829,794 research outputs found

    Do Robots Dream of Virtual Sheep: Rediscovering the "Karel the Robot" Paradigm for the "Plug&Play Generation"

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    We introduce ”C-Sheep”, 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 ”The Meadow”, where the user writes programs to control the behaviour of a sheep using our ”CSheep” programming language. This combination of the ”Karel the Robot” 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)

    Investigation of upwind, multigrid, multiblock numerical schemes for three dimensional flows. Volume 1: Runge-Kutta methods for a thin layer Navier-Stokes solver

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    A state-of-the-art computer code has been developed that incorporates a modified Runge-Kutta time integration scheme, upwind numerical techniques, multigrid acceleration, and multi-block capabilities (RUMM). A three-dimensional thin-layer formulation of the Navier-Stokes equations is employed. For turbulent flow cases, the Baldwin-Lomax algebraic turbulence model is used. Two different upwind techniques are available: van Leer's flux-vector splitting and Roe's flux-difference splitting. Full approximation multi-grid plus implicit residual and corrector smoothing were implemented to enhance the rate of convergence. Multi-block capabilities were developed to provide geometric flexibility. This feature allows the developed computer code to accommodate any grid topology or grid configuration with multiple topologies. The results shown in this dissertation were chosen to validate the computer code and display its geometric flexibility, which is provided by the multi-block structure

    Context-Aware Embeddings for Automatic Art Analysis

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    Automatic art analysis aims to classify and retrieve artistic representations from a collection of images by using computer vision and machine learning techniques. In this work, we propose to enhance visual representations from neural networks with contextual artistic information. Whereas visual representations are able to capture information about the content and the style of an artwork, our proposed context-aware embeddings additionally encode relationships between different artistic attributes, such as author, school, or historical period. We design two different approaches for using context in automatic art analysis. In the first one, contextual data is obtained through a multi-task learning model, in which several attributes are trained together to find visual relationships between elements. In the second approach, context is obtained through an art-specific knowledge graph, which encodes relationships between artistic attributes. An exhaustive evaluation of both of our models in several art analysis problems, such as author identification, type classification, or cross-modal retrieval, show that performance is improved by up to 7.3% in art classification and 37.24% in retrieval when context-aware embeddings are used

    Computer-generated animation for analysis and design

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    The development of computer-generated animation techniques was reviewed and some examples of the current state of the art were described. A number of ways in which computer-generated animation can be used were examined in relation to the suitability for the engineering task at hand. The examples described are primarily concerned with attempting to combine two different types of simulation: that of superposition of an engineering design on the surrounding real world, and an evaluation of this simulation both from an engineering design and an aesthetic point of view
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