87,502 research outputs found

    Do Robots Dream of Virtual Sheep: Rediscovering the "Karel the Robot" Paradigm for the "Plug&Play Generation"

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    We introduce ā€C-Sheepā€, an educational system designed to teach students the fundamentals of computer programming in a novel and exciting way. Recent studies suggest that computer science education is fast approaching a crisis - application numbers for degree courses in the area of computer programming are down, and potential candidates are put off the subject which they do not fully understand. We address this problem with our system by providing the visually rich virtual environment of ā€The Meadowā€, where the user writes programs to control the behaviour of a sheep using our ā€CSheepā€ programming language. This combination of the ā€Karel the Robotā€ paradigm with modern 3D computer graphics techniques, more commonly found in computer games, aims to help students to realise that computer programming can be an enjoyable and rewarding experience and intends to help educators with the teaching of computer science fundamentals. Our mini-language-like system for computer science education uses a state of the art rendering engine offering features more commonly found in entertainment systems. The scope of the mini-language is designed to fit in with the curriculum for the first term of an introductory computer program ming course (using the C programming language)

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students

    Reverse Skew-T - A Cloudmaking Tool for CG

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    We present 'Reverse Skew-T', a tool that allows users to direct a physically inspired simulation of layered clouds. To achieve this, we extend existing models for cloud simulation and provide a graphical user interface for providing important simulation parameters to our system

    C-Sheep: Controlling Entities in a 3D Virtual World as a Tool for Computer Science Education

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    One of the challenges in teaching computer science in general and computer programming in particular is to maintain the interest of students, who often perceive the subject as difficult and tedious. To this end, we introduce C-Sheep, a mini-language-like system for computer science education, using a state of the art rendering engine, usually found in entertainment systems. The intention is to motivate students to spend more time programming, which can be achieved by providing an enjoyable experience. Computer programming is an essential skill for software developers and as such is always an integral part of every computer science curriculum. However, even if students are pursuing a computer science related degree, it can be very difficult to interest them in the act of computer programming, the writing of software, itself. In the C-Sheep system this is addressed by using the visual gimmickry of modern computer games, which allows programs to provide instant visualisation of algorithms. This visual feedback is invaluable to the understanding of how the algorithm works, and - if there are unintended results - how errors in the program can be debugged. The C-Sheep programming language is a (100% compatible) subset of the ANSI C programming language. Apart from just being a tool for learning the basics of the C programming language, C-Sheep implements the C control structures that are required for teaching the basic computer science principles encountered in structured programming. Unlike other teaching languages which have minimal syntax and which are variable free to provide an environment with minimal complexity, C-Sheep allows the declaration and use of variables. C-Sheep also supports the definition of sub-routines (functions) which can be called recursively. "The Meadow" virtual environment is the virtual world in which entities (in our case sheep) controlled by C-Sheep programs exist. This micro world provides a graphical representation of the algorithms used in the programs controlling the virtual entities. Their position and orientation within the virtual world visualise the current state of the program. "The Meadow" is based on our proprietary "Crossbow" game engine which incorporates a virtual machine for executing CSheep programs. The Crossbow Engine is a compact game engine which is flexible in design and offers a number of features common to more complex engines. The Crossbow Virtual Machine used with C-Sheep in "The Meadow" - an improvement on the ZBL/0 virtual machine - is a module of the Crossbow Engine. The C-Sheep system also provides a counterpart library for C, mirroring the CSheep library functions of the virtual machine. This allows C-Sheep programs to be compiled into an executable using a normal off-the-shelf C/C++ compiler. This executable can then be run from within the native working environment of the operating system. The purpose of this library is to simplify the migration from the educational mini-language to real-world systems by allowing novice programmers to make an easy transition from using the C-Sheep system to using the C programming language

    Assessment of lightweight mobile nuclear power systems

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    A review was made of lightweight mobile nuclear power systems (LMNPS). Data cover technical feasibility studies of LMNPS and airborne vehicles, mission studies, and non-technical conditions that are required to develop and use LMNPS

    The effects of Reynolds number, rotor incidence angle, and surface roughness on the heat transfer distribution in a large-scale turbine rotor passage

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    A combined experimental and computational program was conducted to examine the heat transfer distribution in a turbine rotor passage geometrically similiar to the Space Shuttle Main Engine (SSME) High Pressure Fuel Turbopump (HPFTP). Heat transfer was measured and computed for both the full-span suction and pressure surfaces of the rotor airfoil as well as for the hub endwall surface. The primary objective of the program was to provide a benchmark-quality data base for the assessment of rotor passage heat transfer computational procedures. The experimental portion of the study was conducted in a large-scale, ambient temperature, rotating turbine model. Heat transfer data were obtained using thermocouple and liquid-crystal techniques to measure temperature distributions on the thin, electrically-heated skin of the rotor passage model. Test data were obtained for various combinations of Reynolds number, rotor incidence angle and model surface roughness. The data are reported in the form of contour maps of Stanton number. These heat distribution maps revealed numerous local effects produced by the three-dimensional flows within the rotor passage. Of particular importance were regions of local enhancement produced on the airfoil suction surface by the main-passage and tip-leakage vortices and on the hub endwall by the leading-edge horseshoe vortex system. The computational portion consisted of the application of a well-posed parabolized Navier-Stokes analysis to the calculation of the three-dimensional viscous flow through ducts simulating the a gas turbine passage. These cases include a 90 deg turning duct, a gas turbine cascade simulating a stator passage, and a gas turbine rotor passage including Coriolis forces. The calculated results were evaluated using experimental data of the three-dimensional velocity fields, wall static pressures, and wall heat transfer on the suction surface of the turbine airfoil and on the end wall. Particular attention was paid to an accurate modeling of the passage vortex and to the development of the wall boundary layers including crossflow

    Spatial patterns in the evolution of Cenozoic dynamic topography and its influence on the Antarctic continent

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    Our knowledge of dynamic topography in Antarctica remains in an infancy stage compared to other continents. We assess the space-time variability in dynamic topography in Antarctica by analysing grids of global dynamic topography in the Cenozoic (and late Cretaceous) based on the tomographic model S40RTS. Our model reveals that the Gamburtsev Province and Dronning Maud Land, two of the major nucleation sites for the East Antarctic Ice Sheet (EAIS) were ~500 m higher 60 Ma ago. The increased elevation may have facilitated ephemeral ice cap development in the early Cenozoic. Between ca 25 and 50 Ma the northern Wilkes Subglacial Basin was ca 200 m higher than today and a major increase in regional elevation (>600 m) occurred over the last 20-15 Ma over the northern and southern Victoria Land in the Transantarctic Mountains (TAM). The most prominent signal is observed over the Ross Sea Rift (RSR) where predicted Neogene dynamic topography exceeds 1,000 m. The flow of warm mantle from the West Antarctic Rift System (WARS)may have driven these dynamic topography effects over the TAM and RSR. However, we found that these effects are comparatively less significant over the Marie Byrd Land Dome and the interior of the WARS. If these contrasting dynamic topography effects are included, then the predicted elevations of the Ross Sea Embayment ca 20 Ma ago are more similar to the interior of the WARS, with significant implications for the early development of the West Antarctic Ice Sheet

    Phased array antenna beamforming using optical processor

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    The feasibility of optical processor based beamforming for microwave array antennas is investigated. The primary focus is on systems utilizing the 20/30 GHz communications band and a transmit configuration exclusively to serve this band. A mathematical model is developed for computation of candidate design configurations. The model is capable of determination of the necessary design parameters required for spatial aspects of the microwave 'footprint' (beam) formation. Computed example beams transmitted from geosynchronous orbit are presented to demonstrate network capabilities. The effect of the processor on the output microwave signal to noise quality at the antenna interface is also considered
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