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Journal articles on the topic 'Block-based visual programming'

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1

Hu, Yue, Cheng-Huan Chen, and Chien-Yuan Su. "Exploring the Effectiveness and Moderators of Block-Based Visual Programming on Student Learning: A Meta-Analysis." Journal of Educational Computing Research 58, no. 8 (2020): 1467–93. http://dx.doi.org/10.1177/0735633120945935.

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Block-based visual programming tools, such as Scratch, Alice, and MIT App Inventor, provide an intuitive and easy-to-use editing interface through which to promote programming learning for novice students of various ages. However, very little attention has been paid to investigating these tools’ overall effects on students’ academic achievement and the study features that may moderate the effects of block-based visual programming from a comprehensive perspective. Thus, the present study carried out a meta-analysis to systemically examine 29 empirical studies (extracting 34 effect sizes) using
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Kurihara, Azusa, Akira Sasaki, Ken Wakita, and Hiroshi Hosobe. "A Programming Environment for Visual Block-Based Domain-Specific Languages." Procedia Computer Science 62 (2015): 287–96. http://dx.doi.org/10.1016/j.procs.2015.08.452.

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Ebejer, Oriana. "Is Block-Based Programming an Effective Teaching Tool?" MCAST Journal of Applied Research & Practice 5, no. 1 (2021): 40–65. http://dx.doi.org/10.5604/01.3001.0015.0182.

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Block-based Programming (BBP) is used as a teaching tool and has gained popularity with young people who start to learn computer programming. BBP hides the programming complexity and allows the user to write programs via a simple, visual interface. In this study, MCAST students’ opinions about BBP are compared to more traditional programming methods. This includes whether they think introducing programming through BBP at Level 2 is the right approach. This research is important to MCAST’s computing curricula to remain relevant to the students’ needs. The research participants are students who
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Sáez-López, José Manuel, Javier del Olmo-Muñoz, José Antonio González-Calero, and Ramón Cózar-Gutiérrez. "Exploring the Effect of Training in Visual Block Programming for Preservice Teachers." Multimodal Technologies and Interaction 4, no. 3 (2020): 65. http://dx.doi.org/10.3390/mti4030065.

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This study evaluates the effectiveness of visual block programming-based instruction and its possibilities in the training of future teachers. In particular, the application Scratch, a visual programming environment, was employed to introduce pre-service teachers to programming. The study followed a mixed-method design with a sample of 79 pre-service teachers. A quantitative approach was used to evaluate the gains in the participants’ knowledge of computational concepts and attitudes towards Scratch as a pedagogic tool. A qualitative analysis aimed at evaluating the participants’ knowledge con
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Yildiz, Serife Nur, Alev Ates Cobanoglu, and Tarik Kisla. "Development of the ICT Teachers’ Perceptions of the Contribution of Scratch Program to Programming Instruction Scale." International Journal of Computer Science Education in Schools 4, no. 1 (2020): 53–71. http://dx.doi.org/10.21585/ijcses.v4i1.59.

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Scratch which is one of the block-based software for facilitating programming teaching is commonly used for beginners of learning programming. However, there is a lack of studies about the perceptions of information and communication technologies (ICT) teachers regarding the contributions of this visual programming language. Therefore, this study deals with developing a scale for measuring ICT teachers’ perceptions based on unified theory of acceptance and use of technology (UTAUT) about Scratch’s contributions in teaching programming. The sample of the study includes 265 ICT teachers from Tur
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João, Nuno, Fábio, and Ana. "A Cross-analysis of Block-based and Visual Programming Apps with Computer Science Student-Teachers." Education Sciences 9, no. 3 (2019): 181. http://dx.doi.org/10.3390/educsci9030181.

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In the last few years, it has been pointed out that teaching programming is a strong strategy to develop pupils’ competences in computational thinking (CT). In the Portuguese context, the curriculum changes in 2018 made programming and CT compulsory for every pupil in primary and secondary education. Nowadays, there is an information and communication technology (ICT) subject, taught by a computer science teacher in each school grade. In Portugal, to become a computer science teacher in primary and secondary education, it is compulsory to have a master’s degree in computer science education. T
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Вохмин, А. А., О. А. Евдокимова, and А. А. Малявко. "VISUAL-GRAPHIC PROGRAMMING SYSTEM BASED ON DEVELOPMENT OF BLOCK DIAGRAMS OF ALGORITHMS. CONVERTING PROGRAMS TEXTS IN DIFFERENT PROGRAMMING LANGUAGES INTO BLOCK DIAGRAMS AND BACK." Южно-Сибирский научный вестник, no. 3(37) (June 30, 2021): 49–57. http://dx.doi.org/10.25699/sssb.2021.37.3.013.

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В работе представлены результаты исследований и разработки средств визуально-графического проектирования сложных алгоритмов в виде блок-схем в целом и, в частности, интерфейсной компоненты таких средств – конвертора текстов программ на различных языках программирования во внутреннее структурно-вложенное представление и обратно в тексты. Визуально-графическое представление алгоритмов лучше воспринимается человеком-разработчиком, чем традиционное текстовое представление, поэтому развитию подобных систем программирования в последнее время уделяется определенное внимание. Однако реализация максима
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Chun, Seok-Ju, Yunju Jo, and Seungmee Lee. "The Effect of Programming Classes with Tangible Scratch Blocks on the Programming Interest of 6th Grade Elementary School Students." International Journal of Information and Education Technology 11, no. 9 (2021): 405–9. http://dx.doi.org/10.18178/ijiet.2021.11.9.1542.

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In this paper, we introduce an original, classroom-based approach for teaching Scratch programming to 6th grade elementary school students. Scratch is a programming language that involves assembling icon-based command blocks. It was designed to avoid the complex syntax errors seen in other programming languages, making it especially accessible for younger learners. While Scratch does provide a visual programming environment in which potentially just about anyone can learn to read and write programming code, there can still be a reduced overall interest in learning programming, because younger
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Wang, Qi Fei, Xing Song Wang, and Yu Liang Mao. "Embedded PLC Programming Techniques of Forging CNC System." Applied Mechanics and Materials 532 (February 2014): 7–12. http://dx.doi.org/10.4028/www.scientific.net/amm.532.7.

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This paper implements embedded PLC programming control system for CNC forging equipment. The control system is based on Windows XP platform, using Visual Studio integrated development environment. The PC programming features include function block (FB), ladder diagram (LD) and instruction list (IL) language. And this paper elaborates the data structure of three kinds of programming languages and implements the loading process of program. After experimental verification, the control system realized the programming control system for users, and provided a good foundation for further explanation
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Papadakis, Stamatios, Michail Kalogiannakis, Vasileios Orfanakis, and Nicholas Zaranis. "The Appropriateness of Scratch and App Inventor as Educational Environments for Teaching Introductory Programming in Primary and Secondary Education." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (2017): 58–77. http://dx.doi.org/10.4018/ijwltt.2017100106.

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Teaching programming is a complex task. The task is even more challenging for introductory modules. There is an ongoing debate in the teaching community over the best approach to teaching introductory programming. Visual block-based programming environments allow school students to create their own programs in ways that are more accessible than in textual programming environments. These environments designed for education allow students to program without the obstacle of syntax errors (errors in typing commands) found in traditional text-based languages. In this paper, the authors focus on the
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Jo, Yunju, Seok-Ju Chun, and Jungwoo Ryoo. "Tactile Scratch Electronic Block System: Expanding Opportunities for Younger Children to Learn Programming." International Journal of Information and Education Technology 11, no. 7 (2021): 319–23. http://dx.doi.org/10.18178/ijiet.2021.11.7.1529.

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This paper introduces our work on the development of a novel system for applying MIT’s Scratch to teaching classes of four to eight-years-old students. Scratch is a visual, block-based programming language designed for anybody to create a computer program without the worry of syntax errors by assembling icon-like command blocks. However, four to eight-year-old students have trouble using a computer mouse or keyboard and face difficulties when trying Scratch programming. This research developed a tactile, electronic block system that allows students to manipulate physical objects in a tangible
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Choi, Ja-Ryoung, and Soon-Bum Lim. "Interactive E-Textbook Platform Based on Block Editing Model in Crowdsourcing E-Learning Environments." International Journal on Semantic Web and Information Systems 17, no. 1 (2021): 50–66. http://dx.doi.org/10.4018/ijswis.2021010103.

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Instructors can now work with students to create various textbooks based on crowdsourcing. In particular, as feedback provided by students is essential for determining the quality and direction of classes, instructors should interact with students who are currently participating in classes by exchanging feedback. This paper proposes a block editing model that can reflect student feedback. The block editing model is an interactive e-textbook editing model that is dynamically updated based on the feedback provided by students in real time without modifying the structure of digital textbooks. In
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Hadwen-Bennett, Alex, Sue Sentance, and Cecily Morrison. "Making Programming Accessible to Learners with Visual Impairments: A Literature Review." International Journal of Computer Science Education in Schools 2, no. 2 (2018): 3–13. http://dx.doi.org/10.21585/ijcses.v2i2.25.

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Programming can be challenging to learn and for visually impaired (VI) learners there are numerous additional barriers to the learning process. Many modern programming environments are inaccessible to VI learners, being difficult or impossible to interface with using a screen reader. A review of the literature has identified a number of strategies that have been employed in the quest to make learning to program accessible to VI learners. These can be broadly divided into the following categories; auditory and haptic feedback, making text-based langauges (TBLs) accessible, making block-based la
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Jung, Kwanghee, Vinh T. Nguyen, and Jaehoon Lee. "BlocklyXR: An Interactive Extended Reality Toolkit for Digital Storytelling." Applied Sciences 11, no. 3 (2021): 1073. http://dx.doi.org/10.3390/app11031073.

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Traditional in-app virtual reality (VR)/augmented reality (AR) applications pose a challenge of reaching users due to their dependency on operating systems (Android, iOS). Besides, it is difficult for general users to create their own VR/AR applications and foster their creative ideas without advanced programming skills. This paper addresses these issues by proposing an interactive extended reality toolkit, named BlocklyXR. The objective of this research is to provide general users with a visual programming environment to build an extended reality application for digital storytelling. The cont
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Tanasyuk, Yuliya, and Petro Burdeinyi. "BLOCK CIPHERS ON THE BASIS OF REVERSIBLE CELLULAR AUTOMATA." Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska 10, no. 1 (2020): 8–11. http://dx.doi.org/10.35784/iapgos.919.

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The given paper is devoted to the software development of block cipher based on reversible one-dimensional cellular automata and the study of its statistical properties. The software implementation of the proposed encryption algorithm is performed in C# programming language in Visual Studio 2017. The paper presents specially designed approach for key generation. To ensure desired cryptographic stability, the shared secret parameters can be adjusted to contain information needed for creating substitution tables, defining reversible rules, and hiding final data. For the first time, it is suggest
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Евдокимова, О. А., А. А. Вохмин, and А. А. Малявко. "VISUAL-GRAPHIC PROGRAMMING SYSTEM BASED ON DEVELOPMENT OF ALGORITHM BLOCK SCHEMES. SPATIAL PLACEMENT OF SYMBOLS-BLOCKS OF COMPLEX ALGORITHMS." Южно-Сибирский научный вестник, no. 3(37) (June 30, 2021): 63–68. http://dx.doi.org/10.25699/sssb.2021.37.3.007.

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В работе приведены результаты исследования и разработки редактора блок-схем алгоритмов. Редактор представляет собой один из компонентов проектируемой многоязыковой визуально-графической системы программирования. При ее разработке приходится решать ряд сложных задач, в числе которых – задача автоматического размещения текущего представления элементов (блоков, контейнеров) и связей между ними, в окне, наложенном на потенциально значительно большую по размерам блок-схему проектируемого алгоритма. Способ представления (свернутый или развернутый) каждого контейнера блок-схемы, возможно, содержащего
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Feng, Ke, Ben Sheng Lu, Huan Liang Li, and Jun Han. "Portable Fault Testing Device of Electronic Instrument Based on PC 104 Bus." Applied Mechanics and Materials 128-129 (October 2011): 661–64. http://dx.doi.org/10.4028/www.scientific.net/amm.128-129.661.

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A fault testing device for the electronic instrument of certain type military equipment is developed in this paper. The PC104 bus, modular instrumentation and signal processing technology are integrated in the device. It consists of PC104 bus peripheral system, signal condition circuit, electric distribution cabinet, interface unit, connection cables and peripheral dedicated signal fixture. Based on Windows CE embedded operation system, the application program is implemented with Visual C++ programming language. The device could detect and locate the fault on replaceable unit of modular board
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Chou, Pao-Nan. "Smart Technology for Sustainable Curriculum: Using Drone to Support Young Students’ Learning." Sustainability 10, no. 10 (2018): 3819. http://dx.doi.org/10.3390/su10103819.

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The study developed a sustainable curriculum in which one smart technology (drone) was employed to inspire student learning. The study investigated the effect of using drones on the development of students’ spatial visualization and sequencing skills and examined related instructional tasks for drone use in the classroom. An after-school drone-flying program was developed at a public elementary school in Taiwan, with 10 third-grade students voluntarily participating in a six-week educational experiment. During drone programming training, young children used a visual block programming language
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Sobolev, A. V., and V. A. Popov. "SOFTWARE OPTIMIZATION TECHNOLOGY OF AIRCRAFT COMPOSITION IN OPERATIONAL PLANNING IN THE AEROSPACE SEARCH AND RESCUE SYSTEM." Civil Aviation High TECHNOLOGIES 21, no. 4 (2018): 17–28. http://dx.doi.org/10.26467/2079-0619-2018-21-4-17-28.

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The article considers the software of optimization technology allowing to enhance the work of the aerospace search and rescue system in terms of making decisions on the use of aircraft. Due to the fact that at the moment the scientifically based principles of making operational decisions for optimal distribution and attraction of aircraft to search and rescue are not completely developed, especially with the use of automated processes, such decisions are made on the basis of the personal experience of the head of search and rescue (HSR). The article provides an analysis of domestic development
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Funari, Marco Francesco, Anjali Mehrotra, and Paulo B. Lourenço. "A Tool for the Rapid Seismic Assessment of Historic Masonry Structures Based on Limit Analysis Optimisation and Rocking Dynamics." Applied Sciences 11, no. 3 (2021): 942. http://dx.doi.org/10.3390/app11030942.

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This paper presents a user-friendly, CAD-interfaced methodology for the rapid seismic assessment of historic masonry structures. The proposed multi-level procedure consists of a two-step analysis that combines upper bound limit analysis with non-linear dynamic (rocking) analysis to solve for seismic collapse in a computationally-efficient manner. In the first step, the failure mechanisms are defined by means of parameterization of the failure surfaces. Hence, the upper bound limit theorem of the limit analysis, coupled with a heuristic solver, is subsequently adopted to search for the load mul
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Kumar Luhana, Kirshan, and . "Building Pocket Code build-variants." International Journal of Engineering & Technology 7, no. 4.15 (2018): 333. http://dx.doi.org/10.14419/ijet.v7i4.15.23023.

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Pocket Code is an integrated development environment (IDE) targeted at smartphones. With this IDE users can create mobile apps for the block-based visual programming language Catrobat. Pocket Code is released in various flavors with custom features for partners and projects (e.g., Pocket Code, Create@School, Phiro, and Standalone). All flavors extend a single common project codebase according to flavor specific requirements. The Standalone variants (debug and release) convert a Catrobat project into an Android application to install it independently and execute it without the need for an insta
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Shuvalova, Oljgha. "METHODS OF TEACHING HTML AND CSS STYLES IN THE DISCIPLINE OF INFORMATICS FOR STUDENTS OF PEDAGOGICAL INSTITUTES." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 10 (2021): 241–53. http://dx.doi.org/10.28925/2414-0325.2021.1020.

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The paper analyzes the methods of teaching HTML, CSS, JavaScript. The expediency of learning these technologies by students of pedagogical universities is substantiated. The essence of the new method of teaching HTML and CSS is that the emphasis in the content component is shifted to the study of: 1 - visual objects of a hypertext document; 2 - rules of their unique identification; 3 - setting the basic properties and styling properties of these objects; 4 - modeling of hypertext page design based on instances of block objects; 5 - consolidation of knowledge of HTML, CSS languages through the
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Dyulicheva, Yu Yu. "The use of augmented reality technology to improve the efficiency of teaching." Informatics in school, no. 3 (May 14, 2020): 37–46. http://dx.doi.org/10.32517/2221-1993-2020-19-3-37-46.

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The article is devoted to the study of foreign and domestic experience in using augmented reality applications in classes in various disciplines, including tools that a teacher can use in everyday activities to increase the effectiveness of teaching school curriculum subjects. The review of modern mobile applications with augmented reality elements suitable for use in the educational process is presented. For example, the article describes the applications Quiver and Animal AR 3D Safari for kids; Surface math AR, Geometry — Augmented Reality, AR Geometry applications for studying mathematics;
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"BBVPL: A Block-Based Visual Programming Language Built on Google’s Blockly." International Journal of Advanced Trends in Computer Science and Engineering 10, no. 3 (2021): 2524–32. http://dx.doi.org/10.30534/ijatcse/2021/1441032021.

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Altıok, Serhat, and Erman Yükseltürk. "Pre-Service Information Technologies Teachers' Views on Computer Programming Tools for K-12 Level." International Journal of Computer Science Education in Schools 2, no. 3 (2018). http://dx.doi.org/10.21585/ijcses.v2i3.28.

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The purpose of the study is to analyze pre-service IT teachers' views on seminar which is supported by The Scientific and Technological Research Council of Turkey (TUBITAK) related to current methodologies and tools in K-12 computer programming education. The study sample consisted of 44 pre-service IT teachers who study as 3rd or 4th undergraduate program at Department of Computer Education and Instructional Technology in 21 different universities. The data is collected through a Students’ Perceptions about Kid’s Programming Language Questionnaire consisting of 27 five-point Likert-type i
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Ángel-Díaz, Cristian Manuel, Eduardo Segredo, Rafael Arnay, and Coromoto León. "Simulador de Robótica Educativa para la promoción del Pensamiento Computacional." Revista de Educación a Distancia (RED) 20, no. 63 (2020). http://dx.doi.org/10.6018/red.410191.

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Este trabajo presenta una herramienta Web libre y gratuita que facilita a cualquier centro educativo la enseñanza de conceptos básicos sobre robótica y programación y que, al mismo tiempo, permite desarrollar habilidades relacionadas con el pensamiento computacional: descomposición, abstracción, reconocimiento de patrones y pensamiento algorítmico. Dicha herramienta permite diseñar y personalizar un robot a través del uso de distintos tipos de sensores. Tras su creación, dicho robot se podrá poner a prueba en un entorno de simulación mediante distintos retos. En dicho entorno podremos definir
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Molnár, Zsolt. "Bond-Graph model based stepper motor output characteristics simulation implemented in LabVIEW environment." Recent Innovations in Mechatronics 7, no. 1. (2021). http://dx.doi.org/10.17667/riim.2020.1/6.

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In the industry, simulations are of great importance. They enable measurements to be made in different conditions about a virtual device, which are highly comparable to measurements made in a real life scenarios.
 Because of their wide range of usage in lower power drive systems, where precision and simplicity is a must, the subject of study is a permanent magnet stepper motor. For precise positioning purposes, it is essential to know the positioning behaviour of these devices.
 The model construction process involved an intermediate step, which consisted of creating the Bond-Graph o
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Molnár, Zsolt. "Bond-Graph model based stepper motor output characteristics simulation implemented in LabVIEW environment." Recent Innovations in Mechatronics 7, no. 1. (2021). http://dx.doi.org/10.17667/riim.2020.1/6.

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In the industry, simulations are of great importance. They enable measurements to be made in different conditions about a virtual device, which are highly comparable to measurements made in a real life scenarios.
 Because of their wide range of usage in lower power drive systems, where precision and simplicity is a must, the subject of study is a permanent magnet stepper motor. For precise positioning purposes, it is essential to know the positioning behaviour of these devices.
 The model construction process involved an intermediate step, which consisted of creating the Bond-Graph o
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29

VERMA, HARISH CHANDRA, and NEELIMA GARG. "Mobile Apps: Potential ICT tools to disseminate Technologies on Value Addition of Mango, Guava and Aonla Fruits." Journal of AgriSearch 8, no. 01 (2021). http://dx.doi.org/10.21921/jas.v8i01.19568.

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ICAR-CISH has developed four mobile apps on mango products, two on guava products and two on aonla products to disseminate value addition protocols of respective fruits. In this work, mobile apps have been developed to provide advisory on preparing quality processed products of main fruits of Subtropical region. For developing apps, cloud- based tool viz. ‘’MIT app Inventor2.0’’ was used. This tool can be used for app development using visual, event-based block programming method in browser itself. The apps were developed to provide advisories on preparation of quality processed fruit products
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Lotti, Laura. "DIY Cheese-making and Individuation: Towards a Reconfiguration of Taste in Contemporary Computer Culture." M/C Journal 17, no. 1 (2014). http://dx.doi.org/10.5204/mcj.757.

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Introduction The trope of food is often used in the humanities to discuss aspects of a culture that are customarily overlooked by a textualist approach, for food embodies a kind of knowledge that comes from the direct engagement with materials and processes, and involves taste as an aesthetics that exceeds the visual concept of the “beautiful.” Moreover, cooking is one of the most ancient cultural practices, and is considered the habit that defines us as humans in comparison to other animals—not only culturally, but also physiologically (Wrangham). Today we have entered a post-human age in whi
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Watson, Robert. "E-Press and Oppress." M/C Journal 8, no. 2 (2005). http://dx.doi.org/10.5204/mcj.2345.

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 From elephants to ABBA fans, silicon to hormone, the following discussion uses a new research method to look at printed text, motion pictures and a teenage rebel icon. If by ‘print’ we mean a mechanically reproduced impression of a cultural symbol in a medium, then printing has been with us since before microdot security prints were painted onto cars, before voice prints, laser prints, network servers, record pressings, motion picture prints, photo prints, colour woodblock prints, before books, textile prints, and footprints. If we accept that higher mammals such as elepha
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