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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
71

Natural Language Programming for Controlled Object-Oriented English

Zhan, Yue 11 July 2022 (has links)
Natural language (NL) is a common medium humans use to express ideas and communicate with others, while programming languages (PL) are the ``language'' humans use to communicate with machines. As NL and PL were designed for different purposes, a considerable difference exists in the structure and capabilities. Programming using PL can take novices months to learn. Meanwhile, users are already familiar with NL. Therefore, natural language programming (NLPr) holds excellent potential by giving non-experts the ability to ``program'' with the language they already know and a Low-Code/No-Code development experience. However, many challenges with developing NLPr systems are yet to be addressed, namely how to disambiguate NL semantics, validate inputs and provide helpful feedback, and generate the executable programs based on semantic meanings effectively. This dissertation addresses these issues by proposing a Controlled Object-Oriented Language (COOL) model to disambiguate and analyze the English inputs' semantic meanings and implement a LEGO robot NLPr platform. Two main approaches that connect the current research in general-purpose NLP to NLPr are taken: (1) A domain-specific lexicon and function library serve as the syntax and semantic space. Even though NL can be complex and expressive, functions for the specific robot domain can be fulfilled with libraries built of a finite set of objects and functions. (2) An error-reporting and feedback mechanism detects erroneous sentences, explains possible reasons, and provides debugging and rewriting suggestions. The error-reporting and feedback systems are developed with a hybrid approach that combines rule-based methods such as FSM and dependency-based structural analysis with the data-based multi-label classification (MLC) method. Experiment results and user studies show that, with the proposed model and approaches reducing the ambiguity within the target domain, the NLPr system can process a relatively expressive controlled NL for robot motion control and generate executable codes based on the English input. When the system is confronted with erroneous sentences, it produces error messages, suggestions, and example sentences for users. NL's structural and semantic information can be transformed into the intermediate representations used for program synthesis with the language model and system proposed to resolve the situation where the considerable amount of data needed for a data-based model is unavailable. / Doctor of Philosophy / Natural language (NL) is one of the most common mediums humans use daily to express and explain ideas and communicate with each other. In contrast, programming languages (PL) are the ``language'' humans use to communicate with machines. Because of the difference in the purpose, media, and audience, there is a considerable difference in their structure and capabilities. NL is more expressive and natural and sometimes can be rather complex, while PL is primarily short, straightforward, and not as expressive as NL. The need for programming has increased in recent years. However, the learning curve of programming languages can easily be months or more for novice users to learn. At the same time, all potential users are familiar with at least one NL. As such, natural language programming (NLPr), a technology that enables people to program with NL, holds excellent potential since it gives non-experts the ability to ``program'' with the language they already know and a Low-Code or even No-Code development experience. However, despite recent research into NLPr, many challenges with developing NLPr systems are yet to be addressed, namely how to disambiguate natural language semantics, how to validate inputs and provide helpful feedback with a limited amount of data, and how to effectively generate the executable programs based on the semantic meanings. This dissertation addresses these issues by proposing a Controlled Object-Oriented Language (COOL) model to disambiguate and analyze the English inputs' semantic meanings and implement a LEGO robot NLPr platform. Two main approaches that connect the current research in general-purpose NLP techniques to NLPr are taken: (1) The first is developing a domain-specific lexicon and function library with the designed COOL model to serve as the syntax and semantic space. Even though natural language can be extremely complex and expressive, the functions for the specific robot domain can be fulfilled with libraries built of a finite set of objects and functions. (2) An error-reporting and feedback mechanism detects erroneous sentences, explains possible reasons, and provides debugging and rewriting suggestions. The error-reporting and feedback systems are developed with a hybrid approach that combines rule-based methods such as FSM and dependency-based structural analysis with the data-based multi-label classification (MLC) method. Experiment results and user studies show that, with the proposed language model and approaches reducing the ambiguity within the target domain, the designed NLPr system can process a relatively expressive controlled natural language designed for robot motion control and generate executable codes based on the semantic information extracted. When the NLPr system is confronted with erroneous sentences, it produces detailed error messages and provides suggestions and sample sentences for possible fixes to users. NL's structural and semantic information can be transformed into the intermediate representations used for program synthesis with the simple language model and system proposed to resolve the situation where the considerable amount of data needed for a data-based model is unavailable.
72

Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation

Geithner, Silke, Menzel, Daniela 17 September 2019 (has links)
Aim. In close cooperation with an international automotive supplier we developed the “C2” business simulation game in order to meet real work practice needs. Based on the example of a site-location decision and the setup of a new factory in China, the participants of the game experienced the challenges of an interdisciplinary project team as well as project management in complex and rapidly changing situations. During the game we used the creative learning method LEGO® Serious Play®,1 which helps to express different understandings through hands-on modelling. The aim of the game is to acquire and improve both technical project management knowledge and soft skills of the participants. Method. In total, 47 students participated in one of six two-day game sessions. They reported self-perceptions about their skill level through pre- and postgame questionnaires. Further data were collected during the simulation game based on observations, lessons learned reflections of the participants and evaluation questionnaires. Results. Results from our pre- and post-game self-assessment questionnaires show that the “C2” business simulation game improves not only conceptual knowledge about project management but also team working and the participants’ other soft skills. Results indicate that the students’ reactions to the simulation game were positive, and students felt that the LEGO Serious Play method helped them to better cope with challenges of teamwork, influences of stakeholders, risk factors and unpredictable project situations. Conclusion. These results suggest that our business simulation game has the potential to be an effective learning and training tool to provide students with relevant skills necessary for project managers. By giving students the opportunity to act in an authentic scenario based on a real project case, we can support their action-oriented as well as their trial-and-error learning, or in short their learning through experience.
73

Η συμβολή της γλώσσας προγραμματισμού Scratch, στην οικοδόμηση της δομής επιλογής κατά τη διδασκαλία του προγραμματισμού σε μαθητές του Δημοτικού, στο πλαίσιο της υλοποίησης του Νέου Αναλυτικού Προγράμματος Σπουδών για τις ΤΠΕ

Μπακόπουλος, Νικόλαος 10 June 2014 (has links)
Στα πλαίσια της εργασίας αυτής μελετήθηκε η συμβολή της γλώσσας προγραμματισμού scratch στη διδασκαλία του προγραμματισμού και τη δημιουργία υπολογιστικών εφαρμογών, στο μάθημα Τεχνολογίες Πληροφορίας και επικοινωνιών στην Πρωτοβάθμια Εκπαίδευση στις τελευταίες τάξεις του δημοτικού σχολείου. Στην παρούσα έρευνα περιγράφεται ο σχεδιασμός και η υλοποίηση του εκπαιδευτικού σεναρίου, καθώς και τα αποτελέσματά του ως προς την διαφοροποίηση της γνωστικής συμπεριφοράς των μαθητών ως προς την οικοδόμηση της δομής επιλογής, απλής και σύνθετης. Οι μαθητές υλοποίησαν 11 δραστηριότητες με τα αντίστοιχα φύλλα εργασίας τους, στο εργαστήριο πληροφορικής του σχολείου. Εξετάστηκαν οι δυσκολίες που συνάντησαν οι μαθητές στην υλοποίηση των δραστηριοτήτων, καθώς και τα προβλήματα που αντιμετώπισαν. Μελετήθηκε η συμβολή του εκπαιδευτικού σεναρίου το οποίο αναπτύχθηκε για την διδασκαλία της δομής επιλογής απλής και σύνθετης, καθώς και η συμβολή της αποτελεσματικής συνεργασίας των μαθητών ως μέλη ομάδων εργασίας. Τα αποτελέσματα έδειξαν ότι οι μαθητές είχαν ελάχιστα προβλήματα στην υλοποίηση των συνθηκών, ενώ περισσότερα από αυτά τα προβλήματα προέκυπταν όταν έπρεπε να εισάγουν λογικούς τελεστές. Εντοπίστηκε δυσκολία στην απλή δομή επιλογής με την εισαγωγή εντολών στην «αλλιώς». Διαπιστώθηκε ότι η χρήση του περιβάλλοντος scratch είναι ιδιαίτερα ελκυστική για τους μαθητές και ευνοεί την οικοδόμηση της δομής επιλογής σε συνδυασμό με κατάλληλα διαμορφωμένο εκπαιδευτικό σενάριο. Στην τελευταία δίωρη δραστηριότητα έγινε χρήση του ρομποτικού πακέτου Lego wedo με σκοπό την καλύτερη κατανόηση της χρήσης της δομής επιλογής. Ένα άλλο εύρημα της παρούσας ερευνητικής εργασίας αποτελεί η διαπίστωση ότι ένα κατάλληλα διαμορφωμένο κλίμα συνεργασίας ευνοεί και βελτιώνει την απόδοση των μαθητών. Με βάση τα παραπάνω, μπορούν να διατυπωθούν προτάσεις για την βελτίωση του συγκεκριμένου μαθήματος στο δημοτικό σχολείο και την ανάπτυξη κατάλληλου εκπαιδευτικού υλικού. / In this work, we studied the contribution of the programming language scratch in teaching programming and creating computer applications course in Information and Communications Technology in Primary Education in the last grades of elementary school. This research describes the design and implementation of the educational scenario and its effects on the differentiation of cognitive behavior of pupils in the building structure selection, simple and complex. Students implemented 11 activities with corresponding worksheets in the school computer lab . Examined the difficulties encountered by students in the implementation of activities, and the problems encountered. We studied the contribution of the educational scenario was developed for the teaching of structure selection simple and complex , and the contribution of the effective cooperation of students as members of working groups . The results showed that students had few problems in the implementation of treaties, while most of these problems arose when they had to introduce logical operators. Detected difficulty simple structure selection by enter commands into the " else ".It was found that the use of ambient scratch is especially attractive to students and conducive to building structure selection in conjunction with appropriately designed educational scenario . In the last two-hour activity we used the robotic Lego wedo package in order to better understand the use of structure selection. Another finding of this study is that a properly configured and working atmosphere conducive improves student performance. According this research, we can make suggestions for the improvement of the course in elementary school and the development of appropriate educational material.
74

Navigation Control of an Unmanned Aerial Vehicle (UAV)

Toazza, Denny Antonio, Kim, Tae Hyun January 2010 (has links)
The thesis covers a new navigation algorithm for UAV to fly through several given GPS coordinates without any human interference. The UAV first gets its current position from GPS receiver via Bluetooth connection with the navigator computer. With this GPS point, it draws an optimal trajectory to next destination. During the flight, the navigator computer issues the information about which direction to turn and how much to turn. This information will be used to steer the airplane servos. The algorithm is programmed in Java LeJOS. It uses built-in Java classes about GPS and Bluetooth. The main computer, where the navigation program runs, is a LEGO Mindstorms NXT and it is used a GPSlim240 from HOLUX as a GPS receiver.
75

Didaktické využití stavebnice LEGO Mindstorms ve výuce matematiky se zaměřením na fraktály / LEGO Mindstorms: Didactic utilization in mathematics with a focus on fractals

Čadek, Jan January 2016 (has links)
TITLE: LEGO Mindstorms: Didactic utilization in mathematics with a focus on fractals ABSTRACT: The objective of this thesis is to determine whether the teaching of fractal geometry supported by computer and robotic LEGO Mindstorms NXT has its place in the education of primary and secondary schools pupils in the Czech Republic. The theoretical part focuses on key topics and personalities closely connected to fractal geometry problematics. It provides a brief historical overview of the fractal geometry development, its potential use in teaching mathematics (with reference to Turkish curriculum documents), and a description of LEGO Mindstorms NXT which can well serve as a manual for teachers and pupils. The practical part contains instructions for building a robotic turtle as well as a proposal of teaching block aimed to support pupils' algorithmic and geometric thinking including key competencies. Quantitative comparison of the results taken from Turkish studies and evaluation of the project by the author and pupils are a part of the experiment as well. KEYWORDS: LEGO Mindstorms NXT, fractal, programming, Logo, learning by doing, turtle, Papert, L-system, microworlds
76

A Serious Game for Children with Autism Spectrum Disorder

Ornelas Barajas, Alejandra January 2017 (has links)
In this thesis, we propose a Serious Game (SG) for children with the Autism Spectrum Disorder (ASD) that builds on the concept of LEGO®-Based Therapy that is aimed at improving social and cognitive skills. The proposed SG is composed of building blocks augmented with electronic modules that connect to a computing device that provides visual feedback. We investigate the effects of using the proposed computer SG by comparing it to a non-computer block-game during two empirical studies, one following an unstructured play approach and a second one with structured play by assigning roles to the players. For the first study, the proposed system showed an improvement in social interaction, collaborative play and exercise performance, as well as a decrease in solitary play. For the second study, the proposed system showed an improvement in social interaction, positive vocalizations and exploratory behavior. There was also a marked preference towards the proposed game. Furthermore, we perceived a decrease on the assistance needed when using the proposed system during both studies. Our results suggest that the proposed system can be a useful play therapy tool aimed for young children with ASD.
77

Almeria-Mars: A web based robotic simulation

Wood, John Travis Ian 01 January 2003 (has links)
This project discusses the concepton of a web-based simulation. In particular, it will deal with the development of a robotic Mars Pathfinder simulation delivered via the World Wide Web.
78

Konzeptionierung und Realisierung eines zielgruppenübergreifenden Maker-Buchs zur Laser-Interferometrie

Klompmaker, Stefan 21 June 2019 (has links)
Der Schwerpunkt der vorliegenden Arbeit ist die Entwicklung eines zielgruppenübergreifenden Buch-Konzeptes im Open-Source-Gedanken und die kritische Diskussion der Vor- und Nachteile des Konzeptes. Den Ausgangszustand dieser Arbeit bilden drei zielgruppenspezifische Konzepte (Maker-Konzept, schulisches Konzept, wirtschaftliches Konzept), die kritisch bewertet werden. Sowohl das Maker-Konzept als auch das schulische und das wirtschaftliche Konzept weisen Stärken und Schwächen auf. Die besondere Neuerung und ein Hauptpunkt des Konzeptes ist die Verwendung von LEGO®-Bausteinen für den Aufbau eines Michelson-Interferometers. Das Interferometer erweist sich dadurch als geeignetes Experiment zur Nachwuchsförderung im Bereich der Optik und Photonik. Die positiven Resultate hinsichtlich der Nachwuchsförderung werden zusätzlich durch den Einsatz von Open-Source-Ansätzen, wie z. B. das Veröffentlichen von Bau- und Justageanleitungen, verstärkt. Schwächen offenbart die Divergenz der Konzepte. Es werden unterschiedliche Aufbauten des Michelson-Interferometers verwendet und an verschiedene Zielgruppen adressiert. Ein Lösungsansatz zur Zusammenführung der verschiedenen Konzepte und Zielgruppen ist das zielgruppenübergreifende Buch-Konzept. Unter Beachtung des Open-Source-Gedanken und der verschiedenen Zielgruppen wird im Rahmen dieser Arbeit ein Buch konzipiert, welches die Lösung der Forschungsfrage darstellen soll: „Ist es möglich, ein Konzept zu entwickeln, welches mehrere Zielgruppen anspricht und gleichzeitig dem Open-Source-Gedanken folgt?“ Hierfür wird der Aufbau des Michelson-Interferometers dahingehend geändert, dass er den Ansprüchen mehrerer Zielgruppen genügt und zudem durch die einheitliche Verwendung von LEGO®-Bausteinen eine einfache Aufbauweise besitzt. Darüber hinaus wird das Buch-Konzept mit einem didaktischen Grundkonzept zur Bild- und Textgestaltung versehen, um eine verständliche, strukturierte und gleichzeitig anschauliche Schritt-für-Schritt-Anleitung zu garantieren. Um ein möglichst positives Resultat im Sinne der Forschungsfrage und dadurch auch einen größtmöglichen Erfolg des Buch-Konzeptes zu gewährleisten, wird das Buch-Konzept in dieser Arbeit selbstkritisch reflektiert, sodass wissenschaftlich begründet geschlossen werden darf: Das Buch trägt zur Nachwuchsgewinnung und –förderung im Bereich der Optik und Photonik bei und wird der Förderidee der zu Grunde liegenden Förderungen des Bundesministeriums für Bildung und Forschung gerecht.
79

Förmedla LEGO-bygginstruktioner i en Augmented Reality miljö med hjälp av HoloLens 2

Ek, Cecilia January 2023 (has links)
I denna artikel undersöks HoloLens 2 som verktyg för att förmedla LEGO-bygginstruktioner genom att använda Augmented Reality (AR). Traditionella instruktionsmetoder såsom text, bilder och video har börjat få konkurrens av AR-tekniken. AR har potentialen att förbättra inlärning och effektivisering av instruktions processen genom att lägga till digitalt innehåll i den fysiska verkligheten.  I artikeln diskuteras både fördelar och nackdelar med att använda sig av AR-instruktioner jämfört med traditionella medier, såsom pappersinstruktioner och framhäver AR’s potential inom områden som exempelvis utbildning, sjukvård och tillverkning. Tidigare studier har visat ökat engagemang, effektivitet och minskad ansträngning hos användare som använder sig av AR-instruktioner. Ibáñez m.fl. (2014) genomförde en undersökning där de använde sig av AR bland studenter och fick positiv feedback vad gäller användning av AR i ett lärandesammanhang.  Artikeln inriktar sig specifikt på användningen av AR Head Mounted Display (HMD), som i detta fall kommer vara en HoloLens 2 för att förmedla LEGO-bygginstruktioner. Med hjälp av HoloLens 2 får användaren en tydligare uppfattning om monteringsprocessen och visualisera de olika komponenterna i 3D. Detta blir fördelaktigt för undersökningen när det gäller att hantera små LEGO-komponenter för att placera dem på rätt plats.  Slutresultatet för undersökningen av att använda HoloLens 2 som verktyg för att förmedla LEGO-bygginstruktioner, visade sig ha både fördelar och nackdelar som kommer att diskuteras senare i artikeln.
80

The Effects of a Technological Problem Solving Activity on FIRST LEGO League Participants' Problem Solving Style and Performance

Varnado, Terri E. 29 April 2005 (has links)
This study investigated the effects of a technological problem solving activity, specifically the 2004 No Limits FIRST™ LEGO™ League Robotics Challenge, on student participants' problem solving styles and performances. Previous research suggested that problem solving styles and performances could be influenced in children who are developing cognitively. Thirty-six 9-14 year old males and females were selected from officially registered FLL teams in the Virginia Department of Education Regions 6 & 7 of Southwest Virginia. Student participants self-assessed their technological problem solving confidence, approach/avoidance styles, and personal control during said activity three times over an eight week period. Two raters directly observed four dimensions of technological problem solving (problem clarification, developing a design, modeling/prototyping, and evaluating the design solution) at four points during the same eight-week time frame. Simple ANOVA, Repeated Measures ANOVA, MANOVA, Regression Analyses, and Qualitative Analyses were used to analyze the data. Female FLL student participants aged 9-14 perceived their overall technological problem solving style no differently than did 9-14 year old males. Gender alone showed no significant differences in performance; however, without any formal training or coursework, 9-14 year old FLL student participants showed significant increases in confidence, overall technological problem solving styles, problem clarification, developing a design, evaluating a design solution, and overall technological problem solving performance in only eight weeks. / Ph. D.

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