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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.
1

Simbuilder an investigation and uability study of novice programming techniques /

Kanakadoss, Sumitha. Seals, Cheryl D. January 2005 (has links) (PDF)
Thesis(M.S.)--Auburn University, 2005. / Abstract. Includes bibliographic references (p.85-88).
2

Squeak and Rattle Detection: A Comparative Experimental Data Analysis

MANTRALA, RAVI K. 18 April 2008 (has links)
No description available.
3

Behavior Cards - ett programmeringsverktyg för barn / Behavior Cards - a programming tool for children

Scholz, Robert January 2005 (has links)
<p>This thesis presents the work of developing and testing a programming tool specially designed for children. The purpose of this tool is to make children capable of creating visual simulations and games that consist of actors interacting in a virtual world. The name of the programming tool is Behavior Cards, which comes from the fact that actors are programmed by giving them cards representing different kinds of behaviors. Behaviors are to some extent pre-programmed and can include general events specifying how the actors should act in different situations, in contrast to specifying every possible situation that can occur. The idea is that Behavior Cards should be easier to use than a more traditional text based programming tool, but it should also be expressive within the domain of visual games. These goals can be accomplished by using different types of representations – such as icons, symbols and text – combined with an interaction technique based on direct manipulation of objects. Two versions of Behavior Cards have been developed and tested together with 11-year-old children. The results show that behaviors were useful for programming relatively advanced visual programs in a quick and effective manner, and that the children were able to learn and use the concept for creating simple programs. Further studies are needed to examine if children also can analyze and solve more complex programming problems.</p> / <p>Arbetet som den här uppsatsen beskriver omfattar utveckling och testning av ett programmeringsverktyg för barn. Syftet med verktyget är att barn ska kunna skapa visuella simulationer och spel genom att programmera aktörer som agerar och interagerar med varandra i en värld. Programmeringsverktygets namn är Behavior Cards, vilket kommer av att aktörernas agerande programmeras genom att tilldela dem kort som representerar olika typer av beteenden. Beteenden är till viss del förprogrammerade och kan innehålla generella händelser för hur aktörer ska agera i olika situationer, i motsats till att definiera varje tänkbar situation som kan uppkomma. Tanken är att programmerandet ska vara enklare än med traditionella, textbaserade, programmeringsspråk, men samtidigt kraftfullt inom den specifika domänen. Detta kan åstadkommas genom att använda olika typer av representationer – såsom ikoner, symboler och text – i kombination med en interaktionsteknik baserad på direktmanipulation av objekt. Två prototyper av programmeringsverktyget har utvecklats och testats på barn i 11-årsåldern. Resultaten visar att beteenden är tillämpbart för att programmera relativt avancerade visuella program på ett snabbt och effektivt sätt, och att barnen kunde lära sig och använda konceptet för att skapa enkla program. Det krävs dock fördjupade studier för att ta reda på om barn kan analysera samt lösa mer komplexa programmeringsproblem.</p>
4

SimBuilder Science an approach to enhancing reading literacy through visual programming /

Williams, Alexandra L., Gilbert, Juan E. January 2006 (has links) (PDF)
Thesis(M.S.)--Auburn University, 2006. / Abstract. Vita. Includes bibliographic references (p.34-35).
5

Webový prohlížeč pro Squeak Smalltalk / Web Browser for Squeak Smalltalk

Šlemr, Martin January 2008 (has links)
This Master's thesis is about web browser Scamper in Squeak Smalltalk system environment, it's actual progress, new design and implementation, which respect CSS box model and visual formatting model including tables. Also describe web browsers generally and Internet technologies such HTTP protocol, or structure MIME. Next part of this document is describing Squeak Smalltalk system and it's graphic environment Morphic.
6

Design and Analysis of a Generic Fixture for Physical Squeak and Rattle Prediction

Bandihalli Mahalingaiah, Darshan, Sagi, Ajayvarma January 2020 (has links)
The thesis work investigates the possibility of replacing the Body-In-White (BIW) sections used in a physical test with a fixture. Volvo-cars perform several sub-system tests on its car components taken from various car models for different issues. Squeak and Rattle in Cockpits is one such important phenomenon investigated through its sub-system tests. Currently, the Body-in-White (BIW) sections taken from car body are used in holding the cockpits for Squeak and Rattle physical testing on a vibrating rig, the idea is to design a fixture that can replace these BIW sections for the test. Additionally, it is ensured that the fixture is designed to accommodate a variety of cockpits through the flexibility in its structure. Models from two different car segments were considered for performing the thesis. The development process started by researching the theory behind squeak and rattle along with investigating the important design parameters which would determine the requirements on the fixture. This is followed up with benchmarking the parameters and a physical test which would help later in comparison and evaluation of fixture performance against the BIW. The result from benchmarking were then used for topology optimization in obtaining a material layout to provide a basis for fixture design. Then, a basic CAD model is generated which is adapted to provide flexibility using Aluflexmechanisms. The final design comprises of a sufficiently rigid main structure made of hollow steel beams upon which Aluflex mechanisms are attached to provide flexibility in accommodating a variety of cockpit models. The fixture is analyzed and evaluated by comparing with benchmarked data. With the thesis, a fixture with generic (flexible) features which is manufacturable has been designed. It was concluded that at its current stage it cannot completely replace the BIW since the fixture is performing better than BIW in some respects and failing to conform to the requirements in others. The possible reason for the fixture failing to meet the requirements in the few aspects has been explored. As future work, it was proposed to explore into stiffness varying mechanisms (spring mechanisms) that could alter the stiffness requirements on the fixture as per the cockpit used for testing. It was also suggested to look for alternatives to Aluflex which would provide better stiffness at the connection points. Further, it was suggested to look for alternatives in the design concept which would avoid the connection part in extending too much away from the main structure thereby retaining high stiffness at the connection point.
7

Design and Analysis of a Novel Squeak Test Apparatus Developed for Objective Rating of Squeak Propensity and Its Application

Lee, Gil Jun 30 May 2017 (has links)
No description available.
8

NOISE SOURCE REDUCTION OF A HYDRAULIC ROAD SIMULATOR FOR USE AS A BSR EVAULATION PLATFORM

FRENZ, ERIC R. 26 September 2005 (has links)
No description available.
9

Development of a New Algorithm for Automatic Detection and Rating of Squeak and Rattle Events in Automobiles

Kuttan Chandrika, Unnikrishnan January 2009 (has links)
No description available.
10

Behavior Cards - ett programmeringsverktyg för barn / Behavior Cards - a programming tool for children

Scholz, Robert January 2005 (has links)
This thesis presents the work of developing and testing a programming tool specially designed for children. The purpose of this tool is to make children capable of creating visual simulations and games that consist of actors interacting in a virtual world. The name of the programming tool is Behavior Cards, which comes from the fact that actors are programmed by giving them cards representing different kinds of behaviors. Behaviors are to some extent pre-programmed and can include general events specifying how the actors should act in different situations, in contrast to specifying every possible situation that can occur. The idea is that Behavior Cards should be easier to use than a more traditional text based programming tool, but it should also be expressive within the domain of visual games. These goals can be accomplished by using different types of representations – such as icons, symbols and text – combined with an interaction technique based on direct manipulation of objects. Two versions of Behavior Cards have been developed and tested together with 11-year-old children. The results show that behaviors were useful for programming relatively advanced visual programs in a quick and effective manner, and that the children were able to learn and use the concept for creating simple programs. Further studies are needed to examine if children also can analyze and solve more complex programming problems. / Arbetet som den här uppsatsen beskriver omfattar utveckling och testning av ett programmeringsverktyg för barn. Syftet med verktyget är att barn ska kunna skapa visuella simulationer och spel genom att programmera aktörer som agerar och interagerar med varandra i en värld. Programmeringsverktygets namn är Behavior Cards, vilket kommer av att aktörernas agerande programmeras genom att tilldela dem kort som representerar olika typer av beteenden. Beteenden är till viss del förprogrammerade och kan innehålla generella händelser för hur aktörer ska agera i olika situationer, i motsats till att definiera varje tänkbar situation som kan uppkomma. Tanken är att programmerandet ska vara enklare än med traditionella, textbaserade, programmeringsspråk, men samtidigt kraftfullt inom den specifika domänen. Detta kan åstadkommas genom att använda olika typer av representationer – såsom ikoner, symboler och text – i kombination med en interaktionsteknik baserad på direktmanipulation av objekt. Två prototyper av programmeringsverktyget har utvecklats och testats på barn i 11-årsåldern. Resultaten visar att beteenden är tillämpbart för att programmera relativt avancerade visuella program på ett snabbt och effektivt sätt, och att barnen kunde lära sig och använda konceptet för att skapa enkla program. Det krävs dock fördjupade studier för att ta reda på om barn kan analysera samt lösa mer komplexa programmeringsproblem.

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