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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.
111

Language for High-Level Description of User Interface Requirements / Language for High-Level Description of User Interface Requirements

Rašovský, Martin January 2018 (has links)
Diplomová práce se zabývá problematikou návrhu vysokoúrovňového jazyka pro popis grafického uživatelského rozhraní. Teoretická část rozebírá současné technologie uživatelských rozhraní zejména pro stanovení požadavků na nový jazyk. Z těchto poznatků násladně jsou shrnuty zásadní požadavky, které se nutně musí zakomponovat při návrhu samotného jazyka. Jsou zde zmíněny i požadavky z pohledu osob se specifickými vzdělávacími potřebami dle tzv. návrhových principů \textit{počítačové terapie}. Následně práce dle analyzovaných požadavků navrhuje jazyk pro vysokoúrovňový popis uživatelského rozraní. Součástí návrhu jazyka je také popis algoritmu pro kompozici jednotlivých komponent definovaných v jazyce do výsledného uživatelského prostředí. Navržený jazyk je implementován v programovacím jazyce C\#. Implementace je demonstrována na reprezentativních příkladech. Nakonec se práce věnuje dalším možným rozšířením jazyka.
112

Softwarový nástroj pro vizuální specifikaci řízení průběhu laboratorních experimentů / Software Tool for Visual Specification of Laboratory Experiments Execution Flow

Truhlář, Jan January 2020 (has links)
Aim of this work is to design and create a software tool, which will allow visual specification of laboratory experiments flow on device called GOLEM. This device was created by research group from Department of Chemical Drugs, University of Veterinary and Pharmaceutical Sciences Brno. This software was based on modern web technologies, tools for their design and implementation. The software created in this work offers ergonomic and the highly modular user interface which can be easily extended in case of upgrade. Main benefit of this work is providing research group with a new software tool which will help them perform experiments more effectively.
113

La programmation informatique à l’école primaire : pratiques effectives de programmation et mobilisation d’habiletés de résolution collaborative de problèmes (RCP)

Parent, Simon 01 1900 (has links)
L’objectif de cette recherche doctorale est de décrire et comprendre les effets de la programmation informatique sur l’apprentissage et la mobilisation de compétences d’élèves du primaire. Notre intérêt pour ce phénomène se justifie sous deux considérations : d’abord, la programmation est une activité qui a connu une démocratisation au cours des dernières années, notamment dans le milieu scolaire. Puis, en ce qui concerne la résolution collaborative de problèmes (RCP), il s’agit de compétences appartenant à ce que certains appellent les compétences du 21e siècle (voir notamment Chalkiadaki, 2018; van Laar et al., 2017), et que d’autres appellent les compétences du futur (Conseil des compétences futures, 2020; Gouvernement du Canada, 2020). Les recherches empiriques menées en contextes authentiques de classe sont très peu nombreuses dans la littérature (Lye et Koh, 2014), ce qui atteste pour nous la nécessité de porter un regard contemporain et imprégné des nouvelles tendances technopédagogiques sur ce phénomène d’envergure internationale. Les principaux référents conceptuels sont associés au champ de l’apprentissage collaboratif à l’aide de l’ordinateur (en anglais le Computer-supported collaborative learning, CSCL), un champ dont nous citons plusieurs travaux réalisés dans les années 1990 (Koschmann et al., 1996; Scardamalia et Bereiter, 1994). Il nous a permis d’aborder les aspects techniques (programmation, ordinateur), sociaux (interactions, médiatisation) et pédagogiques (apprentissage, développement de compétences) du phénomène que nous souhaitions étudier. À l’aide d’un devis qualitatif et interprétatif de type étude de cas multiples, nous avons mis en place un scénario pédagogique dans trois écoles primaires au Québec. Amenant les élèves à découvrir graduellement les concepts fondamentaux de la programmation informatique, le scénario Deviens un maître NAO mise sur la programmation visuelle et tangible pour mobiliser, voire développer, un ensemble d’habiletés et de compétences, tant transversales que disciplinaires. Une série de 20 niveaux sont proposés aux élèves, qui doivent réaliser des programmes ayant pour but d’animer un robot humanoïde nommé NAO. Le premier cas a été observé dans une école alternative de Montréal. Les élèves (n=29) ont été séparés en équipes multiniveau, ce qui a amené la collaboration d’élèves d’âges et de niveaux scolaires différents. Les cas 2 à 5 ont été étudiés dans une école de Montréal et présentent des élèves de quatrième, cinquième et sixième année (n=70). Enfin, le dernier cas se situait dans une classe de cinquième année de la grande région de Québec (n=10). Plusieurs de ces élèves ont des difficultés d’apprentissage ou sont en situation de handicap. Nous avons observé les pratiques effectives de programmation ainsi que la mobilisation des compétences de RCP à l’aide d’un appareillage méthodologique considérable : (a) une caméra filmant l’activité des élèves dans leur environnement immédiat, (b) la caméra intégrée de l’ordinateur qui filmait le visage des élèves et leurs interactions verbales, et (c) l’enregistrement de l’écran d’ordinateur que les élèves utilisaient pour faire la programmation visuelle et tangible du robot NAO. Nous avons ensuite utilisé ce corpus de données vidéos pour déterminer une typologie des pratiques effectives de programmation d’élèves du primaire, pour créer une grille d’observation de la RCP à partir d’observations empiriques et authentiques et pour comprendre le processus de RCP dans le cadre d’une activité de programmation au primaire. Parmi les principaux résultats, nous proposons une typologie des pratiques de programmation visuelle fortement basée sur nos observations empiriques, ce qui l’ancre fortement dans la réalité du terrain de recherche. Puis, nous avons également été en mesure de concevoir une grille d’observation de la RCP en nous appuyant sur les travaux scientifiques antérieurs et, surtout, sur nos observations empiriques. Cette grille, présentant 3 dimensions et 15 indicateurs, permet d’observer les processus et habiletés mis en œuvre par les élèves de façon collaborative. Enfin, l’utilisation de cette grille a mené à l’analyse systématique et compréhensive de la façon dont les élèves parvenaient à compléter les activités de programmation de façon collaborative. Nous soulignons d’une part la prépondérance de certaines habiletés (échanges à propos du problème, attribution explicite ou implicite des rôles, vérification des solutions, etc.), et d’autre part la faible mobilisation d’habiletés comme l’adaptation des interventions, l’identification des forces et des faiblesses et la vérification des actions. / The objective of this doctoral research is to describe and understand the effects of computer programming on the learning and mobilization of skills of elementary school students. Our interest in this phenomenon is justified by two considerations: first, programming is an activity that has been democratized in recent years, especially in the school environment. Second, with respect to collaborative problem solving (CPS), these are skills that belong to what some call 21st century skills (see, for example, Chalkiadaki, 2018; van Laar et al., 2017), and others call future skills (Future Skills Council, 2020; Government of Canada, 2020). Empirical research conducted in authentic classroom contexts is very scarce in the literature (Lye and Koh, 2014), which attests to the need for us to take a contemporary look at this international phenomenon, infused with new techno-pedagogical trends. The main conceptual referents are associated with the field of Computer-supported collaborative learning (CSCL), a field from which we cite several studies conducted in the 1990s (Koschmann et al., 1996; Scardamalia and Bereiter, 1994). It allowed us to address the technical (programming, computer), social (interactions, mediatization) and pedagogical (learning, skill development) aspects of the phenomenon we wanted to study. Using a qualitative and interpretative multiple case study design, we implemented a pedagogical scenario in three elementary schools in Quebec. By gradually introducing students to the fundamental concepts of computer programming, the Become a NAO Master scenario relies on visual and tangible programming to mobilize and even develop a set of skills and competencies, both transversal and disciplinary. A series of 20 levels are offered to students, who must create programs to animate a humanoid robot named NAO. The first case was observed in an alternative school in Montreal. The students (n=29) were separated into multi-level teams, which led to the collaboration of students of different ages and grade levels. Cases 2-5 were studied in a Montreal school and featured students in grades 4, 5, and 6 (n=70). Finally, the last case was in a fifth grade class in the greater Quebec City area (n=10). Many of these students have learning difficulties or disabilities. We observed the effective programming practices as well as the mobilization of CPR skills using a considerable methodological apparatus. Indeed, for each team in each class, we had: (a) a camera filming students' activity in their immediate environment, (b) the computer's built-in camera that filmed students' faces and verbal interactions, and (c) the recording of the computer screen that students used to do the visual and tangible programming of the NAO robot. We then used this video data set to determine a typology of elementary students' effective programming practices, to create a CPS observation grid based on empirical and authentic observations, and to understand, using the created grid, the process of CPS in an elementary programming activity. Among the main results, we propose a typology of visual programming practices strongly based on our empirical observations, which anchors it strongly in the reality of the research field. Then, we were also able to design a CPS observation grid based on previous scientific works and, above all, on our empirical observations. This grid, presenting 3 dimensions and 15 indicators, allows us to observe the processes and skills implemented by the students in a collaborative manner. Finally, the use of this grid led to a systematic and comprehensive analysis of the way in which students managed to complete programming activities in a collaborative manner. On the one hand, we note the preponderance of certain skills (exchanges about the problem, explicit or implicit assignment of roles, verification of solutions, etc.), and on the other hand, the weak mobilization of skills such as adapting interventions, identifying strengths and weaknesses, and verifying actions.
114

Text- kontra blockbaserad introduktion till programmering / Text- versus block-based introduction to programming

Persson, Joakim, Nilsson Sommermark, Edvin January 2023 (has links)
Blockbaserade utvecklingsmiljöer blir allt vanligare för att lära ut grunderna i programmering. Metoden har visat sig ha flera fördelar jämfört med textbaserad programmering, som historiskt sett varit den ledande metoden för undervisning. Då textbaserad programmering dominerar industrin i stort behöver övergången från block- till textbaserad programmering ske förr eller senare, för de som tänkt fortsätta inom området. Denna övergång har visat sig innebära flera utmaningar. Som en del av detta arbete togs en textbaserad utvecklingsmiljö fram, med inspiration från styrkorna i blockbaserade miljöer. Syftet med detta var att möjliggöra en jämförelse i läsbarhet av kod mellan de olika miljöerna, samt undersöka utfallet av att hämta inspiration från blockbaserade miljöer vid skapandet av en textbaserad miljö. Den nyutvecklade miljön är ett textbaserat alternativ till en befintlig blockbaserad utvecklingsmiljö, som används för att programmera en digital lekplats. Miljön utvärderas genom två tester. Det ena testet var ett läsbarhetstest som utfördes på en klass i årskurs sju, vars elever hade minimal tidigare erfarenhet av programmering. Det andra testet var ett användartest i utvecklingsmiljön, där åtta personer med tidigare erfarenhet av programmering fick utvärdera den textbaserade utvecklingsmiljön sett till hur nybörjarvänlig den var och hur väl designprinciperna var implementerade. Utvärderingarna visade att den utvecklade miljön ansågs vara nybörjarvänlig. Testerna visade även att miljön var mer läsbar än sin blockbaserade motsvarighet och överlag väl anpassad för nybörjare. Dessutom ansågs designprincipernas implementationer underlätta utveckling i miljön. / Block-based development environments are becoming increasingly common for teaching the basics of programming. This method has shown several advantages compared to text-based programming, which has historically been more popular for educational purposes. Since text-based programming dominates the industry, the transition from block-based to text-based programming is inevitable for those who plan to continue within the field. This transition implies several challenges. As a part of this study a text-based development environment was developed, taking inspiration from the advantages of block-based development environments. The purpose of this was to enable a comparison of code readability between the two development environments and to study the outcome of taking inspiration from the strengths of block-based programming environments. The developed text-based environment is an alternative to an existing block-based environment, used to program a digital playground. The environment was evaluated through two tests. One test was a readability test with a class of students in seventh grade, who had minimal previous programming experience. The other test was a user test, where eight people with previous experience of programming evaluated the text-based development environment in regard to how beginner-friendly it was and how well the design principles were implemented. The evaluations showed that the developed text-based environment was considered beginner-friendly. The tests also showed that the environment was more readable than its block-based counterpart and overall well-suited for beginners. In addition, the implementation of design principles was considered to facilitate development in the environment.
115

Armering i pålfundament : Effektivare byggprojektering med grafisk programmering / Reinforcement of Pile Caps : Increased Efficiency of Structural Design with Visual Programming

Schmied, August, Strömberg, Moa January 2019 (has links)
En stor del av projekteringsskedet är framtagandet av bygghandlingar, främst ritningar i 2D. En modernare metod är istället att samla all information om ett byggnadsprojekt i en samordnad 3D-modell, så kallad BIM-modell. Building Information Modeling (BIM) är en välkänd projekteringsmetod som bygger på att digitala 3D-modeller innehåller tillräcklig information för att beställas och produceras i fysisk form. Modellen består av parametrar som representerar olika egenskaper och när en parameter ändras uppdateras modellen automatiskt. Parametrarna kan nås och modifieras av insticksprogram, så kallade plug-ins som utökar den ursprungliga programvarans funktionalitet med hjälp av programkod. Grafisk programmering är en modern programmeringsmetod med ett visuellt gränssnitt som underlättar för oerfarna användare. Med hjälp av grafisk programmering kan parameterstyrning av 3D-modeller effektiviseras och värdefull tid sparas. Av denna anledning har Dynamo, ett plug-in utvecklat av företaget Autodesk för Revit, studerats för att ta fram ett så kallat skript som automatiserar 3D-modelleringsprocesser i Revit kopplat till placering av armering i pålfundament. Dessutom har möjligheter till standardisering undersökts, samt för- och nackdelar med metoden. I detta examensarbete redogörs för potentialen med Dynamo och de skript som skapats genom en empirisk studie. En enklare fallstudie utfördes för att kunna åskådliggöra graden av tidsbesparing gentemot motsvarande arbete manuellt i Revit. För att komplettera armeringsskripten togs beräkningsmallar fram som, enligt fackverksmetoden och Eurokod 2, försåg skripten med korrekt indata. Resultatet av projektet visar på att Dynamo och grafisk programmering kan effektivisera armeringsplacering i pålfundament. Graden av effektivisering beror på varje enskilt fall, men fallstudien visade på ca 85–90% sparad tid. En generell slutsats pekar mot att ju mer komplicerad utformning av armering desto mer tid finns att spara. Då grafisk programmering bygger på automatisering av arbetsprocesser av upprepande karaktär finns stor potential för att standardisera projektering med hjälp av dynamoskript. Företag kan då skapa rutiner som ökar kontinuitet och kvalitet i sina projekt. Automatiseringen leder även till färre mänskliga fel och utförandet blir effektivare. Uppdragsgivaren uppmanas att vidareutveckla metoden genom att implementera tydliga rutiner vad gäller 3D-modellering med grafisk programmering, samt undersöka möjligheten med automatiserad armering i andra bärande konstruktioner. / Most of the time spent on project planning is dedicated to the development of construction documents, mainly 2D-drawings. A more modern method is to gather all information about a building project in a coordinated 3D-model, so called BIM-model. Building information modelling (BIM) is a well-known design method based on a digital 3D model having enough information to enable procurement work and actual production. The model consists of parameters that represent different properties and when a parameter is changed, the model is updated automatically. These parameters can be accessed and modified through external programs, so called plug-ins that extend the original software’s functionality using program code. Visual programming is a modern programming method which utilizes a visual interface that favours users with little or no experience. Using visual programming, parameter control can be made more efficient and save valuable time. For this reason, Dynamo (a plugin developed by the company Autodesk for Revit), has been studied to create a so-called script that automates 3D modelling processes in Revit linked to placement of reinforcement in pile caps. In addition, possibilities for standardization have been investigated, as well as the advantages and disadvantages of the method. With this project, the potential of Dynamo and the scripts created through an empirical study is described, where a relatively simple case study is carried out in order to illustrate the amount of time saved through visual programming compared to corresponding work manually done in Revit. Furthermore, calculation templates were created, according to the strut and tie model and Eurocode 2, to provide the script in Dynamo with the correct inputs. The result shows that Dynamo and visual programming can make placement of reinforcement in pile caps more efficient. While the degree of efficiency is case dependent, the case study showed an overall 85-90% time saving. A general conclusion suggests that the more complicated rebar designs, the more time there is to be saved. Since visual programming is based on the automation of repetitive processes, there is great potential to standardize structural design with the help of Dynamo scripts. Companies can thus create routines that increase continuity and quality in their projects. The automation also leads to fewer human errors and a more efficient execution. The client is advised to further develop this method by implementing explicit routines regarding 3D modelling with visual programming and investigate the possibilities of automation of reinforcement design in other load-bearing structures.
116

A Visual Rapid Prototyping Environment for Smart Home Concepts

Mainza Chilufya, Emma January 2017 (has links)
This research project is part of the Internet of Things and People (IoTaP) project at Malmo ̈ University. The project focuses on the aspects of human-computer interaction in a visual programming environment. Visual programming is becoming increasingly popular in different sector of the IT world. Visual programming allows for novices or non-professional programmers to create systems without any or extensive scripting/coding skills. The research presented in this thesis is on a visual rapid prototyping environment that is founded on an existing smart home platform, and allows for designers and developer to prototype smart home concepts using smart devices. The research methodologies used involve Design Science methods infused with User-Centered Design principles and methods (Participatory Design). The research process involves a series of workshops performed with some of the IoTaP smart home re- searcher. The research process also involves qualitative investigation of existing visual prototyping tools and techniques.A prototype of a visual rapid prototyping environment was used to evaluate the research findings. The evaluation process focused on defining the benefits of a visual rapid prototyping environment and how it can help improve the design and testing process of smart home devices.
117

Real - time data and BIM: automated protocol for management and visualisation of data in real time : A case study in the "Teaching House" of the KTH campus / Realtidsdata och automatiserade BIM processer för hantering och visualisering av data i realtid : En fallstudie i "Undervisningshuset" KTH campus

Digregorio, Giuseppe January 2020 (has links)
Nowadays BIM and real-time data are becoming a central topic for the AECO (Architecture, Engineering, Construction and Operations) industry, they represent new powerful tools for the design and management of facilities.Building monitoring and real-time data can represent a solution to many important challenges like energy efficiency, indoor climate quality and cost management. Although it is clear the importance of data for a correct use of BIM technology and its potentiality, in literature, are not so common examples of complete workflows for a complete management of data from the input phase to the output one.The scope of the study is to design a protocol for entering, managing and exporting real-time data using Revit and Dynamo where the customers have a central role during the input phase and a dedicated mode for data display including a desktop version and an augmented reality one for a more immersive experience.In order to show the real potentiality of the project, the protocol has been utilised for the calculation of thermal comfort parameters of the “Teaching House” situated in KTH campus. All data entered from the students into a form online, via QR-code, have been inserted into Dynamo in order to calculate the desired parameters values which are successively stored into a database for further analysis, everything automatically. / Numera blir BIM och realtidsdata ett centralt ämne för AECO (Architecture, Engineering, Construction and Operations) industrin, de representerar nya kraftfulla verktyg för design och hantering av anläggningar.Byggnadsövervakning och realtidsdata kan vara en lösning på många viktiga utmaningar som energieffektivitet, inomhusklimatkvalitet och kostnadshantering. Även om det är tydligt är betydelsen av data för en korrekt användning av BIM-teknik och dess potential i litteraturen inte så vanliga exempel på fullständiga arbetsflöden för en fullständig hantering av data från inmatningsfasen till den utgående.Studiens omfattning är att utforma ett protokoll för inmatning, hantering och export av realtidsdata med Revit och Dynamo där kunderna har en central roll under inmatningsfasen och ett dedikerat läge för datavisning inklusive en stationär version och en förstärkt verklighet en för en mer uppslukande upplevelse.För att visa projektets verkliga potential har protokollet använts för beräkning av termiska komfortparametrar för ”Teaching House” beläget på KTH campus. Alla data som matats in från eleverna i ett formulär online, via QR-kod, har införts i Dynamo för att beräkna önskade parametervärden som successivt lagras i en databas för vidare analys, allt automatiskt.
118

Parametric optimization of reinforced concrete slabs subjected to punching shear

Thuresson, Sofia January 2020 (has links)
The construction industry is currently developing and evolving towards more automated and optimized processes in the project design phase. One reason for this development is that computational power is becoming a more precise and accessible tool and its applications are multiplying daily. Complex structural engineering problems are typically time-consuming with large scale calculations, resulting in a limited number of evaluated solutions. Quality solutions are based on engineering experience, assumptions and previous knowledge of the subject.The use of parametric design within a structural design problem is a way of coping with complex solutions. Its methodology strips down each problem to basic solvable parameters, allowing the structure to be controlled and recombined to achieve an optimal solution.This thesis introduces the concept of parametric design and optimization in structural engineering practice, explaining how the software application works and presenting a case study carried out to evaluate the result. In this thesis a parametric model was built using the Dynamo software to handle a design process involving a common structural engineering problem. The structural problem investigated is a reinforced concrete slab supported by a centre column that is exposed to punching shear failure. The results provided are used for comparisons and as indicators of whether a more effective and better design has been achieved. Such indicators included less materials and therefore less financial cost and/or fewer environmental impacts, while maintaining the structural strength. A parametric model allows the user to easily modify and adapt any type of structure modification, making it the perfect tool to apply to an optimization process.The purpose of this thesis was to find a more effective way to solve a complex problem and to increase the number of solutions and evaluations of the problem compared to a more conventional method. The focus was to develop a parametric model of a reinforced concrete slab subjected to punching shear, which would be able to implement optimization in terms of time spent on the project and therefore also the cost of the structure and environmental impact.The result of this case study suggests a great potential for cost savings. The created parametric model proved in its current state to be a useful and helpful tool for the designer of reinforced concrete slab subjected to punching shear. The result showed several solutions that meet both the economical and the punching shear failure goals and which were optimized using the parametrical model. Many solutions were provided and evaluated beyond what could have been done in a project using a conventional method. For a structure of this type, a parametric strategy will help the engineer to achieve more optimal solutions. / Just nu utvecklas Byggbranschen mot mer automatiserade och optimerade processer i projektdesignfasen. Denna utveckling beror till stor del på teknikutveckling i form av bättre datorprogram och tillgänglighet för dessa. Traditionellt sett löses komplexa konstruktionsproblem med hjälp av tidskrävande och storskaliga beräkningar, vilka sedan resulterar i ett begränsat antal utvärderade lösningar. Kvalitets lösningar bygger då på teknisk erfarenhet, antaganden och tidigare kunskaper inom ämnet.Användning av parametrisk design inom ett konstruktionsproblem är ett sätt att hantera komplexa lösningar. Dess metod avgränsar varje problem ner till ett antal lösbara parametrar, vilket gör att strukturen kan kontrolleras och rekombineras för att uppnå en optimal lösning.Denna avhandling introducerar begreppet parametrisk design och optimering i konstruktionsteknik, den förklarar hur programvaran fungerar och presenterar en fallstudie som genomförts för att utvärdera resultatet. I denna avhandling byggdes en parametrisk modell med hjälp av programvaran Dynamo för att hantera en designprocess av ett vanligt konstruktionsproblem. Det strukturella problemet som undersökts är en armerad betongplatta som stöds av en mittpelare, utsatt för genomstansning. Resultaten används för att utvärdera om en bättre design med avseende på materialanvändning har uppnåtts. Minimering av materialanvändning anses vara en bra parameter att undersöka eftersom det ger lägre kostnader och/eller lägre miljöpåverkan, detta undersöks under förutsättning att konstruktionens hållfasthet bibehålls. En parametrisk modell gör det möjligt för användaren att enkelt modifiera en konstruktionslösning med avseende på olika parametrar. Detta gör det till det perfekta verktyget att tillämpa en optimeringsprocess på.Syftet med denna avhandling var att hitta ett mer effektivt sätt att lösa ett komplext problem och att multiplicera antalet lösningar och utvärderingar av problemet jämfört med en mer konventionell metod. Fokus var att utveckla en parametrisk modell av en armerad betongplatta utsatt för genomstansning, som kommer att kunna genomföra optimering med avseende på tid som spenderas på projektet och därmed också kostnaden för konstruktionen och miljöpåverkan.Resultatet av denna fallstudie tyder på att det finns en stor möjlighet till kostnadsbesparingar och anses därför vara ett mycket hjälpsamt verktyg för en konstruktör. Resultatet visade flera lösningar som uppfyllde de konstruktionsmässiga kraven samtidigt som de gav en lägre materialanvändning tack vare optimeringen. Många lösningar tillhandahölls och utvärderades utöver vad som kunde ha gjorts i ett projekt med en konventionell metod. En parametrisk strategi kommer att hjälpa ingenjören att optimera lösningen för en konstruktion av denna typ.
119

Автоматизация проверки спецификаций на полноту данных в комплектах проектной документации на основе цифровой информационной модели : магистерская диссертация / Automation of checking specifications for completeness of data in sets of project documentation based on a digital information model

Семенюк, Н. И., Semenyuk, N. I. January 2024 (has links)
Цель данного исследования заключается в решении проблемы автоматизации проверки спецификаций на полноту данных на основе цифровой информационной модели. Для достижения этой цели была поставлена задача – разработка скрипта в Dynamo для автоматизации данной проверки. Гипотеза исследования заключается в том, что данная разработка позволит сократить количество ошибок, связанных с расхождением объемов материалов, требуемых на практике, с указанными в документации. В результате исследования разработан скрипт, реализующий данную проверку, выдающий список элементов, не попавших в спецификации. / The purpose of this research is to solve the problem of automating the process of specifications verification for data completeness checking based on a digital information model. To achieve this goal, it was decided to develop a script in Dynamo. The research hypothesis is that this automation will decrease the number of errors associated with discrepancies between the required volumes of materials in practice and those specified in the documentation. As a result of the research, a script was developed which realized this checking and formed a list of lost elements.
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The use of ALICE, a visual environment for teaching and learning object-oriented programming

Dwarika, Jeraline 23 April 2014 (has links)
University students learning object-oriented programming (OOP) encounter many complexities. This study undertook empirical research aimed at analysing learners’ interactions with the Alice visual programming environment, which seeks to engage and motivate learners to grasp concepts of OOP, whilst creating animated movies and video games. A mixed-methods approach was employed, using questionnaire surveys and interviews to investigate learners’ experiences with Alice and their understanding of OOP. Findings indicated that learners lacked problem-solving abilities; were unable to grasp programming concepts on an abstract level and spent insufficient time practicing programming exercises. Alice proved to be an effective tool in helping to address these challenges and in improving learners’ grasp of OOP. Learners found Alice to have good usability. Furthermore, test and exam results revealed a statistically significant difference between performances of learners who had been taught Alice in comparison to similar learners who were not exposed to the Alice intervention. / Computing / Information Systems / M. Sc. (Information systems)

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