5,408 research outputs found

    An Animation Framework for Improving the Comprehension of TinyOS Programs

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    To meet the increasing demand for monitoring of the physical world, there has been an increase in the development of wireless sensor network applications. The TinyOS platform has emerged as a de facto standard for developing these applications. The platform offers a number of advantages, with its support for concurrency, power-efficient operation, and resource-constrained hardware chief among them. However, the benefits come at a price. Even without the TinyOS platform, the inherent parallel and distributed nature of these applications makes it difficult for developers to reason about program behavior. Further, the TinyOS programming model adopts asynchronous, split-phase execution semantics. Developers must explicitly manage program control state across event-handlers, components, and devices. This makes the design, debugging, and comprehension of these programs even more difficult. In this work, we describe an animation framework for TinyOS programs, designed to enhance the comprehension of their runtime behavior. The framework enables application developers to specify, in the form of an XML configuration file, the runtime elements to be captured within a given system and the manner in which those elements should be displayed. The resulting visualization presents an animated play-back sequence of the events that occurred during execution. The framework also provides a visual representation that connects causally-related events in a distributed network. We describe the design and implementation of the animation framework and present an analysis of the runtime overhead it introduces

    Proceedings of the Second Program Visualization Workshop, 2002

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    The Program Visualization Workshops aim to bring together researchers who design and construct program visualizations and, above all, educators who use and evaluate visualizations in their teaching. The first workshop took place in July 2000 at Porvoo, Finland. The second workshop was held in cooperation with ACM SIGCSE and took place at HornstrupCentret, Denmark in June 2002, immediately following the ITiCSE 2002 Conference in Aarhus, Denmark

    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development

    Bibliometric Perspectives on Medical Innovation using the Medical Subject Headings (MeSH) of PubMed

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    Multiple perspectives on the nonlinear processes of medical innovations can be distinguished and combined using the Medical Subject Headings (MeSH) of the Medline database. Focusing on three main branches-"diseases," "drugs and chemicals," and "techniques and equipment"-we use base maps and overlay techniques to investigate the translations and interactions and thus to gain a bibliometric perspective on the dynamics of medical innovations. To this end, we first analyze the Medline database, the MeSH index tree, and the various options for a static mapping from different perspectives and at different levels of aggregation. Following a specific innovation (RNA interference) over time, the notion of a trajectory which leaves a signature in the database is elaborated. Can the detailed index terms describing the dynamics of research be used to predict the diffusion dynamics of research results? Possibilities are specified for further integration between the Medline database, on the one hand, and the Science Citation Index and Scopus (containing citation information), on the other.Comment: forthcoming in the Journal of the American Society for Information Science and Technolog

    Visualization and Animation of a Missile/Target Encounter

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    Existing missile/target encounter modeling and simulation systems focus on improving probability of kill models. Little research has been done to visualize these encounters. These systems can be made more useful to the engineers by incorporating current computer graphics technology for visualizing and animating the encounter. Our research has been to develop a graphical simulation package for visualizing both endgame and full fly-out encounters. Endgame visualization includes showing the interaction of a missile, its fuze cone proximity sensors, and its target during the final fraction of a second of the missile/target encounter. Additionally, this system displays dynamic effects such as the warhead fragmentation pattern and the specific skewing of the fragment scattering due to missile yaw at the point of detonation. Fly-out visualization, on the other hand, involves full animation of a missile from launch to target. Animating the results of VisSim fly-out simulations provides the engineer a more efficient means of analyzing his data. This research also involves investigating fly-out animation via the World Wide Web

    Animating the development of Social Networks over time using a dynamic extension of multidimensional scaling

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    The animation of network visualizations poses technical and theoretical challenges. Rather stable patterns are required before the mental map enables a user to make inferences over time. In order to enhance stability, we developed an extension of stress-minimization with developments over time. This dynamic layouter is no longer based on linear interpolation between independent static visualizations, but change over time is used as a parameter in the optimization. Because of our focus on structural change versus stability the attention is shifted from the relational graph to the latent eigenvectors of matrices. The approach is illustrated with animations for the journal citation environments of Social Networks, the (co-)author networks in the carrying community of this journal, and the topical development using relations among its title words. Our results are also compared with animations based on PajekToSVGAnim and SoNIA

    An Empirical Evaluation of Visual Metaphors in the Animation of Roles of Variables

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    Promoting Programming Learning. Engagement, Automatic Assessment with Immediate Feedback in Visualizations

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    The skill of programming is a key asset for every computer science student. Many studies have shown that this is a hard skill to learn and the outcomes of programming courses have often been substandard. Thus, a range of methods and tools have been developed to assist students’ learning processes. One of the biggest fields in computer science education is the use of visualizations as a learning aid and many visualization based tools have been developed to aid the learning process during last few decades. Studies conducted in this thesis focus on two different visualizationbased tools TRAKLA2 and ViLLE. This thesis includes results from multiple empirical studies about what kind of effects the introduction and usage of these tools have on students’ opinions and performance, and what kind of implications there are from a teacher’s point of view. The results from studies in this thesis show that students preferred to do web-based exercises, and felt that those exercises contributed to their learning. The usage of the tool motivated students to work harder during their course, which was shown in overall course performance and drop-out statistics. We have also shown that visualization-based tools can be used to enhance the learning process, and one of the key factors is the higher and active level of engagement (see. Engagement Taxonomy by Naps et al., 2002). The automatic grading accompanied with immediate feedback helps students to overcome obstacles during the learning process, and to grasp the key element in the learning task. These kinds of tools can help us to cope with the fact that many programming courses are overcrowded with limited teaching resources. These tools allows us to tackle this problem by utilizing automatic assessment in exercises that are most suitable to be done in the web (like tracing and simulation) since its supports students’ independent learning regardless of time and place. In summary, we can use our course’s resources more efficiently to increase the quality of the learning experience of the students and the teaching experience of the teacher, and even increase performance of the students. There are also methodological results from this thesis which contribute to developing insight into the conduct of empirical evaluations of new tools or techniques. When we evaluate a new tool, especially one accompanied with visualization, we need to give a proper introduction to it and to the graphical notation used by tool. The standard procedure should also include capturing the screen with audio to confirm that the participants of the experiment are doing what they are supposed to do. By taken such measures in the study of the learning impact of visualization support for learning, we can avoid drawing false conclusion from our experiments. As computer science educators, we face two important challenges. Firstly, we need to start to deliver the message in our own institution and all over the world about the new – scientifically proven – innovations in teaching like TRAKLA2 and ViLLE. Secondly, we have the relevant experience of conducting teaching related experiment, and thus we can support our colleagues to learn essential know-how of the research based improvement of their teaching. This change can transform academic teaching into publications and by utilizing this approach we can significantly increase the adoption of the new tools and techniques, and overall increase the knowledge of best-practices. In future, we need to combine our forces and tackle these universal and common problems together by creating multi-national and multiinstitutional research projects. We need to create a community and a platform in which we can share these best practices and at the same time conduct multi-national research projects easily.Siirretty Doriast

    Sensor Data Visualization in Virtual Globe

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    Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.With the recent developments related with sensors in matters of standardization and accessibility, valuable data covering different geographical subjects have become widely available. The applications that can leverage sensor data are still under development and there is much to do in this subject in the scientific community. Data visualization tools are one of the immediately relevant needs related with sensor data. Such tools would help to increase the understanding and exploration of the data from which many other fields can get benefits. Virtual Globes are becoming increasingly popular in the society. The existence of several implementations and millions of users (scientific and no scientific) around the world are a proof of their increasing usability as a tool for representing and sharing geographical content. In this document we present a generic tool for visualizing sensor data retrieved from SOS servers over the NASA World Wind virtual globe. For this, we started by creating a classification of sensor data that helps in defining possible visualizations for the different types of sensor data. Using this classification as a basis, we have implemented a set of visualization types to ease sensor data exploration. We also included analysis capabilities by integrating the SEXTANTE library in the visualization tool. The results of the analysis can be included in the virtual globe as part of the visualizations

    Learning Theories in Instructional Multimedia for English Learning

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    Learning theory is the concept of human learning. This concept is one of the important components in instructional for learning, especially English learning. English subject becomes one of important subjects for students but learning English needs specific strategy since it is not our vernacular. Considering human learning process in English learning is expected to increase students' motivation to understand English better. Nowadays, the application of learning theories in English learning has appeared in several learning methods and media. One of popular media today is instructional multimedia by using computer. There are many educators who design English material in certain computer software or games. It is still possible to apply learning theories in instructional multimedia program since multimedia provides complete learning by using text, picture, sound, video and animation. Multimedia program can adapt students' differences in learning. It is a good potential of collaborating learning process and technology to learn English better. The program will help students to master the whole English language competence (listening, speaking, reading and writing). This paper will discuss the types of learning theory that can be used in instructional multimedia to learn English. This paper also provides several examples of instructional multimedia product that contain learning theories application
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