Jupyter Notebook [1] is an open source, interactive computing platform widely used in the scientific computing and artificial intelligence community [2], [3], [4], [5]. The popularity of the platform is a consequence ...
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ISBN:
(纸本)9781665442152;9781665442145
Jupyter Notebook [1] is an open source, interactive computing platform widely used in the scientific computing and artificial intelligence community [2], [3], [4], [5]. The popularity of the platform is a consequence of the generated single notebook document combining source code, markdown, and visualizations (Fig.1). This makes the platform ideal for tasks such as data analysis and scientific image processing, where repeatability and transparency of analysis tasks are just as important as functionality and performance. However, the obligatory use of code is an obstacle to acceptance of the platform in scientific communities where programming is not generally taught in the curriculum. Consequently, many experimental communities rely on manual image processing using graphical user interfaces [6], [7], [8]. The obvious disadvantages are the lack of repeatability, transparency, and precision in image processing and data analysis tasks. To solve these issues, we propose to extend Jupyter Notebook with visual programming cells. In each visual programming cell, users can create the program by assembling graphical nodes that represent computational instructions, and the textual program is automatically generated and executed by the environment. Cells will support version control aware serialization and deserialization. The core innovation of our proposed work lies in a change of workflow and the adaption of a jupyter-based workflow in experimental communities that have no culture of working with source code. The system can be adapted to multiple applications and domains by integrating new node types. We hereby present an early version of the system and provide one use case from microscopy image processing to demonstrate the integration of existing non-Python software.
This paper describes Modkit - a toolkit that makes it possible for novices and experienced designers to create their own interactive objects by combining graphical blocks inspired by the Scratch programming environmen...
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ISBN:
(纸本)9781450307512
This paper describes Modkit - a toolkit that makes it possible for novices and experienced designers to create their own interactive objects by combining graphical blocks inspired by the Scratch programming environment and the Arduino platform. The demonstration will feature the current Modkit components, activities, and projects that illustrate how the toolkit blends Scratch and Arduino platforms to extend what and how young people are able to create. We will present example projects made by young people, discuss the details of the system implementation, and highlight the implications our design decisions had in informal learning environments.
Source Code Analysis and Manipulation (SCAM) underpins virtually every operational software system. Despite the impact and ubiquity of SCAM principles and techniques in software engineering, there are still frontiers ...
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ISBN:
(纸本)9780769543475
Source Code Analysis and Manipulation (SCAM) underpins virtually every operational software system. Despite the impact and ubiquity of SCAM principles and techniques in software engineering, there are still frontiers to be explored. Looking "inward" to existing techniques, one finds frontiers of performance, efficiency, accuracy, and usability;looking "outward" one finds new languages, new problems, and thus new approaches. This paper presents a reflective framework for characterizing source languages and domains. It draws on current research projects in music program analysis, musical score processing, and machine knitting to identify new frontiers for SCAM. The paper also identifies opportunities for SCAM to inspire, and be inspired by, problems and techniques in other domains.
We propose a novel approach by utilizing human-computer interaction data to extract user interests from web-based learning systems. The proposed approach is based on user access and a wearable context recognition syst...
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We propose a novel approach by utilizing human-computer interaction data to extract user interests from web-based learning systems. The proposed approach is based on user access and a wearable context recognition system. Under our approach, a series of screen images are captured by an imaging device worn by users engaged in web-based learning. These images help in detecting specific vendor logo information, which is then used to deduce the web-based learning context. The compiled history of recognized context and learning access is finally compared to extract user interests. Experimental results show that the proposed approach is robust, and can identify the relevant context in 96% of cases. The proposed method was successfully applied to 16 users for 1 h of learning time to extract high and low interest topics from web-based learning systems.
This paper presents an interactive graphics system called L.E.G.O. The purpose of L.E.G.O. is to model two- and three-dimensional objects using Euclidean geometry constructions. L.E.G.O. has a layered structure which ...
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Problem solving is an important skill for a computer *** based robots have been used previously,for teaching programming to computing and engineering students here we look at problem *** approaches focus upon the deve...
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Problem solving is an important skill for a computer *** based robots have been used previously,for teaching programming to computing and engineering students here we look at problem *** approaches focus upon the development of problem solving skills and not on learning a new programming language from the ***,initially,any programming is kept simple with the minimum of commands,with 'objects' unknowingly used,as these are later introduced/learnt during the programming stage of the computing *** work suggests that using LEGO robots within the teaching of problem solving and the resulting java GUI emulation has some benefits for the students when learning to program.
In this paper, we present our analysis of 92 fourth graders' digital story projects completed in LaPlaya, a Scratch-like programming environment. Projects were analyzed for the way that students programmed the sta...
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ISBN:
(纸本)9781450335904
In this paper, we present our analysis of 92 fourth graders' digital story projects completed in LaPlaya, a Scratch-like programming environment. Projects were analyzed for the way that students programmed the start of the story, and if the program integrated user-centered design by providing instruction to the user on how to interact with the digital story. We found that fourth grade students rarely used user-centered design while creating digital stories in our block-based programming environment. Without explicit instruction, the demands of learning programming and simultaneously programming for an abstract user may be too cognitively demanding for the average fourth grader. Copyright is held by the owner/author(s).
This paper describes the ScratchJr research project, a collaboration between Tufts University's Developmental Technologies Research Group, MIT's Lifelong Kindergarten Group, and the Playful Invention Company. ...
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ISBN:
(纸本)9781450335904
This paper describes the ScratchJr research project, a collaboration between Tufts University's Developmental Technologies Research Group, MIT's Lifelong Kindergarten Group, and the Playful Invention Company. Over the past five years, dozens of ScratchJr prototypes have been designed and studied with over 300 K-2ndgrade students, teachers and parents. ScratchJr allows children ages 5 to 7 years to explore concepts of computer programming and digital content creation in a safe and fun environment. This paper describes the progression of major prototypes leading to the current public version, as well as the educational resources developed for use with ScratchJr. Future directions and educational implications are also discussed. Copyright is held by the owner/author(s).
Cílem této diplomové práce je návrh a realizace uživatelského rozhraní v prostředí NI LabVIEW pro konstrukčně zdokonalený prototyp biomechanického testovacího př...
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Cílem této diplomové práce je návrh a realizace uživatelského rozhraní v prostředí NI LabVIEW pro konstrukčně zdokonalený prototyp biomechanického testovacího přístroje realizovaného v rámci spolupráce ÚMTMB a ÚAI. Jedná se o přístroj zkoumající vlastnosti páteřních obratlů. Hlavním úkolem práce je realizovat software, který umožní plánovat, spouštět a zaznamenávat dlouhodobé experimenty na tomto zařízení. Práce je členěna na část teoretickou a praktickou. První z nich se zabývá popisem testovacího přístroje, dále jsou shrnuty veškeré kladené požadavky ze strany uživatelů, následuje popis použitých nástrojů pro realizaci software v prostředí NI LabVIEW 8.6. Praktická část se zabývá samotným návrhem a realizací vytvořeného software pro plánování a řízení experimentů vyvinutého v prostředí NI LabVIEW 8.6 a jeho následným testováním. Závěrem je rozebrán vznik a řešení stěžejních problémů vzniklých při realizaci.
The multiplication algorithms taught to elementary students are made to help students find answers quickly, but why the algorithm works and how it relates to multiplication is not widely known. For example, one intuit...
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The multiplication algorithms taught to elementary students are made to help students find answers quickly, but why the algorithm works and how it relates to multiplication is not widely known. For example, one intuitive meaning of multiplication is that of iterated, or, repeated, addition. In this paper, we look at the ways a visual, block-based, programming activity uses the concept of iteration to help second-graders learn multiplication. The results of the study observing second-grade students use visual programming and iteration to setup and solve multiplication story problems. We found that generally students enjoyed these activities and found them helpful during the learning process.
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