This poster presents results from an EEG study comparing visual and textual programming, carried out on informatics students. We observe brain rhythms as the subjects complete programming tasks using Python and Scratc...
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ISBN:
(纸本)9781450357074
This poster presents results from an EEG study comparing visual and textual programming, carried out on informatics students. We observe brain rhythms as the subjects complete programming tasks using Python and Scratch. The present study belongs in the domain of Neuroeducation/Educational Neuroscience, which is an attempt to join cognitive science and education in order to create a sound grounding of education. Our goal is to gain a better understanding of different types of programming as one of the parameters that can impact professional involvement in software development, so as to help us formulate educational methodologies in software engineering education.
Monaco is a domain-specific language for machine automation programming. It has been developed with the objective to empower domain experts with limited programming capabilities. Its main language features are an impe...
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ISBN:
(纸本)9780769529875
Monaco is a domain-specific language for machine automation programming. It has been developed with the objective to empower domain experts with limited programming capabilities. Its main language features are an imperative notation for reactive systems, concepts for describing asynchronous event handling in a. concise way, and a state-of-the-art component approach. Monaco is a programming language with a Pascal-like syntax, but also comes with a visual programming environment. In. this paper we review the language Monaco, show the visual representation scheme, report on the programming environment and compare our visual notation to Statecharts.
Typical text editors allow "Free Typing" (syntax/semantics-free editing) to construct and maintain textual programs rapidly and easily by expert programmers, but this style does not support novice programmer...
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ISBN:
(纸本)9781467384605
Typical text editors allow "Free Typing" (syntax/semantics-free editing) to construct and maintain textual programs rapidly and easily by expert programmers, but this style does not support novice programmers learning the syntax and semantics of a language. On the other hand, visual editors enforce correct construction of programs using syntax-directed editing. Additionally, they clearly represent the program flow in a visual way. Both textual and visual editors have pros and cons for learners and experts. This paper argues that an editor that offers both a visual and a textual representation of the program in tandem has advantages to offer both learner and expert programmers. It describes the editor, HASKEU, which embodies this principle by providing visual and textual support for editing Haskell functional programs.
The design processes based on parametric design and generative design allows multiple alternatives to be generated, analysed and corrected. The aim of the developed program was to automate the urban design concept dev...
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The design processes based on parametric design and generative design allows multiple alternatives to be generated, analysed and corrected. The aim of the developed program was to automate the urban design concept development process for selected land units with a local development plan. This document, ordinances and other sources were the guidelines for the program to be developed. The solution-generating program starts by taking in the data, and then geometrical objects are created that have the right relationships to each other. Finally, results are evaluated on the basis of calculated indices and further generations are created taking into account the best options. This process must be overseen by a human, but with the development of machine learning and artificial intelligence, automation will progress, reducing human effort. The results of the study were collated and compared with other experiments in an in-depth literature review.
This paper presents an object-oriented architecture, called the Model-View-Shape (MVS) architecture, for constructing an Integrated visual programming Environment (IVPE), whose constituent tools deal with (fine-graine...
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This study aims to facilitate a comparison between construction monitoring data and simulation results, focusing on the dynamic adjustment of safety monitoring parameters in shield construction. First, a finite elemen...
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This study aims to facilitate a comparison between construction monitoring data and simulation results, focusing on the dynamic adjustment of safety monitoring parameters in shield construction. First, a finite element simulation was performed to define a reasonable range for shield parameters based on settlement control values, thereby determining the theoretical settlement value. An early warning system was then developed integrating two key factors: theoretical and control settlement values. Finally, Dynamo was used to merge the digital and analog data, enhancing the visual representation of the monitoring information. The findings show that combining simulations with an early warning system effectively addresses the dynamic control challenges of shield construction parameters. Furthermore, integrating digital and analog monitoring significantly improves the efficiency of real-time visualization in monitoring data. This research provides a novel and effective methodology for enhancing shield tunnel construction safety, precision, and efficiency, offering critical insights for large-scale infrastructure projects and contributing to more reliable monitoring systems in complex construction environments.
Multimodal scene search of conversations is essential for unlocking valuable insights into social dynamics and enhancing our communication. While experts in conversational analysis have their own knowledge and skills ...
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Multimodal scene search of conversations is essential for unlocking valuable insights into social dynamics and enhancing our communication. While experts in conversational analysis have their own knowledge and skills to find key scenes, a lack of comprehensive, user-friendly tools that streamline the processing of diverse multimodal queries impedes efficiency and objectivity. To address this gap, we developed ConverSearch, a visual-programming-based tool based on insights for effective interface and implementation design derived from a formative study with experts. The tool allows experts to integrate various machine learning algorithms to capture human behavioral cues without the need for coding. Our user study, employing the System Usability Scale (SUS) and satisfaction metrics, demonstrated high user preference, reflecting the tool's ease of use and effectiveness in supporting scene search tasks. Additionally, through a deployment trial within industrial organizations, we confirmed the tool's objectivity, reusability, and potential to enhance expert workflows. This suggests the advantages of expert-AI collaboration in domains requiring human contextual understanding and demonstrates how customizable, transparent tools yielding reusable artifacts can support expert-driven tasks in complex, multimodal environments.
Serious games are powerful interactive environments that provide more authentic experiences for learning or training different skills. However, developing effective serious games is complex, and a more systematic appr...
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Serious games are powerful interactive environments that provide more authentic experiences for learning or training different skills. However, developing effective serious games is complex, and a more systematic approach is needed to create better evidence-based games. Learning analytics-based on the analysis of collected in-game user interactions-can support game development and the players' learning process, providing assessment information to teachers, students, and other stakeholders. However, empirical studies applying and demonstrating the use of learning analytics in the context of serious games in real environments remain scarce. In this paper, we study the application of learning analytics throughout the whole lifecycle of a serious game, in order to assess the game's design and players' learning using a serious game that introduces basic programming concepts through a visual programming language. The game was played by N = 134 high school students in two 50-min sessions. During the game sessions, all player interactions were collected, including the time spent solving levels, their programming solutions, and the number of replays. We analyzed these interaction traces to gain insights that can facilitate teachers' use of serious games in their lessons and assessments, as well as guide developers in making possible improvements to the game. Among these insights, knowing which tasks students struggle with is critical for both teachers and game developers, and can also reveal game design issues. Among the results obtained through analysis of the interaction data, we found differences between boys and girls when playing. Girls play in a more reflexive way and, in terms of acceptance of the game, a higher percentage of girls had neutral opinions. We also found the most repeated errors, the level each player reached, and how long it took them to reach those levels. These data will help to make further improvements to the game's design, resulting in a more effect
This work presents the development of a building energy code (BEC) of Thailand compliance framework during conceptual design stages (CDS) using building information modeling (BIM) through visual programming language (...
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This work presents the development of a building energy code (BEC) of Thailand compliance framework during conceptual design stages (CDS) using building information modeling (BIM) through visual programming language (VPL). The proposed method included five steps: (i) establish a commercial building reference;(ii) develop a BIM base model;(iii) create a BIM overall thermal transfer value (OTTV) and roof thermal transfer value (RTTV) calculation model with VPL scripts;(iv) test the BIM framework with various scenarios;and (v) verify the results with Thailand BEC software. The findings revealed an insignificant difference between the results from the BIM calculation model and those estimated by the Thailand BEC software. This study demonstrated that using BIM with VPL for OTTV and RTTV calculations during the CDS may be implemented automatically, which could help designers make timely decisions to comply with Thailand's BEC, considering building design, materials, and fenestration ratios.
This paper presents a novel method for generating geometric models of architectural heritage in the absence of a digital survey. The method employs a Generative programming (GP) algorithm for geometric model generatio...
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This paper presents a novel method for generating geometric models of architectural heritage in the absence of a digital survey. The method employs a Generative programming (GP) algorithm for geometric model generation, with the Temple of Vesta in Tivoli chosen as a case study. Francesco Piranesi's 18thcentury etchings are utilised as references to identify the architectural layout and modularity. The effectiveness of the proposed generative workflow is highlighted through its time efficiency and the reusability of the algorithm. The workflow includes the capability to generate an export file suitable for structural simulation software packages. The generated geometric model is then used to conduct nonlinear dynamic analysis using a concurrent continuous/block-based approach within a Finite Element environment. The simulations are performed with the structure in its current state and do not account for retrofitting interventions, i.e. anchorages and tie rods are not taken into account. The numerical model reveals how local failure mechanisms of columns and entablature affect the structural safety of the Vesta temple. (c) 2024 The Author(s). Published by Elsevier Masson SAS. This is an open access article under the CC BY license ( http://***/licenses/by/4.0/ )
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