604,279 research outputs found
RWU Approves Campus Location for New SECCM Labs
With Trustees\u27 approval, RWU plans to break ground in spring on School of Engineering, Computing and Construction Management Labs
RWU Holds Steel “Topping-Off” Ceremony for Engineering, Computing & Construction Management Labs
Roger Williams University on Monday held a steel “topping-off” ceremony, marking completion of the steel framework for a laboratories building for RWU’s School of Engineering, Computing and Construction Management
Junkbots
The School of Science and Technology at the University of Northampton have been working with local schools to create robots made from junk and also to use robots programmed by the students to perform simple rubbish clearing exercises. This is an initiative by the University to introduce environmental sustainability, engineering and computing to students in school
Safe Environments for Innovation: the development of a new multidisciplinary masters programme
In September 2007, three schools at Northumbria University came together in collaboration to create a Masters Programme in Multidisciplinary Design Innovation (MDI). The lead school was the School of Design working together with the School of Computing, Engineering and Information Sciences (CEIS) and the Newcastle Business School (NBS). This innovation was in response to an emerging understanding within the School of Design of the value of ‘Design-Thinking’ as a multi-disciplinary activity (developed and reinforced through a series of under-graduate pilot projects) and the Cox Review of Creativity in Business: building on the UK’s strengths, which was commissioned by the Chancellor of the Exchequer, Gordon Brown, at the time of the 2005 Budget (Cox, 2005). (Design-Thinking is an approach to viewing business and organisational situations from a more interpretative perspective than that of traditional business analysis (Lester et al,1998)) The programme was launched in September 2008
Combining cellular automata and local binary patterns for copy-move forgery detection
Detection of duplicated regions in digital images has been a highly investigated field in recent years since the editing of digital images has been notably simplified by the development of advanced image processing tools. In this paper, we present a new method that combines Cellular Automata (CA) and Local Binary Patterns (LBP) to extract feature vectors for the purpose of detection of duplicated regions. The combination of CA and LBP allows a simple and reduced description of texture in the form of CA rules that represents local changes in pixel luminance values. The importance of CA lies in the fact that a very simple set of rules can be used to describe complex textures, while LBP, applied locally, allows efficient binary representation. CA rules are formed on a circular neighborhood, resulting in insensitivity to rotation of duplicated regions. Additionally, a new search method is applied to select the nearest neighbors and determine duplicated blocks. In comparison with similar methods, the proposed method showed good performance in the case of plain/multiple copy-move forgeries and rotation/scaling of duplicated regions, as well as robustness to post-processing methods such as blurring, addition of noise and JPEG compression. An important advantage of the proposed method is its low computational complexity and simplicity of its feature vector representation
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A Second Language Acquisition Toolkit for Teaching Introduction to Computing
Introduction to Computing and higher-level programming
courses are common first-year engineering curricula at the
university level and are key in developing logical thought
processes in engineering students. Recent research has shown
that employing second language acquisition (SLA) techniques
to teach programming increases exam performance and student
motivation compared to more classical approaches. However,
the presentation of pedagogical techniques has been largely
limited to higher-level languages with more intuitive linguistic
analogs and has not been extended to lower-level computing
course material. In this paper we present several SLA
techniques and their analogs in a computing course setting and
the results of implementing an SLA strategy in a first-year
engineering course. Statistical analysis shows that students
taught with SLA methods completed quizzes more quickly,
enjoyed recitation more, and had a higher perceived value of
the class when compared with students taught with non-SLA
techniques.Cockrell School of Engineerin
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Research and Development of Immersive Computational Thinking Tools using Virtual Reality, Natural Hazards Data, and Scientific Visualization to Engage K-12 Students in Scientific Computing and Engineering Education
The NHERI DesignSafe-CI Research Experience for Teachers (RET) supplement recruits two high school teachers to work alongside faculty, researchers, and staff of the Texas Advanced Computing Center (TACC) at The University of Texas at Austin. Teachers participate in graduate-level research within the fields of computing and engineering with a particular emphasis on the intersection of natural hazards data, virtual reality, and scientific visualization. The research focus in 2019 was the use of NHERI data, A Frame and WebVR framework, and TACC visualization resources to create natural hazards design features in a virtual reality environment. Professional development and training from TACC supported research deliverables, including a lesson plan aligned with Texas Essential Knowledge and Skills (TEKS) state standards, and a live demo to support TACC's education and outreach activities for K-12 and the general public. This poster will present the research process, highlighting TACC resources used, challenges and successes, and dissemination efforts.Texas Advanced Computing Center (TACC
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Using the Internet of Things to Teach Good Software Engineering Practice to High School Students
This paper describes a course to introduce high school students
to software engineering in practice using the Internet Of
Things (IoT). IoT devices allow students to get quick, visible
results without watering down technical aspects of
programming and networking. The course has three broad
goals: (1) to make software engineering fun and applicable,
with the aim of recruiting traditionally underrepresented
groups into computing; (2) to make young students begin to
approach problems with a design mindset; and (3) to show
students that computer science, generally, and software
engineering, specifically, is about much more than
programming. The course unfolds in three segments. The first
is a whirlwind introduction to a subset of IoT technologies.
Students complete a specific task (or set of tasks) using each
technology. This segment culminates in a “do-it-yourself”
project, in which the students implement a simple IoT
application using their basic knowledge of the technologies.
The course’s second segment introduces software engineering
practices, again primarily via hands-on practical tutorials. In
the third segment of the course, the students conceive of,
design, and implement a project that uses the technologies
introduced in the first segment, all while being attentive to the
good software engineering practices acquired in the second
segment. In addition to presenting the course curriculum, the
paper also discusses a first offering of the course in a threeweek
summer intensive program in 2017, including
assessments done to evaluate the curriculum.Cockrell School of Engineerin
Safe environments for innovation: developing a new multidisciplinary masters programme
This paper outlines the research and resulting curriculum design activities conducted as a collaborative venture between Northumbria University’s School of Design, School of Computing, Engineering and Information Sciences and Newcastle Business School undertaken in the creation of a new postgraduate programme in Multidisciplinary Design Innovation.
With the area of multidisciplinary innovation education practice being comparatively new, the research conducted in support of the programme development was undertaken through a series of industry-linked pilot-study projects conducted with Philips, Hasbro, Lego and Unilever. The key finding from this research was an understanding of the importance of freeing students from different disciplines of the inhibitions that limit creativity in collaborative settings.
This paper gives an account of the pilot studies and the associated learning derived from them, the collaborative development of the programme and approaches in curriculum and assessment design adopted in order to create what we call ‘safe environments for innovation’; environments designed to free students of these evident inhibitions
Science and technology for the future
Dr Marc Molinari, Southampton Regional e-Science Centre, School of Engineering Sciences, looks at the increasing demand for Grid computing
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