Snap! is blocks-based programminglanguage that inherits a design and vocabulary from Scratch, but has been extended with support for user-defined functions, and robust built-in libraries. The Snap! Cloud software has...
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ISBN:
(纸本)9781450358903
Snap! is blocks-based programminglanguage that inherits a design and vocabulary from Scratch, but has been extended with support for user-defined functions, and robust built-in libraries. The Snap! Cloud software has been running for over 5 years and recently passed 250,000 users and 2 million projects of which nearly 600,000 are shared publicly. We have been to do an exploratory analysis the database of public projects to better understand how students are programming an using Snap!. This analysis is being conducted using a cleaned up XML-based representation of Snap! projects, which allows querying for data using SQL to extract information from project files. So far, we've seen that projects in Snap! computationally more complex than those found in Scratch, and make use of Snap!'s advanced features. Combined with growing use, we hope to give context to the ways which Snap! (and other) blocks-based languages are being used in classrooms. While there has been a discussion of code smells in Scratch, we haven't seen any discussions using Snap! and hope to show its additional functionality helps write clean code. Finally, we are interested in presenting a clear story of growing use for Snap! that is a compelling case to teachers (and subsequently their students) that blocks-based languages can be quite popular.
This survey of visual programming languages begins by sketching the historical development of the visual aspect of human interaction with computers. After an overview of past research and development in visual languag...
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This survey of visual programming languages begins by sketching the historical development of the visual aspect of human interaction with computers. After an overview of past research and development in visuallanguages, the paper classifies and examines various promising approaches: example-based programming, enhancement of modality, multimedia computing, and ubiquitous computing. Descriptions of representative languages and research work in each category are provided.
Tunely and Pixly are web-based programming environments for media computation built using the Blockly visualprogramming editor library. These language environments were inspired by Georgia Tech's Media Computatio...
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ISBN:
(纸本)9781450336857
Tunely and Pixly are web-based programming environments for media computation built using the Blockly visualprogramming editor library. These language environments were inspired by Georgia Tech's Media Computation approach and allow images (Pixly) and sounds (Tunely) to be transformed programmatically. Tunely and Pixly provided an approachable environment to students who have little to no experience in programming, and allow younger students to explore programming in a fun way without the challenges and frustration of learning syntax in a textual language. This SRC poster summarizes the design and implementation of these languages. We also briefly introduce initial work on integrating an accessibility tool to allow children with disabilities to explore these opportunities.
The paper presents different experiences developed at the Department of Architecture and Design of Politecnico di Torino in collaboration with Fondazione Museo delle Antichita Egizie in Turin, Italy. These research of...
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The paper presents different experiences developed at the Department of Architecture and Design of Politecnico di Torino in collaboration with Fondazione Museo delle Antichita Egizie in Turin, Italy. These research offered interesting suggestions for working on the crucial relationship between content (collection) and container (museum) through shared and interoperable digital workflows. In the B.A.C.K. TO T.H.E. ***. project the research emphatise the role of artworks, that are characterized by intangible and historical values. Artworks are also connected with eterogeneous documentary heritage that enlighted the need of creating new narratives avoiding the descriptive and analytical ones. The project offers a workflow that using different vocabularies (database and open data) is able to structure data and use visual media (3d web publishing) to create different degree of accessibility to cultural heritage content. The recently launched SMART MUSEUM research, works on automated procedures to show, through graphics, the complex phenomena triggered by the attractive weight of the collections. In this case, the artwork assumes artistic, social and media values that contribute to create novel attributes able to identify an attractive weight of the artwork. These value affects the attractiveness of an artwork within the exhibition project and can be an interesting subject for a correct foreshadowing of visitor flows. The involved elements are the exhibition area (the graphic field), the collection (the attractive elements) and the users. The conceived procedure, once automated, becomes a prototype to support the curators to control and improve the efficiency of the exhibition layout.
The development of audio application demands a high knowledge about this application domain, traditional programming logic and programminglanguages. It is possible to use a visual programming language to ease the app...
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The development of audio application demands a high knowledge about this application domain, traditional programming logic and programminglanguages. It is possible to use a visual programming language to ease the application development, including experimentations and creative exploration of the language. In this paper we present a visualprogramming Environment to create Web Audio applications, called Mosaicode. Different from other audio creation platforms that use a visual approach, our environment is a source code generator based on code snippets to create complete applications.
摘要:实验以前后视差实现第二类立体电视,实验结果不能产生立体效果.然后按照第二类立体电视的定义在PREMIERE PRO上交替播放左右视图,结果也不能产生立体感.实验证明了第二类立体电视不能产生立体感. 关键词:立体电视;第二类立体电视;视差序列 中图分类号:TN949.13文献标识码:A THE STUDY OF THE SECOND CATEGORY OF THREE-DIMENSIONAL TELEVISION ZENG XIONG-BING, CHEN YONG, LU XIAO-LING, YANG JIAN-JUN (SCHOOL OF OPTO-ELECTRONIC INFORMATION, UNIVERSITY OF ELECTRONIC SCIENCE AND TECHNOLOGY OF CHINA, CHENGDU 610054, CHINA) ABSTRACT: EXPERIMENTED FRONT AND BEHIND PARALLAX IMAGES TO REALIZE THE SECOND CATEGORY THREE-DIMENSIONAL TELEVISION, THE EXPERIMENTAL RESULTS COULD NOT PRODUCE A THREE DIMENSIONAL EFFECT. THEN ACCORDING TO THE DEFINITION OF THE SECOND CATEGORY THREE-DIMENSIONAL TELEVISION PLAYED LEFT AND RIGHT PARALLAX IMAGES IN PREMIERE PRO. THE RESULT COULD NOT HAVE A THREE-DIMENSIONAL SENSE. EXPERIMENTS PROVED THAT THE SECOND CATEGORY THREE-DIMENSIONAL TELEVISION CAN NOT PRODUCE THREE-DIMENSIONAL FEELING. KEYWORDS:STEREOSCOPIES TELEVISION;THE SECOND CATEGORY STEREO TELEVISION;PARALLAX SEQUENCE 1引言 早在1956年,虚拟现实(VIRTUAL REALITY, VR)的原始构想出现在一份名为《终极显示》的报告中,而后在1989年,《可视化编程语言的研究》(visual programming language RESEARCH,VPL RESEARCH)的作者LANIER正式提出"虚拟现实"(VR)一词,自此VR技术在20世纪90年代一些诸如军事和医学的前沿领域首先展开实践,并有一部分技术被引入电子游戏领域.
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