Publish/subscribe is considered one of the most important interaction styles for the explosive market of enterprise application integration. Producers publish information on a software bus and consumers subscribe to t...
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the inheritance anomaly [23] refers to the serious difficulty in combining inheritance and concurrency in a simple and satisfactory way within a concurrent object-oriented language. the problem is closely connected wi...
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CORBA lacks a mature interface versioning system, which makes it difficult to use in the implementation of tightly-coupled distributed systems. there are patterns of inheritance that can substitute for specialized ver...
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A generic graphical query language for ODMG-compliant object databases – called Unified Query By Example (UQBE) – is proposed, based on the ideas of Zloof’s Query-By-Example, and using UML-like diagrams as schema n...
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Most of contemporary software systems are implemented using an object-oriented approach. Modeling phases – during which software engineers analyze requirements to the future system using some modeling language – are...
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A program verification system for modern software uses a host of technologies, like programming language semantics, formalization of good programming idioms, inference techniques, verification-condition generation, an...
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Aspect-oriented software development (AOSD) is a technique that helps software evolution by separating different concerns in different aspects and advices. Unfortunately, it still suffers from well-known composition i...
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this paper proposes a formalism for reasoning about distributed object-oriented computations. the formalism is an extension of Milner’s CCS withthe notion of local time. It allows to describe and analyze both locall...
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the proceedings contain 48 papers. the special focus in this conference is on Logic programming and Nonmonotonic Reasoning. the topics include: Stable models for temporal theories;algorithmic decision theory meets log...
ISBN:
(纸本)9783319232638
the proceedings contain 48 papers. the special focus in this conference is on Logic programming and Nonmonotonic Reasoning. the topics include: Stable models for temporal theories;algorithmic decision theory meets logic;relational and semantic data mining;shift design with answer set programming;advances in WASP;improving coordinated SMT-based system synthesis by utilizing domain-specific heuristics;integrating ASP into ROS for reasoning in robots;automated inference of rules with exception from past legal cases using ASP;solving constraint satisfaction problems with answer set programming;a theory of intentions for intelligent agents;answer set programming modulo acyclicity;a framework for goal-directed query evaluation with negation;implementing preferences with asprin;diagnosing automatic whitelisting for dynamic remarketing ads using hybrid ASP;performance tuning in answer set programming;enablers and inhibitors in causal justifications of logic programs;efficient problem solving on tree decompositions using binary decision diagrams;knowledge acquisition via non-monotonic reasoning in distributed heterogeneous environments;a formal theory of justifications;a new computational logic approach to reason with conditionals;interactive debugging of non-ground ASP programs;linking open-world knowledge bases using nonmonotonic rules;ASP, amalgamation, and the conceptual blending workflow;diagnostic reasoning for robotics using action languages;connecting object-oriented and logic programming;reasoning with forest logic programs using fully enriched automata;ASP solving for expanding universes and combining heuristics for configuration problems using answer set programming;infinitary equilibrium logic and strong equivalence and compacting boolean formulae for inference in probabilistic logic programming.
Several authors have considered those virtual spaces in which videogames take place as being gendered and videogames themselves as gender specific (e.g. Jenkins, 1999;Subrahmanyam & Greenfield, 1994;Hartmann &...
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ISBN:
(纸本)9780954901660
Several authors have considered those virtual spaces in which videogames take place as being gendered and videogames themselves as gender specific (e.g. Jenkins, 1999;Subrahmanyam & Greenfield, 1994;Hartmann & Klimmt, 2006). Videogames are often considered to be an entry path into computer literacy for young people (Greenfield & Cocking, 1996;Kiesler et AI. 1985), if this is the case then to some degree first year undergraduate computer literacy is likely to be informed by videogame experiences. Videogames can be considered to be one of the most "engaging intellectual pastimes that we have invented" (Prensky, 2004) which suggests successful videogames as a useful model for developing sound E-Learning applications (Ebner & Holzinger 2007). However since E-Learning must be careful to avoid gender bias in the presentation of learning resources, any adoption of a videogame development model must undergo a process of "ungendering" wherein game models are analysed in terms of gender equity and suitably corrected. An actively androgynous "games for gamers" not specific genders (Subrahmanyam & Greenfield, 1999) approach is proposed and exemplified to consider how the game developer can avoid producing learning games that have some form of gender bias in the degree to which they are effective. this paper examines the preparatory theoretical work in the development of a pilot study that employs an androgynous software approach to avoid those effects of gendering originating in videogames which can negatively affect games based E-Learning. the analysis is presented from a software development perspective and documents the theoretical considerations that led to the development of the "Class Solitaire" demo - a version of the popular "solitaire" videogame designed to teach java subclassing to first year undergraduates.
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