplace learning and performance challenges? The research design is itself based on the principles of design thinking thus applies the iterative, cyclical and human-centred nature of the process, predominantly relying on frequent engagement and interactions with the marketing student to aid in addressing the research question. This thesis contributes to the area of Marketing education by offering insight into the Marketing students’ unarticulated issues and needs in relation to the Marketing curriculum, and in addition explores the most sought after requirements by today’s Marketing industry employees. This study also offers recommendations for the development of a collaborative and engaging toolkit that can support a Marketing students’ creative and solution-orientated thinking

    Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum

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    The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final product of the thesis project. By exploring tabletop role-playing as a form of emergent interactive storytelling, a connection has been created between traditional storytelling and popular culture with the hope of reaching out to new audiences and introducing a stronger interactive element into storytelling in secondary education
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