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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.
91

The influence of interfaces on the understanding of Mathematics in secondary schools in Afghanistan

Mojadadi, Abdul Rahman January 2010 (has links)
<p>he focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the researc</p>
92

The influence of interfaces on the understanding of Mathematics in secondary schools in Afghanistan

Mojadadi, Abdul Rahman January 2010 (has links)
<p>he focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the researc</p>
93

Domain-specific language support for experimental game theory

Walkingshaw, Eric 20 December 2011 (has links)
Experimental game theory is the use of game theoretic abstractions—games, players, and strategies—in experiments and simulations. It is often used in cases where traditional, analytical game theory fails or is difficult to apply. This thesis collects three previously published papers that provide domain-specific language (DSL) support for defining and executing these experiments, and for explaining their results. Despite the widespread use of software in this field, there is a distinct lack of tool support for common tasks like modeling games and running simulations. Instead, most experiments are created from scratch in general-purpose programming languages. We have addressed this problem with Hagl, a DSL embedded in Haskell that allows the concise, declarative definition of games, strategies, and executable experiments. Hagl raises the level of abstraction for experimental game theory, reducing the effort to conduct experiments and freeing experimenters to focus on hard problems in their domain instead of low-level implementation details. While analytical game theory is most often used as a prescriptive tool, a way to analyze a situation and determine the best course of action, experimental game theory is often applied descriptively to explain why agents interact and behave in a certain way. Often these interactions are complex and surprising. To support this explanatory role, we have designed visual DSL for explaining the interaction of strategies for iterated games. This language is used as a vehicle to introduce the notational quality of traceability and the new paradigm of explanation-oriented programming. / Graduation date: 2012
94

VERTIPH : a visual environment for real-time image processing on hardware : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Systems Engineering at Massey University, Palmerston North, New Zealand

Johnston, Christopher Troy January 2009 (has links)
This thesis presents VERTIPH, a visual programming language for the development of image processing algorithms on FPGA hardware. The research began with an examination of the whole design cycle, with a view to identifying requirements for implementing image processing on FPGAs. Based on this analysis, a design process was developed where a selected software algorithm is matched to a hardware architecture tailor made for its implementation. The algorithm and architecture are then transformed into an FPGA suitable design. It was found that in most cases the most efficient mapping for image processing algorithms is to use a streamed processing approach. This constrains how data is presented and requires most existing algorithms to be extensively modified. Therefore, the resultant designs are heavily streamed and pipelined. A visual notation was developed to complement this design process, as both streaming and pipelining can be well represented by data flow visual languages. The notation has three views each of which represents and supports a different part of the design process. An architecture view gives an overview of the design's main blocks and their interconnections. A computational view represents lower-level details by representing each block by a set of computational expressions and low-level controls. This includes a novel visual representation of pipelining that simplifies latency analysis, multiphase design, priming, flushing and stalling, and the detection of sequencing errors. A scheduling view adds a state machine for high-level control of processing blocks. This extended state objects to allow for the priming and flushing of pipelined operations. User evaluations of an implementation of the key parts of this language (the architecture view and the computational view) found that both were generally good visualisations and aided in design (especially the type interface, pipeline and control notations). The user evaluations provided several suggestions for the improvement of the language, and in particular the evaluators would have preferred to use the diagrams as a verification tool for a textual representation rather than as the primary data capture mechanism. A cognitive dimensions analysis showed that the language scores highly for thirteen of the twenty dimensions considered, particularly those related to making details of the design clearer to the developer.
95

VERTIPH : a visual environment for real-time image processing on hardware : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Systems Engineering at Massey University, Palmerston North, New Zealand

Johnston, Christopher Troy January 2009 (has links)
This thesis presents VERTIPH, a visual programming language for the development of image processing algorithms on FPGA hardware. The research began with an examination of the whole design cycle, with a view to identifying requirements for implementing image processing on FPGAs. Based on this analysis, a design process was developed where a selected software algorithm is matched to a hardware architecture tailor made for its implementation. The algorithm and architecture are then transformed into an FPGA suitable design. It was found that in most cases the most efficient mapping for image processing algorithms is to use a streamed processing approach. This constrains how data is presented and requires most existing algorithms to be extensively modified. Therefore, the resultant designs are heavily streamed and pipelined. A visual notation was developed to complement this design process, as both streaming and pipelining can be well represented by data flow visual languages. The notation has three views each of which represents and supports a different part of the design process. An architecture view gives an overview of the design's main blocks and their interconnections. A computational view represents lower-level details by representing each block by a set of computational expressions and low-level controls. This includes a novel visual representation of pipelining that simplifies latency analysis, multiphase design, priming, flushing and stalling, and the detection of sequencing errors. A scheduling view adds a state machine for high-level control of processing blocks. This extended state objects to allow for the priming and flushing of pipelined operations. User evaluations of an implementation of the key parts of this language (the architecture view and the computational view) found that both were generally good visualisations and aided in design (especially the type interface, pipeline and control notations). The user evaluations provided several suggestions for the improvement of the language, and in particular the evaluators would have preferred to use the diagrams as a verification tool for a textual representation rather than as the primary data capture mechanism. A cognitive dimensions analysis showed that the language scores highly for thirteen of the twenty dimensions considered, particularly those related to making details of the design clearer to the developer.
96

VERTIPH : a visual environment for real-time image processing on hardware : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Systems Engineering at Massey University, Palmerston North, New Zealand

Johnston, Christopher Troy January 2009 (has links)
This thesis presents VERTIPH, a visual programming language for the development of image processing algorithms on FPGA hardware. The research began with an examination of the whole design cycle, with a view to identifying requirements for implementing image processing on FPGAs. Based on this analysis, a design process was developed where a selected software algorithm is matched to a hardware architecture tailor made for its implementation. The algorithm and architecture are then transformed into an FPGA suitable design. It was found that in most cases the most efficient mapping for image processing algorithms is to use a streamed processing approach. This constrains how data is presented and requires most existing algorithms to be extensively modified. Therefore, the resultant designs are heavily streamed and pipelined. A visual notation was developed to complement this design process, as both streaming and pipelining can be well represented by data flow visual languages. The notation has three views each of which represents and supports a different part of the design process. An architecture view gives an overview of the design's main blocks and their interconnections. A computational view represents lower-level details by representing each block by a set of computational expressions and low-level controls. This includes a novel visual representation of pipelining that simplifies latency analysis, multiphase design, priming, flushing and stalling, and the detection of sequencing errors. A scheduling view adds a state machine for high-level control of processing blocks. This extended state objects to allow for the priming and flushing of pipelined operations. User evaluations of an implementation of the key parts of this language (the architecture view and the computational view) found that both were generally good visualisations and aided in design (especially the type interface, pipeline and control notations). The user evaluations provided several suggestions for the improvement of the language, and in particular the evaluators would have preferred to use the diagrams as a verification tool for a textual representation rather than as the primary data capture mechanism. A cognitive dimensions analysis showed that the language scores highly for thirteen of the twenty dimensions considered, particularly those related to making details of the design clearer to the developer.
97

Ambiente de Realidade Virtual Automático para Visualização de Dados Biológicos / Automatic Virtual Environment for Biological Data Visualization

Paulo Roberto Trenhago 23 March 2009 (has links)
Este trabalho descreve o desenvolvimento de uma estrutura lógica de software para o controle do CAVE do LNCC e sua utilização na visualização de dados biológicos. Configuramos e adaptamos o framework InstantReality para fazer funcionar todos os componentes singulares do CAVE do LNCC ( uma parede não ortogonal, duas paredes com cinco lados, projetores convencionais, entre outros ) por meio de uma tecnologia emergente, o X3D, usado para distribuir conteúdo 3D multimídia pela Internet. Propomos um processo para o rápido desenvolvimento, recorrendo ou não a uma linguagem de programação, de aplicações para visualização de dados biológicos, tais como: descrição geométrica de parte do sistema cardiovascular humano, de parte de uma larva, visualização de modelos de proteínas e capsídios de vírus. Apresentamos questões importantes na visualização de superfícies complexas, como a importância do modelo de iluminação utilizado e descrevemos a implementação de um modelos de iluminação em GPU. Adicionalmente, justificamos o emprego da Realidade Virtual como ferramenta valiosa para a visualização em bioinformática, e mesmo na biologia. Finalmente, avaliamos a eficiência geral do CAVE e de cada componente,através dos resultados obtidos na visualização de cenários temáticos de interesse biológico. Identificamos possíveis problemas e sugerimos opções para uma melhoria geral do desempenho. / This work describes the development of a software structure that currently controls the CAVE at LNCC, as well as its use for biological data visualization. This work also includes the adaptation and configuration of the InstantReality framework considering all particularities of the CAVE built at LNCC, which amongst other things does not have square walls all around (two walls have a particular shape). In order to accompish this task we make use of the emerging X3D technology. This work also proposes a process for fast development of biological data visualization. Such process has been used to develop a series of sample applications, which included geometric description of parts of the human cardiovascular system as well as other structures such as parts of worms and other creatures, visualization of proteine models and virus envelops both relying or not on some programming language. This work also introduces important aspects of complex surface visualization and describes the implementation of a GPU based ilumination model. Additionally, some justifications are presented regarding the use of Virtual Reality as a tool for bioinformatics visuzalization or biologic applications. Finally, this work evaluates the CAVE prototype, considering each of its components, in the light of the results achieved in the biologic visualization applications developed. Problems are identified and further improvements are proposed.
98

Uma ferramenta de programação visual para previsão e reconhecimento de padrões / A visual programming tool for forecasting and pattern recognition

Pereira, Joaquim Jose Fantin 07 June 2007 (has links)
Orientador: Takaaki Ohishi / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-10T05:34:59Z (GMT). No. of bitstreams: 1 Pereira_JoaquimJoseFantin_M.pdf: 1686812 bytes, checksum: 5ff18327a2f501a5035fbf6c56ae0eda (MD5) Previous issue date: 2007 / Resumo: A tomada de decisão, em qualquer setor e nos mais diversos níveis, é um processo cada vez mais complexo, principalmente em função do nível de incerteza em relação ao futuro. Neste contexto, a disponibilidade de previsões torna-se um fator importante para uma decisão mais eficaz. As ferramentas de reconhecimento de padrões, por sua vez, são importantes em muitas áreas, tais como nas determinações de comportamentos típicos e em sistemas de controle. Nessa conjuntura, a proposta deste trabalho consistiu em explorar a criação e o uso de uma linguagem de programação visual, denominada Linguagem VisualPREV, de modo a facilitar a concepção e a execução dos modelos de previsão e classificação. Nesta Linguagem, blocos visuais colocados num diagrama (interface visual computacional) representam conceitos envolvidos num processo de modelagem do problema. O modelo pode então ser configurado, executado e armazenado para acesso futuro. Embora essa escolha implique uma perda de vantagens exclusivas da programação em código tradicional, como a maior flexibilidade para programação genérica, por exemplo, a linguagem diminui sensivelmente o tempo de criação dos modelos específicos para tratamento de dados em previsão de séries temporais e reconhecimento de padrões. Em algumas aplicações com dados relevantes, a linguagem foi avaliada com critérios baseados em métricas de usabilidade e os resultados foram discutidos ao longo do trabalho / Abstract : Decision making, in any area and in many different levels, is a process with growing complexity, mainly if you consider the level of uncertainty related to the future. In this context, the possibility of forecasting plays a major role in an efficient decision. On the other hand, pattern recognition tools are important in many areas, like fitting typical behaviors and in control systems, as well. In this context, we propose a visual programming language, called VisualPREV Language, intended to make easier the conception and execution of forecasting and pattern recognition models. Within this language, visual blocks that can be put into a diagram (computational visual interface) represent concepts involved when modeling the processes. These models can be configured, executed and stored for future access. Although these approach implies losing exclusive advantages of traditional programming (like flexibility of generic programming, for example), VisualPREV decreases considerably the amount of time needed for creating specific models for forecasting and pattern recognition. In few applications with relevant data, the language was evaluated based on usability metrics, and the results were discussed throughout the text / Mestrado / Energia Eletrica / Mestre em Engenharia Elétrica
99

The influence of interfaces on the understanding of Mathematics in secondary schools in Afghanistan

Mojadadi, Abdul Rahman January 2010 (has links)
Masters of Science / The focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the research / South Africa
100

Visual Scripting for AR Board Games in Thrymd

Lind, Fredrik January 2021 (has links)
In recent years, the interest in Augmented Reality (AR) applications for entertainment and productivity has grown. One company exploring this technology is LAZER WOLF STUDIOS, the developers behind Thrymd: an AR-driven board games platform powered by the Unity engine.  This paper details the development of a visual scripting framework, meant to provide end users with a means of developing their own games for the platform, without significant programming or background knowledge required. A graph-based visual language was implemented in a custom Unity editor window, in order to maintain a familiar and consistent feel for users. The graph consists of a series of branching, interconnected nodes which pass data in-between each other, and execute in succession. The graph is serialized as a Unity asset, and can easily be interacted with through regular C# scripts.  A small number of nodes were implemented, but for the system to be viable, more are needed. For that reason, extensibility was a core ideal; creating new node types must be fast and painless. As with any script layer, performance is generally worse than compiled code. Further work is needed to improve user experience. / Intresset för användandet av Augmenterad Verklighet (AR) för underhållning och produktivitetssyften har ökat på senare tid. LAZER WOLF STUDIOS är utvecklarna bakom Thrymd, en AR-driven brädspelsplattform byggd i spelmotorn Unity.  Denna rapport dokumenterar utvecklingsprocessen av ett visuellt skriptramverk byggt med avsikt att låta slutanvändare utveckla sina egna spel till plattformen utan större förkunskapskrav. Ett graf-baserat visuellt skriptspråk implementerades i en skräddarsydd editormiljö inuti Unity, för att bibehålla en bekant och konsekvent användarupplevelse. Grafen består av en serie förgrenande, sammankopplade noder som skickar data mellan varann och exekveras i sekvens. Grafen sparas som en resurs på hårddisken och är lätt att interagera med genom traditionella C#-skript i Unity.  Ett mindre antal noder implementerades, men fler krävs för att systemet ska vara brukbart. Av detta skäl designades språket med vidareutveckling i åtanke, då det måste vara enkelt att skapa nya noder. Som med de flesta skriptspråk är prestandan överlag sämre än kompilerad kod. Ytterligare arbete krävs för att förbättra användarupplevelsen.

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