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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.
21

SNOOPIE : development of a learning support tool for novice programmers within a conceptual framework

Coull, Natalie J. January 2008 (has links)
Learning to program is recognised nationally and internationally as a complex task that novices find challenging. There exist many endeavours to support the novice in this activity, including software tools that aim to provide a more supportive environment than that provided by standard software facilities, together with schemes that reduce the underlying complexity of programming by providing accessible micro-worlds in which students develop program code. Existing literature recognises that learning to program is difficult because of the need to learn the rules and operation of the language (program formulation), and the concurrent need to interpret problems and recognise the required components for that problem (problem formulation). This thesis describes a new form of learning support that addresses that dual task of program and problem formulation. A review of existing teaching tools that support the novice programmer leads to a set of requirements for a support tool that encompasses the processes of both program and problem formulation. This set of requirements is encapsulated in a conceptual framework for software tool development. The framework demonstrates how the requirements of a support tool can be met by performing a series of automated analyses at different stages in the student's development of a solution. An extended series of observations demonstrates the multi-faceted nature of problems that students encounter whilst they are learning to program and how these problems can be mapped onto the different levels of programs and problem formulation. These observations and the framework were used to inform the development of SNOOPIE, a sample instantiation of the framework for learning Java programming. This software tool has been fully evaluated and demonstrated to have a significant impact on the learning process for novice Java programmers. SNOOPIE is fully integrated into a current introductory programming module and a future programme of work is being established that will see SNOOPIE integrated with other established software tools.
22

Les logiciels libres sous l'angle de la responsabilité civile

Lemyre, Pierre-Paul 12 1900 (has links)
Distribués sous des licences permissives qui assurent des droits d'utilisation, de modification et de redistribution aux licenciés, l'élaboration des logiciels libres est fondée sur un modèle de développement décentralisé. Ces caractéristiques posent de nombreux défis au milieu juridique, particulièrement en ce qui a trait à la responsabilité civile. Ainsi, les développeurs se demandent dans quelles circonstances leur responsabilité civile peut être engagée suite à la défaillance de leur logiciel libre. De la même façon, ils questionnent la possibilité d'appliquer cette responsabilité à un nombre important de développeurs dispersés aux quatre coins du globe. L'analyse présentée montre que le droit, tel qu'il existe actuellement, est en mesure de résoudre la majorité des problèmes relatifs à la détermination et l'application de la responsabilité civile en matière de logiciels libres. Les règles de la responsabilité civile représentent donc un risque potentiel pour les développeurs de logiciels libres, même s'ils sont relativement bien protégés par les contextes juridiques et factuels. / Distributed under permissive licenses that guarantee the users use, modification and redistribution rights, the development of free software is decentralized. Numerous legal challenges flow from this, particularly respecting civil liability matthers. In consequence, developers are concerned regarding the circumstances in which they could be liable based on the faillure of their free software. They are equally questionning the possibility that numerous developers scattered around the world could be jointly liable. The analysis show that the law, in its actual form, is able to answer the majority of the issues resulting from the establishment and the application of civil liability regarding free software. In this way, civil liability rules are representing a potential risk to free software developers, even if they are relatively weil protected by the legal and factual contexts.
23

Arte e programação na linguagem Processing

Mello, Patricia Oakim Bandeira de 03 December 2015 (has links)
Made available in DSpace on 2016-04-29T14:23:41Z (GMT). No. of bitstreams: 1 Patricia Oakim Bandeira de Mello.pdf: 43634979 bytes, checksum: d902ed7a6e6e46510524408d83807a9b (MD5) Previous issue date: 2015-12-03 / Since the 1960s, many artists have been experimenting with computer technology to create artwork. Different programming languages have also emerged since then with the goal of making programming easier for people with various backgrounds and interests, such as artists and children. Processing is one of these programming languages. It was created in 2001 at the Massachusetts Institute of Technology (MIT) with the objective of streamlining programming in the visual arts field. Processing was widely adopted as the programming language used for teaching programming to artists in several countries and it is also used for the final production of works of art. Besides, it was the inspiration for Arduino, a prototyping platform for physical computing that has become quite popular. Entitled Art and Programming in the Processing language, this research aims to investigate the following question: "What are the relationships between software, programming, and art in the Processing programming language? The research debates, from the Processing perspective, software in society and art, in addition to examining the role of the artist-­‐programmer -­‐ the artist who works directly with programming languages. It discusses still the learning of programming as part of computer and code literacy. The research methodology is based on a literature review and critical analysis, along with a case study of the Processing programming language. The research is complemented by the direct experience of the author and two interviews. This research presents cultural aspects of art made with Processing, encompassing from the context of programming languages that make the programming activity easier up to aspects of free software and hacker culture in the community of artists-­‐programmers that use Processing / Desde a década de 1960, diversos artistas vêm experimentando com a tecnologia computacional na criação de suas obras de arte. Também diferentes linguagens de programação surgiram com o objetivo de tornar a programação mais fácil para pessoas com formações e interesses diversos, como artistas ou crianças. O Processing, umas dessas linguagens, surgiu em 2001, no Massachusetts Institute of Technology (MIT), com o objetivo de facilitar a programação nas artes visuais. Ele foi amplamente adotado em vários países no ensino de programação para artistas e também para a produção final de obras de arte. Além disso, foi a inspiração para o Arduino, uma plataforma de prototipagem para interação física com o ambiente que se tornou bastante popular. Intitulada Arte e Programação na linguagem Processing, esta pesquisa se propõe a investigar a seguinte questão: "Quais são as relações entre software, programação e arte na linguagem de programação Processing?". A pesquisa debate, sob a perspectiva do Processing, o software na sociedade e na arte, além de examinar o papel do artista-­‐programador aquele que trabalha diretamente com linguagens de programação. Além disso, discute também o aprendizado de programação como parte de uma alfabetização digital. A metodologia de pesquisa se baseia em um levantamento bibliográfico acompanhado de uma análise crítica do material consultado e um estudo de caso da linguagem de programação Processing. A pesquisa é ainda complementada pela experiência direta da autora e por duas entrevistas. Esta investigação apresenta aspectos culturais da arte feita em Processing, englobando desde o contexto das linguagens de programação que facilitam a atividade de programar até características do software livre e da cultura hacker na comunidade de artistas-­‐programadores do Processing
24

Les logiciels libres sous l'angle de la responsabilité civile

Lemyre, Pierre-Paul 12 1900 (has links)
Distribués sous des licences permissives qui assurent des droits d'utilisation, de modification et de redistribution aux licenciés, l'élaboration des logiciels libres est fondée sur un modèle de développement décentralisé. Ces caractéristiques posent de nombreux défis au milieu juridique, particulièrement en ce qui a trait à la responsabilité civile. Ainsi, les développeurs se demandent dans quelles circonstances leur responsabilité civile peut être engagée suite à la défaillance de leur logiciel libre. De la même façon, ils questionnent la possibilité d'appliquer cette responsabilité à un nombre important de développeurs dispersés aux quatre coins du globe. L'analyse présentée montre que le droit, tel qu'il existe actuellement, est en mesure de résoudre la majorité des problèmes relatifs à la détermination et l'application de la responsabilité civile en matière de logiciels libres. Les règles de la responsabilité civile représentent donc un risque potentiel pour les développeurs de logiciels libres, même s'ils sont relativement bien protégés par les contextes juridiques et factuels. / Distributed under permissive licenses that guarantee the users use, modification and redistribution rights, the development of free software is decentralized. Numerous legal challenges flow from this, particularly respecting civil liability matthers. In consequence, developers are concerned regarding the circumstances in which they could be liable based on the faillure of their free software. They are equally questionning the possibility that numerous developers scattered around the world could be jointly liable. The analysis show that the law, in its actual form, is able to answer the majority of the issues resulting from the establishment and the application of civil liability regarding free software. In this way, civil liability rules are representing a potential risk to free software developers, even if they are relatively weil protected by the legal and factual contexts. / "Mémoire présenté à la faculté des études supérieures en vue de l'obtention du grade de maîtrise en droit des technologies de l'information [LL.M]". Ce mémoire a été accepté à l'unanimité et classé parmi les 10% des mémoires de la discipline. Commentaires du jury : "Avec les félicitations du jury."
25

Identificação e valoração de competências para o desenvolvedor de sistemas de informação, na visão dos gestores de fábrica de software de salvador

Ferrarini, José Eduardo Athayde January 2006 (has links)
p. 1-154 / Submitted by Santiago Fabio (fabio.ssantiago@hotmail.com) on 2013-03-06T18:01:09Z No. of bitstreams: 1 5555a.pdf: 1113307 bytes, checksum: da67be7c0da2f6cbcfe9f734693cb851 (MD5) / Approved for entry into archive by Tatiana Lima(tatianasl@ufba.br) on 2013-03-14T18:15:55Z (GMT) No. of bitstreams: 1 5555a.pdf: 1113307 bytes, checksum: da67be7c0da2f6cbcfe9f734693cb851 (MD5) / Made available in DSpace on 2013-03-14T18:15:55Z (GMT). No. of bitstreams: 1 5555a.pdf: 1113307 bytes, checksum: da67be7c0da2f6cbcfe9f734693cb851 (MD5) Previous issue date: 2006 / O objetivo deste estudo foi identificar e valorar as competências desejadas por gestores no perfil dos desenvolvedores de sistemas, em especial os que se encontram em início de carreira, em fábricas de software de Salvador, estado da Bahia. Para alcançar este objetivo, os conceitos de competências e de fábrica de software foram apresentados. Também é apresentada uma contextualização deste perfil, trazendo dois aspectos que impactam a formação do perfil do profissional: a formação acadêmica e o mercado de trabalho. Os dados foram analisados de forma qualitativa, e foram levantados através de pesquisas de campo nas empresas. A análise dos dados considerou três aspectos: Primeiro, verificou se há tendência de crescimento para fábricas de software em Salvador. Depois, foi feita a identificação das competências mais valorizadas pelos gestores de fábrica de software, em Salvador. Por fim, a análise buscou fatores que pudessem indicar um impacto destas mudanças no perfil do profissional na estrutura dos cursos de graduação em sistemas de informação. Como conclusão, o trabalho apresenta as competências identificadas através da percepção dos gestores, onde foi verificado que, na fábrica de software, as competências técnicas são as mais valorizadas. Quanto ao crescimento das fábricas de software em Salvador, não é possível indicar uma tendência de crescimento, apenas um potencial de crescimento, que depende principalmente da formação de um pólo exportador de software. Quanto à formação acadêmica, as mudanças no perfil não parecem representar um impacto significativo. No entanto, vale ressaltar o interesse demonstrado por alguns gestores em recrutar desenvolvedores em cursos técnicos, o que direcionaria os graduados em computação para as funções de análise e gerenciamento da fábrica de software. / Salvador
26

Evaluating two cross-platform frameworks using Cognitive Dimensions / En utvärdering av två “cross-platform”-ramverk genom “Cognitive Dimensions”

Leandersson, Carl January 2022 (has links)
Cross-platform frameworks enable development for multiple platforms, such as iOS and Android, using the same codebase. Evaluation of cross-platform frameworks has traditionally been geared towards technical assessments and, more seldom, targeted usability, leaving a gap to be explored. This paper presents a usability analysis of Flutter and React Native, supported by a user study using the Cognitive Dimensions of Notations framework (CDN framework). Six developers were recruited and interviewed with the CDN framework questionnaire and a thematic analysis was performed where several usability issues, benefits and design trade-offs were identified. A recurring topic amongst the React Native developers was issues regarding hooks, while the Flutter developers unanimously identified problems relating to layout design. React Native was highlighted for its abstraction and progressive evaluation capabilities, indicating an edge toward Flutter. In contrast, comments regarding Flutters tooling capabilities and UI libraries showed an edge towards React Native. The identified usability benefits and trade-off characteristics give insight into each framework’s strengths and weaknesses. / “Cross-platform”-ramverk möjliggör applikationsutveckling till ett flertal plattformar såsom iOS och Android genom användning av samma kodbas. Flutter och React Native är i dagsläget två av de mest eftersökta “cross-platform”-ramverken. Utvärdering av dessa ramverk har vanligtvis utvärderat den tekniska aspekten, och mer sällan fokuserat på användbarhet. Denna masteruppsats presenterar en användbarhetsanalys av Flutter och React Native genom en användarstudie med utgångpunkt i ramverket “Cognitive Dimensions of Notations” (CDN-ramverket). Sex utvecklare rekryterades och intervjuades genom ett formulär tillhörande CDN-ramverket. En tematisk analys genomfördes på den insamlade datan och identifierade ett flertal problem och överväganden gällande design. Ett återkommande tema bland React Native-utvecklarna var problem relaterat till “hooks” medan Flutter-utvecklarna beskrev problem avseende layout-design. React Native mottog positiva kommentarer relaterat till abstraktionkapacitet och progressiv utvärdering jämfört med Flutter. Flutter mottog positiv kritik angående verktyg samt tillhörande UI-bibliotek jämfört med React Native. Utvärderingen av Flutter och React Native ger insyn i respektive ramverks styrkor och svagheter.
27

台灣節目製作業商品化歷程分析:一個批判政治經濟學的考察 / The Commodification of TV Program Producer in Taiwan-from an Critical Political-Economy Perspective

張時健, Chen, Chang-Shih Unknown Date (has links)
本研究旨在探討台灣電視產業中,商品為何、商品的特性、商品的生產過程,以及與生產結構間的對應關係。本研究採行批判的傳播政治經濟學視野,對台灣四十餘年來的電視事業進行考察。研究結果指出,電視事業中的商品,首要應為節目本身,而台灣的電視節目的首要消費者,是廣告業主而不是觀眾。同時因為國民黨時期無線三台特殊的經營體制,形塑本地節目製作業的特性:規模小、業務人員為公司主要人力。導致台灣節目的廉價化與廣告化,不論在三台寡占市場時期,或衛星電視頻道百家爭鳴時期,皆是如此。 / My objective is to find out the commodity in TV industry in Taiwan, and figure out the characteristics of the commodity, the production process, and the relationship between the commodity and the production structure. Therefore, I studied the TV production process in Taiwan for 40 years from an critical political-economy perspective. At the end, I figure out that the commodity in TV industry is programmers, and the very first consumer of this commodity is advertisers rather than audiences. Because of the special operate model of three main TV broadcasters protected by KMT, TV program producers are small and poor, and they spend too much time in maintain the relationship with advertisers and TV managers. After all, TV program in Taiwan looks like advertisement and the quality of it is low end. No matter the market is monopolized by the three main broadcasters, or opened for hundred of satellite channels, the circumstance are all the same.
28

十五萬人的BBS是如何煉成的:批踢踢實業坊技術演變歷程之研究(1995-2008) / How is 150000 users' BBS possible:the study of PTT 's technological change

李紹良, Li, Shao Liang Unknown Date (has links)
在台灣,電子布告欄系統(Bulletin Board System,BBS)並非像美國一樣隨時間被淘汰,人數不減反增地逆勢成長,且具社會影響力。何以一項現今看來技術「落後」的純文字介面系統,仍能在台灣如此風行?何以批踢踢後來人數會成長一百五十倍,成為全國,乃至於全世界最大的BBS?造就這樣一個容納十五萬人同時在線的BBS的技術與社會條件為何?本研究採用科技的社會建構論(The social construction of Technology,SCOT)作為理論架構,透過台灣BBS發展反省既有的STS與資訊研究,並延伸與修正SCOT的理論架構。 BBS在台灣的發展是一條有別於歐美資訊發展的在地技術創新路徑。紮根於校園的BBS是台灣獨有的技術創新成就。校園一方面作為一個重要的招募及再生產機制,促使Internet BBS能在1990年代中後期快速擴張;另方面校園也成為了不同社會團體權力接合的節點(教育部-校方-站方-使用者)。 BBS站台興盛的必要條件在於是否具有較高的自主性。在有較高的自主性的前提下,「使用者─工程師」(User-Programmer)、「使用者─管理者」(User-Manager)才能為BBS帶來技術創新的可能。換言之,在較不受制於校方規制與市場左右的情況下,BBS社群才得以蓬勃發展。批踢踢經營團隊的動力源自他們同時具備重度使用者的身分;在權限上是高人一等的使用者,可依自身需求參與、實驗、改造自身涉入甚深的社群。這些活動不是迫於生計或懾於威勢,而是有別於日常生活的自發性活動,因而產生遊戲(play)的樂趣。對作為重度使用者的經營團隊來說,BBS作為一種集體記憶的載具,它是個人重要的情感連結並建構了自我認同。BBS人數的提升牽涉到的是經濟面、技術面乃至於社會面的整合。 2005年之後的批踢踢,因頻繁的網路起鬨(internet mobbing)與大眾媒體開始緊密連結,吸引更多使用者加入,同時也提升批踢踢的影響力。與新聞媒體形成的正反饋迴圈開啟了多起批踢踢爭議事件,批踢踢的所有權也成為各方社會團體相互協商(negotiation)的對象。最後所有權爭論終結(closure)在2006至2007發生的「批踢踢出走學網」事件;經此事件後,批踢踢就成為一個人數停滯(同時上線人數停在十五萬人),名義上所有權歸給台灣大學資訊系系方,狀態相對穩定的技術物。 / In Taiwan, Bulletin Board System (BBS) hasn’t been eliminated as that in the US. On the contrary, the number of BBS users is increasing aggressively, BBS users in Taiwan are gaining socail influence as well. Why does a text-based interface, a system appearing so “laggard” in today’s technology, still attract considerable Internet users and become popular in Taiwan? How does PTT(the most popular platform in Taiwan) bloom and even multiply 150 times, becoming the largest BBS nationwide or even worldwide? What are the social and technical conditions to create this magnificent BBS station for 150 thousand users on-line at the same time? This study adopts SCOT(The social construction of Technology,SCOT)as its theoretical framework, reflecting STS and iCT-study, through the development of BBS in Taiwan and trying to extend and modify the theoretical framework of SCOT. The development of BBS in Taiwan, with its local innovative technological conditions, is quitely different from that in the Western countries. On the other hand, with its crucial recruiting and reproduction mechanism based on the campus, BBS bloomed in the late 1990s. On the other hand, campus renders a connection between the power of different social groups. Relatively –high autonomy pushes through BBS’s propertiy. Under higher autonomy condition, user-programmer or user-manager model may bring in technology innovation. In other words, BBS community becomes flourishing on account of fewer restrictions from the authorities. And the managing staff in PPT, because of owning top administrative rights, can get deeply involved, experiment, and modify this social group with innovations. They have done this not for living or oppressed by the authorities, but for fun. To these core managing staff, BBS renders a vehicle, of collective emotional memory, and self-indentification. The growing number of BBS users shows the integrity of economy, technology, and society. PPT after the year 2005, because of frequent internet mobbing along with mass media, has attracted more users to join its social website and gave rise to its influence as well. People start to care about its ownership. And the closure of this issue came to an end in the event of PPT pupils exile; after that, the number of PPT users has suspended (15 thousand users at top.) Now, the ownership belongs the the Department of Information Technology and Ptt becomes a relatively stable artifact in the long run.
29

Fault-tolerant Programming Models and Computing Frameworks

Kurt, Mehmet Can 14 October 2015 (has links)
No description available.
30

Sanitization of embedded network devices : Investigation of vendor’s factory reset procedure

Larsson, Magnus January 2015 (has links)
Embedded devices such as routers, switches, and firewalls commonly have sensitive information stored on them such as passwords, cryptographic keys, and information about the network around them and services that these device(s) provide. When disposing of or reselling this equipment in the secondary market it is crucial to erase this sensitive information. However, there is an important question that must be asked: Do the erase commands and routines offered by the device manufacturers actually erase the sensitive data? This thesis investigates methods and tools to determine the completeness of this erasure in some common network devices. These methods are used on a sample of networking equipment found to still contain sensitive information after being erased according to vendor recommendations. A computer program was developed to show how this information can be removed. The information in this document is useful for equipment owners, brokers and others looking to remarket their current equipment; all of whom want to minimize the risk of leaking sensitive data to other parties. / Nätverksutrustning såsom routrar, switchar och brandväggar har ofta känslig information lagrad internt, som lösenord, kryptografiska nycklar, information om nätverket runt dem samt tjänster de tillhandahåller. Om denna utrustning ska säljas på andrahandsmarkanden eller på annat sätt byta ägare är det viktigt att all känslig information raderas.  Men kan man lita på att raderings rutiner och metoder som tillhandahålls av tillverkaren verkligen raderar känslig data? Denna avhandling undersöker lämpliga verktyg och metoder för att granska vilken information som minnen i inbyggda system innehåller. Dessa metoder testas praktiskt på några system som visar sig ha kvar känslig information efter att de raderats enligt tillverkarens rekommendationer. Ett datorprogram som demonstrerar hur denna information kan undersökas och raderas finns med som en del av avhandlingen. Informationen i detta dokument är användbar för ägare av datakomutrustning, mäklare av sådana samt andra som vill minimera risken för att läcka känslig information vid återförsäljning av sin begagnade utrustning.

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