The IEC 1131-3 standard describes a set of related textual and graphical programming languages. They are related in the sense that it is possible to define the constructs of one language in terms of another. Furthermo...
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The IEC 1131-3 standard describes a set of related textual and graphical programming languages. They are related in the sense that it is possible to define the constructs of one language in terms of another. Furthermore, it is possible to mix and match the languages in a single application, using whatever is most appropriate for the part of the application being dealt with. Now that the standard has been internationally recognised, there is an upsurge of interest in it and many people are working on producing graphical programming tools. This paper has attempted to highlight just some of the many challenges facing the developer of an IEC 1131-3 tool, as well as perhaps to heighten the discernment and expectation of those seeking to purchase such a tool.< >
STEAM-blended programming education is considered to be particularly effective for training computational thinking. In this paper, we aim to develop a web-based learning environment for STEAM-blended programming educa...
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ISBN:
(纸本)9781728126289
STEAM-blended programming education is considered to be particularly effective for training computational thinking. In this paper, we aim to develop a web-based learning environment for STEAM-blended programming education. The proposed system can provide the learning materials of JavaScript that can easily carry out STEAM education at educational institutions. To effectively realize STEAM-blended programming education, visual programming is useful. Therefore, first, we will examine the learning effectiveness of visual programming. Next, we will develop a web-based programming learning support system based on "Mathematics" learning with JavaScript. After the above, the concept of STEAM-blended learning material using LEGO Mindstorms EV3 is shown.
With the introduction of the computer, narrative experiences can be found in new media applications as diverse as MUDs, arcade games and 3D immersive environments-and new applications are being created all the time. T...
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With the introduction of the computer, narrative experiences can be found in new media applications as diverse as MUDs, arcade games and 3D immersive environments-and new applications are being created all the time. The form these narrative experiences take are as diverse as their mediums: from the experiential stories of MUDs to the intricate branching plot paths of adventure games. But as with the introduction of television after decades of radio, a new medium calls for a new aesthetic, a new method of writing for that medium. Good functional models are needed to help define this aesthetic and specialized tools required to help build the work. The writing tool described, Agent Stories, is software currently under development for visually designing nonlinear cinematic stories for new digital media.
There is a One-Size-Fits-All quality to languages, APIs and even programming itself. Whether you're making a mobile game or a scientific simulation, you will be using a text-based language with similar devices for...
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ISBN:
(纸本)9781450375078
There is a One-Size-Fits-All quality to languages, APIs and even programming itself. Whether you're making a mobile game or a scientific simulation, you will be using a text-based language with similar devices for structuring your code. This is a source of artificial difficulty in creating, understanding, and modifying software systems. No matter the domain, the author's design needs encoding into a form that does not resemble it. This paper describes a vision where software can be built in a programming environment that is closer to the domain of the software itself. By doing so, users of the system can use familiar abstractions and tools for adapting it. A step towards this vision is presented: a Web version of a minimal OOP system, developed as an executable version of the diagrams of its design, in a substrate meant to facilitate this. The experience of creating such a substrate is analysed, and I suggest deficiencies in programming environments that stand in the way of making this practice commonplace, as well as ways to fill in these gaps.
Traditional approaches to database system design and implementation involve text-oriented data access with their inherent lack of modularity, extensibility and modifiability. An alternative to this traditional approac...
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Traditional approaches to database system design and implementation involve text-oriented data access with their inherent lack of modularity, extensibility and modifiability. An alternative to this traditional approach is using visual interface for the design and implementation of databases. This alternative approach involves using software development tools(toolkits) to ensure modularity, extensibility and modifiability. To study the effectiveness of using visual interfaces, we have designed and implemented a sample application using KnowledgePro(Windows), a tool for rapid application development under Windows.
According to a 2003 USAID report, many teachers in Afghanistan have little more than a primary school education. The report indicates that less than 15% of teachers are formally trained in the profession. It is thus i...
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According to a 2003 USAID report, many teachers in Afghanistan have little more than a primary school education. The report indicates that less than 15% of teachers are formally trained in the profession. It is thus important to create a supportive teaching and learning environment to assist these teachers especially in the teaching of mathematics. It is envisaged that e-learning could bridge this gap. It will allow students to become acquainted with new material at their own pace but will also assist the teachers by providing the necessary teaching material. The focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the research.
Designers and managers of escape rooms or live-action adventure games are encountering an increasing challenge of implementing highly immersive experiences without the use of (smart) technology, and those that are inc...
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Designers and managers of escape rooms or live-action adventure games are encountering an increasing challenge of implementing highly immersive experiences without the use of (smart) technology, and those that are including technology face high expense, high risk, or both. The increasing complexity of technology opens the door for designing innovative immersive experiences while simultaneously excluding many immersive designers that would benefit from their use. Through a deeper understanding of the design process and common problems preventing or hindering this populationâs use of immersive technology, we can identify and design empowering solutions. These solutions not only have the potential to dramatically speed up innovation in the live-action game space but to save many existing businesses from failing due to being unable to compete. Focusing on accessibility and flexibility would allow for integrating technology much earlier in the design process thereby reducing risk and increasing the cohesiveness of the design; broadening the scope of what types of experiences are possible which increases competitiveness; and decrease overall time and cost by solving common reliability and maintainability problems that plague inexperienced and non-iterative technology design work.
Use of wind power for energy generation in urban areas is gaining importance considering the energy consumption and environmental impact behaviors of built environments. Therefore, assessment of urban wind resource is...
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Use of wind power for energy generation in urban areas is gaining importance considering the energy consumption and environmental impact behaviors of built environments. Therefore, assessment of urban wind resource is crucial. The study of air flows in cities is also related to other concerns as natural ventilation, air contamination and pedestrian comfort. Two of primary research topics proposed in feasibility studies for urban wind energy are improvement on the understanding of urban wind flows with developed methods; also, an enhanced knowledge on the interaction of urban geometry with air movements. Related literature points out that there is a need for better communication between disciplines concerned with research and design. As an interface which help both sides to configure their studies, algorithm aided design tools may offer opportunities. The aim of this study is to propose a framework for parameterization of built forms for wind related studies with the use of parametric model algorithms by visual programming interfaces. Thus, a faster and diversified production of sample models can be provided by changing values of geometric variables. An example model within this framework was developed. To achieve this, a literature survey was conducted with a focus on extracting and aggregating possible shape attributes, architectural form and urban formation parameters. UML diagrams were used before translating parameters into the interface of Dynamo software. Simple flow simulations made on samples derived from parametric models. By comparing results with parameter sensitivity analysis, influences of the parameters and relevancy of the example model were observed.
The evolution of creative software is informed by the traditional computer-science methods of development. This results in creation of generic software with task-oriented perspective. User testing data and feedback th...
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The evolution of creative software is informed by the traditional computer-science methods of development. This results in creation of generic software with task-oriented perspective. User testing data and feedback that sampled from different individuals is used in a way that ignores people's individual differences. Creative software like Adobe Photoshop have become the digital toolboxes of digital designers, similar to the physical toolbox of a craftperson. While physical craftspeople have the liberty to choose and create each one of their tools to individualize the physical toolbox, digital toolboxes tend to be collections of immutable software tasks, packaged into user interfaces that allow for minimal amounts of customization. The creative software user is not involved in the part of the software development conversation due to high levels of entry to learning programming, apart from suggesting software features in crowded web forums. This issue has not been addressed by the existing open source software culture. This research contemplates a systematic approach for enabling all users to democratically participate in the design process of creative software, individualize and extend the application logic in order to bridge the gap between their intent and the output. A new creative software suite that is open to future appropriation through modularity and social extendability for the purpose of dynamically adapting to individual differences is designed and presented as a proof of concept.
Designing and implementing a user interface (UI) is among the costliest tasks in developing interactive software systems. As a result, much work is being done in the area of User Interface Management Systems (UIMSs). ...
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Designing and implementing a user interface (UI) is among the costliest tasks in developing interactive software systems. As a result, much work is being done in the area of User Interface Management Systems (UIMSs). These systems make it easier to develop complex user interfaces more quickly because specification of user interface dialogs is at a closer level to that at which UI designers express themselves. This paper describes the generic structure of a UIMS and several examples of previous work in the field. Many UIMSs are implemented as explicit state machines that use conventional state transition diagrams or state metaphors to specify dialogs. The rest of this paper describes the design and implementation of Statemaster, an event-driven UIMS based on statecharts. Statecharts are a hierarchical extension of state diagrams well suited for describing complex reactive systems with a compact, visual notation. These diagrams are directly implemented by Statemaster with an object-oriented architecture in the C++ programming language. Statemaster has been found to be general enough to implement a wide range of user interface dialogs. It can be used as a prototyping tool for UI development, and it is efficient enough to be used as the final, target-intent implementation.
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