2,670 research outputs found
Visual PHP
Generally What You See Is What You Get (WYSIWYG) editor is very popular
among all programmers in the world. In this project the editor is built specifically for
PHP programming language. The project was inspired by the booming of PHP language
user and also the needs for the editor itself. From day to day the PHP programmers
regardless of novice or expert are looking for perfection in the editor which can give the
best features and help to them in writing the PHP application. Therefore this project was
initiated purposely to cater the needs for some segments of PHP programmer who likes
the PHP to be coded in Visual Programming environment. So the project has been
applying the Model-View-Controller (MVC) to achieve the objective in providing the
visual programming environment. Otherthan that, the project also includes somehelps
and tips to the programmer as well as the intelligent aspects to the system for example
Intelli SenseÂź. As a result, the project is able provide the user with fully featured PHP
visual editor
PLAYABILITY HEURISTIC EVALUATION SYSTEM FOR MOBILE GAMES
Playability is an element that measures the ease of use by which a game can be played.
To evaluate playability of a game, two methods are widely being used; Playtesting and
Heuristic Evaluation. Playability Heuristics are required to perform heuristic evaluation
on games
Design and implementation of a generalised computer aided learning system
This thesis surveys the development of computer aided learning and outlines the tools that are used for creating computer aided learning systems. A project to create and port over a computer aided learning system from a VAX 11/750 to a PDF model 11/44 based on the UNIX operating system is described. The computer aided learning system makes extensive use of existing software tools available on UNIX and is hence named CALUNIX for Computer Aided Learning on UNIX
A framework for SQL learning : linking learning taxonomy, cognitive model and cross cutting factors
Databases comprise the foundation of most software systems. System developers inevitably write code to query these databases. The de facto language for querying is SQL and this, consequently, is the default language taught by higher education institutions. There is evidence that learners find it hard to master SQL, harder than mastering other programming languages such as Java. Educators do not agree about explanations for this seeming anomaly. Further investigation may well reveal the reasons. In this paper, we report on our investigations into how novices learn SQL, the actual problems they experience when writing SQL, as well as the differences between expert and novice SQL query writers. We conclude by presenting a model of SQL learning that should inform the instructional material design process better to support the SQL learning process
Exploring the use of conversational agents to improve cyber situational awareness in the Internet of Things (IoT).
The Internet of Things (IoT) is an emerging paradigm, which aims to extend the power of the Internet beyond computers and smartphones to a vast and growing range of "things" - devices, processes and environments. The result is an interconnected world where humans and devices interact with each other, establishing a smart environment for the continuous exchange of information and services. Billions of everyday devices such as home appliances, surveillance cameras, wearables and doorbells, enriched with computational and networking capabilities, have already been connected to the Internet. However, as the IoT has grown, the demand for low-cost, easy-to-deploy devices has also increased, leading to the production of millions of insecure Internet-connected smart devices. Many of these devices can be easily exploited and leveraged to perform large-scale attacks on the Internet, such as the recently witnessed botnet attacks. Since these attacks often target consumer-level products, which commonly lack a screen or user interface, it can be difficult for users to identify signs of infection and be aware of devices that have been compromised. This thesis presents four studies which collectively explored how user awareness of threats in consumer IoT networks could be improved. Maintaining situational awareness of what is happening within a home network is challenging, not least because malicious activity often occurs in devices which are not easily monitored. This thesis evaluated the effectiveness of conversational agents to improve Cyber Situational Awareness. In doing so, it presented the first study to investigate their ability to help users improve their perception of smart device activity, comprehend this in the context of their home environment, and project this knowledge to determine if a threat had occurred or may occur in the future. The research demonstrated how a BLSTMRNN with word embedding could be used to extract semantic meaning from packets to perform deep packet inspection and detect IoT botnet activity. Specifically, how the models use of contextual information from both the past and future enabled better predictions to be made about the current state (packet) due to the sequential nature of the network traffic. In addition, a cross-sectional study examined users' awareness and perception of threats and found that, although users value security and privacy, they found it difficult to identify threats and infected devices. Finally, novel cross-sectional and longitudinal studies evaluated the use of conversational agents, and demonstrated them to be an effective and efficient method of improving Cyber Situational Awareness. In particular, this was shown to be true when using a multi-modal approach and combining aural, verbal and visual modalities
Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3
The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test
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Multiple Viewpoints for Tutoring Systems.
This thesis investigates the issue of how a tutoring system, intelligent or otherwise, may be designed to utilise multiple viewpoints on the domain being tutored, and what benefits may accrue from this. The issue was relevant to earlier systems, such as WHY (Stevens et al. 1979) and STEAMER (Hollan et al. 1984).
The relevant literature is reviewed, and criteria which must be met by our implementation of viewpoints are established. Viewpoints are conceptualised as pre-defined structures which can be represented in a tutoring system with the potential to increase its effectiveness and adaptability. A formalism is proposed where inferences are drawn from a model by a range of operators. The application of this combination to problems and goals is to be described heuristically. This formulation is then related to the educational philosophy of Cognitive Apprenticeship. The formalism is tested and refined in a protocol analysis study which leads to the definition of three classes of operators.
The viewpoint structure is used to produce a detailed formulation of the domain of Prolog debugging for novices, with the goal that students should learn how different bugs may be localised using different viewpoints. Three models of execution are defined, based on those described by Bundy et al. (1985). These are mapped onto a restricted catalogue of bugs by specifying a number of conventions which produce a simplified and consistent domain suited to the needs of novices.
VIPER, a tutoring system which can itself accomplish and explain the relevant domain tasks, is described. VIPER is based on a meta-interpreter which produces detailed execution histories which are then analysed. An evaluation of VIPER is reported, with generally favourable results.
VIPER is discussed in relation to the research goals, the usefulness of Cognitive Apprenticeship in supporting such a design, and possible future work. This discussion exemplifies the use of established student modeling techniques, the implementation of other viewpoints on Prolog, and the application of the design strategy to other domains. Claims are made in relation to the formulation of viewpoints, the architecture of VIPER, and the relevance of Cognitive Apprenticeship to the use of multiple viewpoints
Visual PHP
Generally What You See Is What You Get (WYSIWYG) editor is very popular
among all programmers in the world. In this project the editor is built specifically for
PHP programming language. The project was inspired by the booming of PHP language
user and also the needs for the editor itself. From day to day the PHP programmers
regardless of novice or expert are looking for perfection in the editor which can give the
best features and help to them in writing the PHP application. Therefore this project was
initiated purposely to cater the needs for some segments of PHP programmer who likes
the PHP to be coded in Visual Programming environment. So the project has been
applying the Model-View-Controller (MVC) to achieve the objective in providing the
visual programming environment. Otherthan that, the project also includes somehelps
and tips to the programmer as well as the intelligent aspects to the system for example
Intelli SenseÂź. As a result, the project is able provide the user with fully featured PHP
visual editor
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