27,521 research outputs found

    Designing graphical interface programming languages for the end user

    Get PDF
    This thesis sets out to answer three simple questions: What tools are available for novice programmers to program GUIs? Are those tools fulfilling their role? Can anything be done to make better tools? Despite being simple questions, the answers are not so easily constructed. In answering the first question, it was necessary to examine the range of tools available and decide upon criteria which could be used to identify tools aimed specifically at the novice programmer (there being no currently agreed criteria for their identification). Having identified these tools, it was then necessary to construct a framework within which they could be sensibly compared. The answering of the second question required an investigation of what were the successful features of current tools and which features were less successful. Success or failure of given features was determined by research in both programming language design and studies of programmer satisfaction. Having discovered what should be retained and discarded from current systems, the answering of the third question required the construction of new systems through blending elements from visual languages, program editors and fourth generation languages. These final prototypes illustrate a new way of thinking about and constructing the next generation of GUI programming languages for the novice

    Animating the evolution of software

    Get PDF
    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

    Reviews

    Get PDF
    Brian Clegg, Mining The Internet — Information Gathering and Research on the Net, Kogan Page: London, 1999. ISBN: 0–7494–3025–7. Paperback, 147 pages, £9.99

    CGAMES'2009

    Get PDF

    Designing evaluation plans for mHealth interventions : a case study on The Weal Life app

    Get PDF
    As an applied research project, the purpose of this dissertation is to develop a suitable framework for health-tech companies to evaluate and monitor their mobile-based health technologies’ efficacy and usability, whilst defining features and maximizing performance. Indeed, since no officially recognized standards exist for mobile health (mHealth) apps evaluation, despite the fact they can produce health or behavioral benefits, this crucial assessment is often overlooked by companies and poorly integrated into planning. This research illustrates four mHealth evaluation frameworks and describes the assessment plan that has been developed for The Weal Life app, a socially connected app targeted to caregivers and circle of support. Ultimately, and this is our main finding, we identified two necessary conditions for health-tech companies to maximize their mHealth apps evaluation and performance. The first is to embrace a strategic approach that aligns both the mobile health intervention and app development goals, and the second is to assess the impact of these technologies. Indeed, we show that impact measurement process plays the role of “information systems” allowing companies not only to quantify the impact of their products, but also to monitor and improve their performance constantly. The detail of The Weal Life assessment plan will ensure the findings add to evidence and have broad relevance to healthcare professionals and researchers in general.Enquanto projeto de pesquisa, o objetivo desta dissertação Ă© desenvolver diretrizes adequadas para as empresas de tecnologias da saĂșde avaliarem e monitorizarem a eficĂĄcia e usabilidade das suas tecnologias mĂłveis, paralelamente definindo especificidades e aumentando o desempenho. Com efeito, uma vez que nĂŁo existem linhas de orientação reconhecidas no que toca Ă  avaliação de aplicaçÔes mHealth, apesar das mesmas poderem ser benĂ©ficas para a saĂșde e comportamento, este estudo crucial Ă© amiĂșde desprezado por empresas e pobremente executado. Esta pesquisa ilustra quatro formas de avaliação mHealth e descreve o plano de teste que foi desenvolvido para a app The Weal Life, uma aplicação social orientada para os cuidadores e cĂ­rculo de apoio. Em sĂ­ntese, identificĂĄmos duas condiçÔes necessĂĄrias para que empresas tecnolĂłgicas na ĂĄrea de saĂșde possam maximizar a avaliação e performance das suas aplicaçÔes mHealth. A primeira consiste em aplicar uma abordagem estratĂ©gica que alinhe ambos os objetivos da intervenção tecnolĂłgica e do desenvolvimento da aplicação; a segunda, e mais importante, Ă© avaliar corretamente o impacto destas mesmas tecnologias na população-alvo e sociedade em geral. De facto, concluĂ­mos que a avaliação funcionarĂĄ como um “sistema de informação” atualizado, permitindo Ă s empresas quantificar, monitorizar e melhorar a performance dos seus produtos. O detalhe do plano de avaliação da The Weal Life vai fundamentar os resultados postos em evidĂȘncia e ser relevante para os profissionais de saĂșde e investigadores em geral

    Decoding learning: the proof, promise and potential of digital education

    Get PDF
    With hundreds of millions of pounds spent on digital technology for education every year – from interactive whiteboards to the rise of one–to–one tablet computers – every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate. But key questions remain in education: has the range of technologies helped improve learners’ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent £487 million on icT equipment and services in 2009-2010. 1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog
    • 

    corecore