32 research outputs found

    Formative Assessment for mathematics teaching and learning

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    This book aims at describing pathways and achievements of the LLP Comenius Project “FAMT&L – Formative Assessment in mathematics for teaching and learning”. The main purpose of this research project was to encourage the use of formative assessment in the teaching-learning process carried out by mathematics teachers in lower secondary school. Through the voices of the several actors involved in this project, the book wants to contribute to the international debate on issues regarding teachers’ professionalism in the European school systems: specifically, on the development of the professional skills of teachers in the field of assessment practices and on the use of formative assessment in the classroom

    Proceedings of Abstracts Engineering and Computer Science Research Conference 2019

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    © 2019 The Author(s). This is an open-access work distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. For further details please see https://creativecommons.org/licenses/by/4.0/. Note: Keynote: Fluorescence visualisation to evaluate effectiveness of personal protective equipment for infection control is © 2019 Crown copyright and so is licensed under the Open Government Licence v3.0. Under this licence users are permitted to copy, publish, distribute and transmit the Information; adapt the Information; exploit the Information commercially and non-commercially for example, by combining it with other Information, or by including it in your own product or application. Where you do any of the above you must acknowledge the source of the Information in your product or application by including or linking to any attribution statement specified by the Information Provider(s) and, where possible, provide a link to this licence: http://www.nationalarchives.gov.uk/doc/open-government-licence/version/3/This book is the record of abstracts submitted and accepted for presentation at the Inaugural Engineering and Computer Science Research Conference held 17th April 2019 at the University of Hertfordshire, Hatfield, UK. This conference is a local event aiming at bringing together the research students, staff and eminent external guests to celebrate Engineering and Computer Science Research at the University of Hertfordshire. The ECS Research Conference aims to showcase the broad landscape of research taking place in the School of Engineering and Computer Science. The 2019 conference was articulated around three topical cross-disciplinary themes: Make and Preserve the Future; Connect the People and Cities; and Protect and Care

    Ambigüedad en la manera de ver las figuras geométricas

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    Este trabajo analiza las diferentes maneras en que los estudiantes miran las figuras geométricas al resolver tareas geométricas y los diferentes tipos de razonamiento que tienen lugar en relación con los diferentes tipos de aprehensión figural, en el sentido de Duval, que se movilizan. El espacio de trabajo geométrico personal de los estudiantes de secundaria y bachillerato en Chipre se define con respecto a su forma de mirar las figuras y el tipo de razonamiento que producen

    Automatic high level avatar guidance based on affordance of movement

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    As virtual cities become ever more common and more extensive, the need to populate them with virtual pedestrians grows. One of the problems to be resolved for the virtual population is the behaviour simulation. Currently specifying the behaviour requires a lot of laborious work. In this paper we propose a method for automatically deriving the high level behaviour of the avatars. We introduce to the Graphics community a new method adapted from ideas recently presented in the Architecture literature. In this method, the general avatar movements are derived from an analysis of the structure of the architectural model. The analysis tries to encode Gibson’s 7 principle of affordance, interpreted here as: pedestrians are more attracted towards directions with greater available walkable surface. We have implemented and tested the idea in a 2x2 km2 model of the city of Nicosia. Initial results indicate that the method, although simple, can automatically and efficiently populate the model with realistic results

    Fullsphere irradiance factorization for real‐time all‐frequency illumination for dynamic scenes

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    Computation of illumination with soft-shadows from all-frequency environment maps, is a computationally expen-sive process. Use of pre-computation add the limitation that receiver’s geometry must be known in advance, sinceIrradiance computation takes into account the receiver’s normal direction. We propose a method that using a newnotion that we introduce, the Fullsphere Irradiance, allows us to accumulate the contribution from all light sourcesin the scene, on a possible receiver without knowing the receiver’s geometry. This expensive computation is donein a pre-processing step. The pre-computed value is used at run time to compute the Irradiance arriving at anyreceiver with known direction. We show how using this technique we compute soft-shadows and self-shadows inreal-time from all-frequency environments, with only modest memory requirements. A GPU implementation of themethod, yields high frame rates even for complex scenes with dozens of dynamic occluders and receivers

    Real-time high quality HDR illumination and tonemapped rendering

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    Real-time realistic rendering of a computer generated scene is one of the core research areas in computer graphics as it is required in several applications such as computer games, training simulators, medical and architectural packages and many other fields. The key factor of realism in the rendered images is the simulation of light transport based on the given lighting conditions. More natural results are achieved using luminance values near to the physical ones. However, the vast range of real luminances has a far greater range of values than what can be displayed on standard monitors. As a final step to the rendering process, a tonemapping operator needs to be applied in order to transform the values in the rendered image to displayable ones. Illumination of a scene is usually approximated with the rendering equation which solution is a computational expensive process. Moreover, the computational cost increases even more with the increase in the number of light sources and the number of vertices of the objects in the scene. Furthermore, in order to achieve high frame rates, current illumination algorithms compromise the quality with assumptions for several factors or assume static scenes so that they can exploit precomputations. In this thesis we propose a real-time illumination algorithm for dynamic scenes which provides high quality results and has only moderate memory requirements. The proposed algorithm is based on factorization of a new notion that we introduce: fullsphere irradiance, which allows the pre-integration of contribution of all light sources within the same value for any possible receiver. Recent illumination algorithms, including ours, usually use environment maps to represent the incident lighting in the scene. Environment maps enable natural environment lighting conditions to be used by using high dynamic range (HDR) values. Typically the HDR obtained result of the illumination needs to be tonemapped into LDR values that can be displayed on standard monitors. Traditionally tonemapped techniques give emphasis either to frame rate (global operators) or to the quality (local operators) of the resulting image. In this thesis, we propose a new framework: selective tonemapping which addresses both requirements. The key idea of this framework is to apply the expensive computations of tonemapping only to the areas of images which are regarded as important. A full rendering system has been developed which integrates HDR illumination computation and the selective tonemapping framework. Results show high quality images at real¬time frame rates

    A virtual tour of the walls of Nicosia: an assessment of children's experience and learning performance

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    Modern-day museums employ technologically advanced methods and equipment to facilitate the dissemination of information and education of their visitors. Such a system is installed at the Leventis Municipal Museum in Nicosia. An interactive application that runs on a multi-touch table allows the user to navigate through a 3D representation of the fortifications of Nicosia in different historical periods. In this paper, we assess the visitors’ experience and learning performance/effectiveness using this system. We compare the results with those achieved using a traditional method, which is by studying printed maps exhibited at the same museum. We performed this comparison with a user study, involving two groups of children, each using one of the two different methods. Results show that users enjoy using the system and that their learning performance is much higher than that of the traditional method
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