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1

Chen, Chen, Changtong Luo, and Zonglin Jiang. "Block building programming for symbolic regression." Neurocomputing 275 (January 2018): 1973–80. http://dx.doi.org/10.1016/j.neucom.2017.10.047.

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Wang, Danli, Yang Zhang, and Shengyong Chen. "E-Block: A Tangible Programming Tool with Graphical Blocks." Mathematical Problems in Engineering 2013 (2013): 1–10. http://dx.doi.org/10.1155/2013/598547.

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This paper designs a tangible programming tool, E-Block, for children aged 5 to 9 to experience the preliminary understanding of programming by building blocks. With embedded artificial intelligence, the tool defines the programming blocks with the sensors as the input and enables children to write programs to complete the tasks in the computer. The symbol on the programming block's surface is used to help children understanding the function of each block. The sequence information is transferred to computer by microcomputers and then translated into semantic information. The system applies wireless and infrared technologies and provides user with feedbacks on both screen and programming blocks. Preliminary user studies using observation and user interview methods are shown for E-Block's prototype. The test results prove that E-Block is attractive to children and easy to learn and use. The project also highlights potential advantages of using single chip microcomputer (SCM) technology to develop tangible programming tools for children.
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Yuan, Li, Tao Niu, and Zhiping Li. "Study on Teaching Strategies of Scratch Programming in Elementary Schools based on Deep Learning Theory." BCP Social Sciences & Humanities 20 (October 18, 2022): 573–77. http://dx.doi.org/10.54691/bcpssh.v20i.2398.

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Scratch programming software uses block building instead of code input, which effectively reduces the difficulty of programming. This paper discusses how to use deep learning theory to improve the teaching effect of Scratch programming, and proposes some effective Scratch programming teaching strategies based on deep learning, which can provide reference for front-line Scratch programming teachers.
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郭, 欢. "The Design of a Kind of Graphic Building Block Programming Software." Artificial Intelligence and Robotics Research 09, no. 01 (2020): 24–31. http://dx.doi.org/10.12677/airr.2020.91004.

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Hayslip, Nunzio, Shivakumar Sastry, and Jon S. Gerhardt. "Networked embedded automation." Assembly Automation 26, no. 3 (2006): 235–41. http://dx.doi.org/10.1108/01445150610679786.

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PurposeThe aim of this research is to investigate whether a collection of tiny, resource constrained, microcontrollers that communicate with each other over wireless links can perform rigorous automation tasks.Design/methodology/approachWe identify three building blocks that are necessary to obtain large conveyor systems. The operation of each building block is regulated by a local microcontroller and the microcontrollers interact via wireless links to coordinate the operations across blocks. We define the actions necessary in each block and discuss two example applications for this method.FindingsIt is necessary to fundamentally revisit how automation applications are engineered to get the benefits of new technologies. We show that the three blocks that we call segment, turnaround and crossover are sufficient to obtain a large variety of conveyor systems. By embedding the blocks in a grid, we can simplify the design of the conveyor systems.Research limitations/implicationsExtensions of this research to identify a set of building blocks for discrete automation applications and motion control applications could provide new insights, architectures and methods for future automation systems.Practical implicationsWhen fully realized, this approach can save engineering costs, commissioning costs and provide new approaches for managing faults in automation systems.Originality/valueThe three building blocks for conveyor systems and the method of programming the blocks that allows the blocks to be configured in a variety of ways to realize conveyor systems for many applications.
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Glushkova, Todorka, and Irina Krasteva. "ROBOTICS AND BLOCK PROGRAMMING IN INFORMATION TECHNOLOGY LEARNING AT THE HIGH SCHOOL LEVEL." Education and Technologies Journal 14, no. 1 (2023): 216–21. http://dx.doi.org/10.26883/2010.231.5092.

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According to the latest changes, according to the Law on Preschool and School Education in Bulgaria, programming training at the high school level is implemented only as a profiled or elective school subject. This creates problems in building key digital competencies related to programming, according to the European Union’s DigComp strategic framework. Since information technology is studied at all levels of education and participates as a profile subject in many professions and profile classes as compulsory or elective modules, this discipline can be used to fill these gaps. The article examines an approach for applying block programming and robotics in elective modules in profiled IT training at the second-high school level. Solving specific practical tasks by programming the behaviour and activity of robotic devices increases the activity and motivation of students and allows them to build the key competencies necessary for their successful future professional realization as EU citizens.
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Gunaratne, Madhumini, Senal Weerasekara, Dehemi Weerakkody, Nisal Sashmitha, Rivoni De Zoysa, and Nuwan Kodagoda. "Web Block Craft: web development for children using Google Blockly." International Journal of Electrical and Computer Engineering (IJECE) 14, no. 5 (2024): 5585. http://dx.doi.org/10.11591/ijece.v14i5.pp5585-5592.

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Web Block Craft is an innovative educational application that uses the Google Blockly framework to teach web development to children aged eleven and above. The application serves as a comprehensive learning tool, allowing users to explore both frontend project and backend project development. The frontend project includes HTML, CSS, JavaScript, and DOM manipulation, while the backend project covers server building, web app security, application programming interfaces (APIs), and database management. Web Block Craft's unique block-based interface allows users to easily drag and drop components into a dynamic working environment, resulting in an engaging experience with live output display and simultaneous code presentation. A unique feature of Web Block Craft is the integration of a platform within the application, which allows teachers to create lessons with step-by-step instructions for students. This new feature allows for a more structured learning experience, which improves understanding of web development concepts. To enhance the learning experience, the application provides extensive documentation, serving as a valuable resource for users to grasp the intricacies of web programming. By combining the power of Google Blockly with a creative user interface and educational resources, Web Block Craft provides a comprehensive learning environment that empowers creative web programming with confidence.
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Jordan, Brian, Nisha Devasia, Jenna Hong, Randi Williams, and Cynthia Breazeal. "PoseBlocks: A Toolkit for Creating (and Dancing) with AI." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 17 (2021): 15551–59. http://dx.doi.org/10.1609/aaai.v35i17.17831.

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Body-tracking artificial intelligence (AI) systems like Kinect games, Snapchat Augmented Reality (AR) Lenses, and Instagram AR Filters are some of the most engaging ways students experience AI in their everyday lives. Additionally, many students have existing interests in physical hobbies like sports and dance. In this paper, we present PoseBlocks; a suite of block-based programming tools which enable students to build compelling body-interactive AI projects in any web browser, integrating camera/microphone inputs and body-sensing user interactions. To accomplish this, we provide a custom block-based programming environment building on the open source Scratch project, introducing new AI-model-powered blocks supporting body, hand, and face tracking, emotion recognition, and the ability to integrate custom image/pose/audio models from the online transfer learning tool Teachable Machine. We introduce editor functionality such as a project video recorder, pre-computed video loops, and integration with curriculum materials. We discuss deploying this toolkit with an accompanying curriculum in a series of synchronous online pilots with 46 students, aged 9-14. In analyzing class projects and discussions, we find that students learned to design, train, and integrate machine learning models in projects of their own devising while exploring ethical considerations such as stakeholder values and algorithmic bias in their interactive AI systems.
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Xiang, Peng, Hong Guang Ji, and Jing Zou. "Research on Fast Conversion of Large Complex Block Model in SURPAC to Three-Dimensional Numerical Grid in FLAC3D." Applied Mechanics and Materials 543-547 (March 2014): 1947–50. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.1947.

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Existing numerical grid generation based on Surpac block model is inefficient when the grid quantity is large. This article obtains from the existing methods, summarizes the complete process, and adds the key details of it. By setting simpler nodes condensation algorithm, improving the problem of low conversion efficiency caused by the too large node number, achieving the fast effective conversion of Surpac block model to FLAC3D model by using C language programming. This new method has been used in building rock burst hazard analysis model of Ling-Long gold mine, which proves this modeling method is feasible and effective.
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Pérez-Gaspar, Miguel, Javier Gomez, Everardo Bárcenas, and Francisco Garcia. "A fuzzy description logic based IoT framework: Formal verification and end user programming." PLOS ONE 19, no. 3 (2024): e0296655. http://dx.doi.org/10.1371/journal.pone.0296655.

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The Internet of Things (IoT) has become one of the most popular technologies in recent years. Advances in computing capabilities, hardware accessibility, and wireless connectivity make possible communication between people, processes, and devices for all kinds of applications and industries. However, the deployment of this technology is confined almost entirely to tech companies, leaving end users with only access to specific functionalities. This paper presents a framework that allows users with no technical knowledge to build their own IoT applications according to their needs. To this end, a framework consisting of two building blocks is presented. A friendly interface block lets users tell the system what to do using simple operating rules such as “if the temperature is cold, turn on the heater.” On the other hand, a fuzzy logic reasoner block built by experts translates the ambiguity of human language to specific actions to the actuators, such as “call the police.” The proposed system can also detect and inform the user if the inserted rules have inconsistencies in real time. Moreover, a formal model is introduced, based on fuzzy description logic, for the consistency of IoT systems. Finally, this paper presents various experiments using a fuzzy logic reasoner to show the viability of the proposed framework using a smart-home IoT security system as an example.
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Kh-Madhloom, Jamal. "Dynamic Cryptography Integrated Secured Decentralized Applications with Blockchain Programming." Wasit Journal of Computer and Mathematics Science 1, no. 2 (2022): 21–33. http://dx.doi.org/10.31185/wjcm.vol1.iss2.41.

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Blocks and chains are the building blocks of the blockchain, which is a community network. Blocks and chains are two terms used to describe collections of data information. The most fundamental need for a blockchain is that these postings be connected by cryptography, which is the case here. Cryptography. the entries in each block are added to as the list grows. Although the concept of blockchain cryptography is difficult, we have made it easier for you to understand. Asymmetric-key cryptography and hash functions are used in blockchains. Hash functions provide participants with a complete image of the internet. The SHA-256 hashing algorithm is often used in blockchains. In Bitcoin, where addresses are tracked by public-private key pairs, blockchains are often used. The public key in blockchain cryptography is a person's address. All participants have access to the participant's public key. The private key is used to get access to the address database and to authorise activities using the address. To ensure the integrity of the blockchain ledger, encryption plays a key role. Each event on the blockchain is recorded using encrypted data. As long as each user has access to their cryptographic keys, they may buy or trade cryptocurrencies. The root hashes of all transactions are stored in blockchains via cryptographic hashing. If somebody attempts to tamper with any data upon that blockchain, the main hash will have a completely new hash. Root hash comparisons may be performed on any other system to check whether the data is safe.
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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 installed Pocket Code on an Android smartphone. Furthermore, it can be published on app stores for reputational and also monetary benefits. The app resource files and the configuration are generated on the fly upon a user request via the Pocket Code sharing platform. In this paper, the approach of building a Pocket Code variant and transform a Pocket Code project into an Android application are described. Especially the Standalone build variants have the potential to bring many interesting apps to the market.
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Li, Frederick W. B., Rynson W. H. Lau, and Parthiban Dharmendran. "An Adaptive Course Generation Framework." International Journal of Distance Education Technologies 8, no. 3 (2010): 47–64. http://dx.doi.org/10.4018/jdet.2010070104.

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Existing adaptive e-learning methods are supported by student (user) profiling for capturing student characteristics, and course structuring for organizing learning materials according to topics and levels of difficulties. Adaptive courses are then generated by extracting materials from the course structure to match the criteria specified in the student profiles. In addition, to handle advanced student characteristics, such as learning styles, course material annotation and programming-based decision rules are typically used. However, these additives demand certain programming skills from an instructor to proceed with course construction; they may also require building multiple course structures to handle practical pedagogical needs. In this paper, the authors propose a framework based on the concept space and the concept filters to support adaptive course generation where comprehensive student characteristics are considered. The concept space is a data structure for modeling student and course characteristics, while the concept filters are modifiers to determine how the course should be delivered. Because of the “building block” nature of the concept nodes and the concept filters, the proposed framework is extensible. More importantly, the authors’ framework does not require instructors to equip with any programming skills when they construct adaptive e-learning courses.
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Sánchez-Rivas, Enrique, Coral Ruiz-Roso Vázquez, and Julio Ruiz-Palmero. "Teacher Digital Competence Analysis in Block Programming Applied to Educational Robotics." Sustainability 16, no. 1 (2023): 275. http://dx.doi.org/10.3390/su16010275.

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This research aims to analyze digital teaching competence in the field of block programming applied to educational robotics among active primary education teachers. The research methodology employed is defined as descriptive and exploratory. We gathered quantitative data through a structured questionnaire, reflecting the level of digital competence of the participating teachers. The results obtained from this study reveal significant deficiencies in the development of teaching digital competence, especially in the areas of robotics and educational programming. Importantly, the teachers in the sample exhibit a high level of knowledge in active pedagogies. In conclusion, we highlight the need to design training and professional development programs that enhance the digital competence of active primary education teachers, with an emphasis on training schemes geared towards robotics and educational programming.
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Cascini, Lucrezia, Francesco Portioli, and Raffaele Landolfo. "3D rigid block micro-modelling of a full-scale unreinforced brick masonry building using mathematical programming." International Journal of Masonry Research and Innovation 1, no. 3 (2016): 189. http://dx.doi.org/10.1504/ijmri.2016.080426.

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Landolfo, Raffaele, Lucrezia Cascini, and Francesco Portioli. "3D rigid block micro-modelling of a full-scale unreinforced brick masonry building using mathematical programming." International Journal of Masonry Research and Innovation 1, no. 3 (2016): 189. http://dx.doi.org/10.1504/ijmri.2016.10001374.

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Muzakiah, Muzakiah, Irwandi Irwandi, Elin Yusibani, Intan Mulia Sari, Romarzila Omar, and Rini Oktavia. "Effectiveness of Block Programming and Quarky Robots to Improve Computational Abilities Thinking through the STEMC Approach." Jurnal Penelitian Pendidikan IPA 10, no. 12 (2024): 10593–99. https://doi.org/10.29303/jppipa.v10i12.8965.

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The results of PISA 2022 show that Indonesian students are still weak in science literacy, mathematics, and technology-based problem solving, which are the basis for developing computational thinking (CT) skills. CT includes four primary indicators: decomposition to break down significant problems into smaller parts, pattern recognition to find similarities in data, abstraction to filter out irrelevant information, and algorithms to design systematic steps in solving problems. There are many ways to train CT, so this study uses block programming and the Quarky robot. This approach was chosen because it is visual and interactive and makes it easier to apply CT concepts practically, making it suitable for building 21st-century skills. The study was conducted in two high schools in Banda Aceh, involving 20 students from school A and 26 students from school B. Students were divided into two study groups in each school. Learning activities were designed based on STEMC in the form of Student Worksheets (LKPD), which include interactive learning scenarios, block programming challenges, and exploration of the Quarky robot's functions to solve real problems. The activities were arranged in stages, from a basic introduction to applying CT concepts in solving complex problems. The results showed a significant increase in students' CT abilities, especially in the algorithm indicator. Although both schools progressed, school B recorded higher growth, with better pre-test and post-test results than school A. This shows that block programming-based learning and Quarky robots effectively improve CT skills, which is essential in 21st-century education
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SHEERAN, MARY. "Functional and dynamic programming in the design of parallel prefix networks." Journal of Functional Programming 21, no. 1 (2010): 59–114. http://dx.doi.org/10.1017/s0956796810000304.

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AbstractA parallel prefix network of width n takes n inputs, a1, a2, . . ., an, and computes each yi = a1 ○ a2 ○ ⋅ ⋅ ⋅ ○ ai for 1 ≤ i ≤ n, for an associative operator ○. This is one of the fundamental problems in computer science, because it gives insight into how parallel computation can be used to solve an apparently sequential problem. As parallel programming becomes the dominant programming paradigm, parallel prefix or scan is proving to be a very important building block of parallel algorithms and applications. There are many different parallel prefix networks, with different properties such as number of operators, depth and allowed fanout from the operators. In this paper, ideas from functional programming are combined with search to enable a deep exploration of parallel prefix network design. Networks that improve on the best known previous results are generated. It is argued that precise modelling in a functional programming language, together with simple visualization of the networks, gives a new, more experimental, approach to parallel prefix network design, improving on the manual techniques typically employed in the literature. The programming idiom that marries search with higher order functions may well have wider application than the network generation described here.
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Papancheva, Rumyana, and Todorka Glushkova. "INTERDISCIPLINARY LINKS IN TRAINING OF COMPUTER MODELING IN 5T GRADE." Education and Technologies Journal 13, no. 1 (2022): 153–58. http://dx.doi.org/10.26883/2010.221.4190.

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The goals and objectives of computer modelling training are aimed at building digital competencies of the student and their application in various subject areas. The report presents an approach to building of interdisciplinary links in computer modelling training through a block programming language. The constructive approach and the easy visualization of the various options for solutions make it possible to make a propaedeutic of still unexplored knowledge of mathematics, physics, astronomy and others. Working on projects that solve certain practical problems gives students the opportunity to get acquainted with elements of combinatory, optimization, the laws of uniform motion, space objects, number theory and more. The authors will share their experience in developing exemplary interdisciplinary assignments.
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Verma, Ankur. "Seismic Analysis and Comparative Study of Brick Wall, Shear Wall and Bare Frame on G+12 High Rise Building." International Journal for Research in Applied Science and Engineering Technology 9, no. 10 (2021): 1540–47. http://dx.doi.org/10.22214/ijraset.2021.38660.

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Abstract: Today, larger part of designs around us are built up concrete cement (RCC) outlined constructions. To forestall harm because of quake there is a need to foster powerful procedure to expand the strength and flexibility of elevated structures. Shear wall are steadier and more pliable and thus can bear more even loads. In this paper, we have proposed a relative report between block facade, shear divider and uncovered casing by using ETABS programming. This review is essentially centered around seismic conduct of G+12 building. The outcomes are talked about as far as base shear, sidelong relocation, story float, story solidness and normal period for every one of the three models. We find that shear wall has least parallel uprooting and least time span when contrasted and block facade and uncovered edge. Likewise, we track down that the shear divider model is more adaptable because of lesser float when contrasted and different models. The upsides of removal and float for shear wall is likewise not as much as block facade since the tallness of the structure increments. Keywords: shear wall, bare frame, Response spectrum, Earthquake, ETABS
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Leiva, Carlos, Hernán Lespay, Aldo Quelopana, and Alessandro Navarra. "Optimization in Mineral Processing: A Novel Matheuristic for a Variant of the Knapsack Problem." Minerals 15, no. 4 (2025): 427. https://doi.org/10.3390/min15040427.

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This study introduces a novel heuristic approach to optimize mineral processing in metallurgical plants, framed as a variant of the fractional knapsack problem. The optimization framework integrates plant operational modes, blending requirements, and processing constraints to maximize the recoverable value of mineral blocks while adhering to plant capacity and feed limitations. Building on a previously established mixed-integer linear programming formulation, this study develops a heuristic algorithm employing a greedy strategy. This alternative approach significantly reduces computational time while achieving near-optimal solutions, making it suitable for practical implementation. Validation through a case study demonstrates the algorithm’s effectiveness in managing complex constraints and delivering actionable insights for real-world operations. These findings highlight the potential of this methodology to streamline the mineral processing stage of broader mine planning frameworks, complementing the initial optimization of block extraction with faster and more reliable processing calculations.
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Macià, Cid Jordi, Angelos Mylonas, Thibault Q. Péan, Jordi Pascual, and Jaume Salom. "Energy optimization algorithms for multi-residential buildings: A model predictive control application." Energy and Buildings 319 (September 15, 2024): 114562. https://doi.org/10.1016/j.enbuild.2024.114562.

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This study presents an optimization algorithm for Model Predictive Control (MPC) of the HVAC systems in multi-family residential buildings assessing the performance of four objective functions. Implemented in C++, using the free OR-Tools optimization library, the model is formulated a Mixed Integer-Linear Programming (MILP) problem. The study analyses the results of tests conducted on a 20-dwelling block in Switzerland across various weather and occupancy conditions, resulting in a parametric study of 64 cases. The models developed for the MPC are Grey-box type for the interconnected energy systems: the building, thermal storage tanks, a heat pump, the ventilation system and PV collectors, highlighting a radiant wall heating system integrated into the building facade. The tanks and the heat pump models were informed with manufacturer data, while for the building a R3C3 thermal-electrical equivalent model was developed, calibrated using TRNSYS simulations with a root mean square error of 1.7%. Findings demonstrate how the algorithm optimizes the operation according to the desired criteria, while ensuring indoor comfort with a 15-minute time resolution. The time execution of the majority of cases is under 3 min in a low-specs computer, affirming its practical viability for real-world implementation.
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Zheng, Shaokun, Xin Chen, Zhong Shi, Ling-Qi Yan, and Kun Xu. "GPU Coroutines for Flexible Splitting and Scheduling of Rendering Tasks." ACM Transactions on Graphics 43, no. 6 (2024): 1–24. http://dx.doi.org/10.1145/3687766.

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We introduce coroutines into GPU kernel programming, providing an automated solution for flexible splitting and scheduling of rendering tasks. This approach addresses a prevalent challenge in harnessing the power of modern GPUs for complex, imbalanced graphics workloads like path tracing. Usually, to accommodate the SIMT execution model and latency-hiding architecture, developers have to decompose a monolithic mega-kernel into smaller sub-tasks for improved thread coherence and reduced register pressure. However, involving the handling of intricate nested control flows and numerous interdependent program states, this process can be exceedingly tedious and error-prone when performed manually. Coroutines, a building block for asynchronous programming in many high-level CPU languages, exhibit untapped potential for restructuring GPU kernels due to their versatility in control representation. By extending Luisa [Zheng et al. 2022], we implement an asymmetric, stackless coroutine model with programming language support and multiple built-in schedulers for modern GPUs. To showcase the effectiveness of our model and implementation, we examine them in different application scenarios, including path tracing, SDF rendering, and incorporation with custom passes.
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Stasyuk, Roman, Yurii Ostapenko, and Eleanora Simbirska. "Activist's table tennis activity as a programming object." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 4(134) (April 16, 2021): 101–5. http://dx.doi.org/10.31392/npu-nc.series15.2021.4(134).25.

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The article considers the issue of improving the system of sports training of players in table tennis on the basis of the principle of programmed learning, which is implemented in the form of a comprehensive method of training process. Programmed training in sports training of table tennis players at the preparatory stage is optimized using a system of tools and methods built in the form of a structural-logical scheme is an important area of research. Methodological ways of building a system of sports training of table tennis players on the basis of the method of programmed learning are revealed, which made it possible to determine the principles of building target tasks, which are a certain block of physical exercises structured with a single goal setting. It was necessary to summarize the experience of modern methods of organization for the construction of programmed training in sports training of table tennis players by implementing the principles of complexity and coherence of training activities. At the present stage of development of game sports fundamental knowledge of the content of game, systems of preparation, various, flexible and highly automated skills and perfect activity of functional systems of an organism is especially necessary. Difficulties that turn out to be unpredictable by a program of tactical actions are usually related to informative influences. This is due to the probable nature of the game activity, which, first of all, concerns the information aspect. Despite a certain number of standard game actions, which were mentioned above, the actions of athletes who play sports are based on the response to changes in the situation, the conditions of wrestling. With such a variety of forms of manifestations of the player's actions are constantly associated with the solution of situational motor problems that require the use of programming mechanisms.
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Govender, Reginald Gerald. "Unravelling Physical Manipulatives in the Learning of Coding: Exploring Student Perceptions in the Nexus of Computer Programming and Robotics." International Journal of Information and Education Technology 15, no. 3 (2025): 605–16. https://doi.org/10.18178/ijiet.2025.15.3.2269.

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In the digital age, computer programming is a valuable skill. However, novice programmers typically encounter problems and challenges that lead to negative reactions and dropout. This study examines how a group of university computer-registered students without programming experience learn computer programming through the coding of robots. Instead of traditional block-based programming to teach computer programming, the study used a robotic element and text-based programming to develop prototypes offering live autonomous code output. A research model was created and tested to determine contributing factors to how students perceived computer programming through coding robots. Belief, Interest, Mathematics, Knowledge, Confidence and Motivation formed the latent variables. The research hypotheses are: 1) Belief affects Confidence, 2) Confidence affects Knowledge, 3) Interest affects Confidence, 4) Mathematics affects Knowledge, and 5) Motivation affects Confidence. Participants included seventy-five students who completed a 5-point, 30-item Likert scale survey to assess their robotics computer programming experience at a University in South Africa. Partial least square-structural equation modelling was conducted to investigate the relationship between latent variables. The model explains the relationship between Belief and Confidence, Confidence and Knowledge, Interest and Confidence, Mathematics and Knowledge, and Motivation and Confidence. Results demonstrate that students studying textbased programming directly with the robotic element were successful. As participants saw their code run on the prototype, robot coding made text-based coding easier to understand. Coding structures were clarified by using robotics to make computing programming concrete. The learning of computer programming integrated through the building of prototypes resulting in autonomous robots enhances the learning experience of text-based code. This research contributes empirical evidence and elucidates the factors that may influence learning satisfaction of text-based computer programming through coding robotics.
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Tariq, Sanna. "Thermal Overload Protection and Monitoring using Programming Logic and Sensor Technology." International Journal for Research in Applied Science and Engineering Technology 9, no. 11 (2021): 1407–10. http://dx.doi.org/10.22214/ijraset.2021.38978.

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Abstract: Transformers are the main building block in a power system. Any damages in transformers adversely affects the balance of a power system. The damages are mainly occurring due to overloading and inefficient cooling. The main objective of the project is real time monitoring of the health conditions of the distribution transformer. . The parameters such as temperature, current, voltage, oil temperature, oil height, transformer temperature etc. of a transformer are monitored, processed and recorded in the servers.. The recorded data can be send using Wi-Fi module and accessed from anywhere around the world using IOT technology using HTTP protocol. This helps in identifying without human dependency. This helps in identifying and solving a problem before a failure without human dependency. The system also includes the thermal over load and automatic shut down protection of transformer. Keywords: Realtime Monitoring, Health condition, Wi-Fi module, IOT Technology, HTTP protocol.
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Wang, Liang, Prateek Mittal, and Jennifer Rexford. "Data-plane security applications in adversarial settings." ACM SIGCOMM Computer Communication Review 52, no. 2 (2022): 2–9. http://dx.doi.org/10.1145/3544912.3544914.

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High-speed programmable switches have emerged as a promising building block for developing performant data-plane applications. In this paper, we argue that the resource constraints and programming model of hardware switches have led to developers adopting problematic design patterns, whose security implications are not widely understood. We bridge the gap by identifying the major challenges and common design pitfalls in switch-based applications in adversarial settings. Examining five recently-proposed switch-based security applications, we find that adversaries can exploit these design pitfalls to completely bypass the protection these applications were designed to provide, or disrupt system operations by introducing collateral damage.
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Weng, Tingsheng. "The Ability of Scratch Teaching in Programming Language—Taking Roguelike Mathematical Games as an Example." Technium: Romanian Journal of Applied Sciences and Technology 4, no. 10 (2022): 217–38. http://dx.doi.org/10.47577/technium.v4i10.4980.

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In recent years, Japan and Taiwan have begun to include programming education in the elementary and secondary school curriculum as well as in universities so as to strengthen students’ programming language ability. In this study, the Scratch programming language was used to design a roguelike mathematical game based on a prince saving a princess in a forest. Mathematics refers to the positioning of each object, its XY coordinates, movement and distance, positive and negative movement angles, waiting time (seconds), and speed. In this study, the mathematical game program was provided to a class of rural elementary school students in southern Taiwan. By imitating the design, the teachers, and students can work together on this hands-on programming project to design the pictures, cooperate in discussing and solving the programming dilemma, and enjoy the game together. The elementary school principals and teachers who participated in the scene observed and concluded that it allowed the pupils to think seriously, enjoy discussing the integration of mathematics and programming, design digital games, and develop the final result of roguelike digital games. This project allowed students to take on the challenge of learning to write programs with curiosity and learn to use different building block programming languages in Scratch to produce a program by imitation. Students can also learn to change and add objects, and arrange the things to be done by different characters through programming. The mathematical roguelike challenges let the students understand the learning achievements through the taste of each victory. Through the game attraction, this study fostered cross-domain digital talents in areas such as digital technology, program education, and artificial intelligence.
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Schmidthaler, Eva, Rebecca Stäter, Martin Cápay, Matthias Ludwig, and Zsolt Lavicza. "Easy Coding in Biology: Pilot Workshop Design and Experiences from Block-Based Programming with in Secondary Education." Journal of Research in Science, Mathematics and Technology Education 6, SI (2023): 177–206. http://dx.doi.org/10.31756/jrsmte.619si.

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Block-based coding is a way to teach Computer Science (CS) concepts and Computational Thinking (CT) skills to K-12 students. Nowadays, there are more and more educational applications (learning apps) to teach programming in STEM subjects, but detailed studies on which and how these can be used successfully in Biology classes are still lacking, because apps and tasks promoting CS and CT concepts in combination with biological teaching content are missing. This mixed-method study aims to close this gap and presents six elaborated exercises of the workshop “Easy Coding in Biology”, employing two task formats (TF), <i>Building Cubes </i>and<i> Drone AR</i>, of the new learning app <colette/>. The app utilizes block-based coding and an additional augmented reality (AR) function to describe several topics in secondary education, for example in the subject Biology. After presenting the workshop and task design, preliminary results of the successful use of the app and the tasks are presented. The pilot workshop was carried out with 51 participants at a Slovakian grammar school. After the implementation in class, 34 students filled in a questionnaire, consisting of open-ended and closed-ended questions. Qualitative data shows on the one hand AR malfunctions and on the other that participants liked the workshop concept. Quantitative findings indicate that the introduced TF <i>Building Cubes </i>and<i> Drone AR </i>of <colette/> have the potential to successfully convey CS and CT concepts in Biology. In addition, the tasks encouraged the female participants in particular to work together because they found the tasks/app interesting, motivating, and fun.
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Cheng, Long, Salman Ahmed, Hans Liljestrand, et al. "Exploitation Techniques for Data-oriented Attacks with Existing and Potential Defense Approaches." ACM Transactions on Privacy and Security 24, no. 4 (2021): 1–36. http://dx.doi.org/10.1145/3462699.

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Data-oriented attacks manipulate non-control data to alter a program’s benign behavior without violating its control-flow integrity. It has been shown that such attacks can cause significant damage even in the presence of control-flow defense mechanisms. However, these threats have not been adequately addressed. In this survey article, we first map data-oriented exploits, including Data-Oriented Programming (DOP) and Block-Oriented Programming (BOP) attacks, to their assumptions/requirements and attack capabilities. Then, we compare known defenses against these attacks, in terms of approach, detection capabilities, overhead, and compatibility. It is generally believed that control flows may not be useful for data-oriented security. However, data-oriented attacks (especially DOP attacks) may generate side effects on control-flow behaviors in multiple dimensions (i.e., incompatible branch behaviors and frequency anomalies). We also characterize control-flow anomalies caused by data-oriented attacks. In the end, we discuss challenges for building deployable data-oriented defenses and open research questions.
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31

Kenny, Joseph P., Curtis L. Janssen, Mark S. Gordon, Masha Sosonkina, and Theresa L. Windus. "A Component Approach to Collaborative Scientific Software Development: Tools and Techniques Utilized by the Quantum Chemistry Science Application Partnership." Scientific Programming 16, no. 4 (2008): 287–96. http://dx.doi.org/10.1155/2008/486876.

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Cutting-edge scientific computing software is complex, increasingly involving the coupling of multiple packages to combine advanced algorithms or simulations at multiple physical scales. Component-based software engineering (CBSE) has been advanced as a technique for managing this complexity, and complex component applications have been created in the quantum chemistry domain, as well as several other simulation areas, using the component model advocated by the Common Component Architecture (CCA) Forum. While programming models do indeed enable sound software engineering practices, the selection of programming model is just one building block in a comprehensive approach to large-scale collaborative development which must also address interface and data standardization, and language and package interoperability. We provide an overview of the development approach utilized within the Quantum Chemistry Science Application Partnership, identifying design challenges, describing the techniques which we have adopted to address these challenges and highlighting the advantages which the CCA approach offers for collaborative development.
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Banković, Bojan, Filip Filipović, Nebojša Mitrović, Milutin Petronijević, and Vojkan Kostić. "A Building Block Method for Modeling and Small-Signal Stability Analysis of the Autonomous Microgrid Operation." Energies 13, no. 6 (2020): 1492. http://dx.doi.org/10.3390/en13061492.

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The task of the whole microgrid state-space matrix creation is usually done in a preferred textual programming language, and it presents a complicated, time-consuming, and error-prone job for a researcher without good coding practices. To ease the modeling task, contribute to the adaptation of new microgrid structures, control algorithms, and devices, and to improve the flexibility of the model, a graphical element building block method is proposed in this paper. With the proposed approach model creation of the whole microgrid is reduced to the creation of the individual element state-space model that is linked with other elements in a logical way with a graphical connection. Elements are then grouped into meaningful wholes and encapsulated with the appropriate graphical user interface that enables easy parameter modification and model complexity change. More detailed DC/DC and DC/AC models of converters than those in the literature concerning microgrid stability are presented in this paper. Those converters are incorporated in a microgrid, whose model is created using the proposed approach in MATLAB/Simulink. The dynamic response examination of the model remains easy, just as with all Simulink models, while for the linear system analysis, a specialized toolbox is used.
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Himani, Goel. "SIMULATION AND DESIGN OF HETEROGENEOUS FIR DIGITAL FILTER FOR DSP APPLICATION USING VHDL." INTERNATIONAL JOURNAL OF ENGINEERING SCIENCES & RESEARCH TECHNOLOGY 9, no. 5 (2020): 222–27. https://doi.org/10.5281/zenodo.3870401.

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An adder is the fundamental building block of the digital circuits such as ALU, microprocessors and microcontrollers, DSP processors and several arithmetic operations. Full adder is the main part of the arithmetic circuits. Full adder circuit is the basic cell of arithmetic circuits. Many applications need logic circuits of small chip area, high throughput, and low power utilization. The paper is focused on the design of 16-bit ripple carry adder based on homogeneous adder-based concept. The chip design is done in Xilinx ISE 14.2 using VHDL and simulated in Modelsim 10.1 software. The design is synthesized on SPARTAN - 3E FPGA to verify the results.  
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Kalaitzidou, Magdalini, and Theodore P. Pachidis. "Recent Robots in STEAM Education." Education Sciences 13, no. 3 (2023): 272. http://dx.doi.org/10.3390/educsci13030272.

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Robotics is increasingly entering the field of education. The tools, methods, and approaches of robotics contribute to the development of all areas of STEAM education, both individually and interdisciplinary. The present work aims to highlight the robots that are most effective in STEAM education and to classify robots used in education in terms of their frequency of use, features, flexibility, manufacturer, sensors, software, programming language, connection, recommended age, usefulness in education, and their cost. It turned out that there are packages for building robots, pre-assembled robots, and social robots. Their form can be animal, human, car, etc., and they have various properties; for example, they can move and fly. Moreover, most of the robots proposed for education use block-based programming; for example, the Scratch language. Common features of robots are that the robot follows a path, reacts to sounds, and recognizes obstacles, with various sensors; for example, vision. Finally, it turned out to be necessary to design an activity guide for each lesson, which will be accompanied by instructions and specific steps for teachers and students.
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Jean, Devin, Brian Broll, Gordon Stein, and Ákos Lédeczi. "Utilizing Smartphones for Approachable IoT Education in K-12." Sensors 22, no. 24 (2022): 9778. http://dx.doi.org/10.3390/s22249778.

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Distributed computing, computer networking, and the Internet of Things (IoT) are all around us, yet only computer science and engineering majors learn the technologies that enable our modern lives. This paper introduces PhoneIoT, a mobile app that makes it possible to teach some of the basic concepts of distributed computation and networked sensing to novices. PhoneIoT turns mobile phones and tablets into IoT devices and makes it possible to create highly engaging projects through NetsBlox, an open-source block-based programming environment focused on teaching distributed computing at the high school level. PhoneIoT lets NetsBlox programs—running in the browser on the student’s computer—access available sensors. Since phones have touchscreens, PhoneIoT also allows building a Graphical User Interface (GUI) remotely from NetsBlox, which can be set to trigger custom code written by the student via NetsBlox’s message system. This approach enables students to create quite advanced distributed projects, such as turning their phone into a game controller or tracking their exercise on top of an interactive Google Maps background with just a few blocks of code.
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36

Clarke-Midura, Jody, Victor R. Lee, Jessica F. Shumway, and Megan M. Hamilton. "The building blocks of coding: a comparison of early childhood coding toys." Information and Learning Sciences 120, no. 7/8 (2019): 505–18. http://dx.doi.org/10.1108/ils-06-2019-0059.

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Purpose This paper aims to be a think piece that promotes discussion around the design of coding toys for children. In particular, the authors examine three different toys that have some sort of block-based coding interface. The authors juxtapose three different design features and the demands they place on young children learning to code. To examine the toys, the authors apply a framework developed based on Gibson’s theory of affordances and Palmer’s external representations. The authors look specifically at the toys: interface design, intended play scenario and representational conventions for computational ideas. Design/methodology/approach As a research team, the authors have been playing with toys, observing their own children play with the toys and using them in kindergarten classrooms. In this paper, the authors reflect specifically on the design of the toys and the demands they place on children. Findings The authors make no claims about whether one toy/design approach is superior to another. However, the differences that the authors articulate should serve as a provocation for researchers and designers to be mindful about what demands and expectations they place on young children as they learn to code and use code to learn in any given system. Research limitations/implications As mentioned above, the authors want to start a discussion about design of these toys and how they shape children's experience with coding. Originality/value There is a push to get coding and computational thinking into K-12, but there is not enough research on what this looks like in early childhood. Further, while research is starting to emerge on block-based programming vs text-based for older children and adults, little research has been done on the representational form of code for young children. The authors hope to start a discussion on design of coding toys for children.
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Cañas, José M., Jesús Fernández-Conde, Julio Vega, and Juan Ordóñez. "Reconfigurable Computing for Reactive Robotics Using Open-Source FPGAs." Electronics 11, no. 1 (2021): 8. http://dx.doi.org/10.3390/electronics11010008.

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Reconfigurable computing provides a paradigm to create intelligent systems different from the classic software computing approach. Instead of using a processor with an instruction set, a full stack of middleware, and an application program running on top, the field-programmable gate arrays (FPGAs) integrate a cell set that can be configured in different ways. A few vendors have dominated this market with their proprietary tools, hardware devices, and boards, resulting in fragmented ecosystems with few standards and little interoperation. However, a new and complete toolchain for FPGAs with its associated open tools has recently emerged from the open-source community. Robotics is an expanding application field that may definitely benefit from this revolution, as fast speed and low power consumption are usual requirements. This paper hypothesizes that basic reactive robot behaviors may be easily designed following the reconfigurable computing approach and the state-of-the-art open FPGA toolchain. They provide new abstractions such as circuit blocks and wires for building intelligent robots. Visual programming and block libraries make such development painless and reliable. As experimental validation, two reactive behaviors have been created in a real robot involving common sensors, actuators, and in-between logic. They have been also implemented using classic software programming for comparison purposes. Results are discussed and show that the development of reactive robot behaviors using reconfigurable computing and open tools is feasible, also achieving a high degree of simplicity and reusability, and benefiting from FPGAs’ low power consumption and time-critical responsiveness.
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38

Wilhelm, Daniel, Jehoshua Bruck, and Lulu Qian. "Probabilistic switching circuits in DNA." Proceedings of the National Academy of Sciences 115, no. 5 (2018): 903–8. http://dx.doi.org/10.1073/pnas.1715926115.

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A natural feature of molecular systems is their inherent stochastic behavior. A fundamental challenge related to the programming of molecular information processing systems is to develop a circuit architecture that controls the stochastic states of individual molecular events. Here we present a systematic implementation of probabilistic switching circuits, using DNA strand displacement reactions. Exploiting the intrinsic stochasticity of molecular interactions, we developed a simple, unbiased DNA switch: An input signal strand binds to the switch and releases an output signal strand with probability one-half. Using this unbiased switch as a molecular building block, we designed DNA circuits that convert an input signal to an output signal with any desired probability. Further, this probability can be switched between 2n different values by simply varying the presence or absence of n distinct DNA molecules. We demonstrated several DNA circuits that have multiple layers and feedback, including a circuit that converts an input strand to an output strand with eight different probabilities, controlled by the combination of three DNA molecules. These circuits combine the advantages of digital and analog computation: They allow a small number of distinct input molecules to control a diverse signal range of output molecules, while keeping the inputs robust to noise and the outputs at precise values. Moreover, arbitrarily complex circuit behaviors can be implemented with just a single type of molecular building block.
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39

Prautsch, Benjamin, Uwe Eichler, and Uwe Hatnik. "Generating the Generator: A User-Driven and Template-Based Approach towards Analog Layout Automation." Electronics 12, no. 4 (2023): 1047. http://dx.doi.org/10.3390/electronics12041047.

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Various analog design automation attempts have addressed the shortcomings of the still largely manual and, thus, inefficient and risky analog design approach. These methods can roughly be divided into synthesis and procedural generation. An important key aspect has, however, rarely been considered: usability. While synthesis requires sophisticated constraints, procedural generators require expert programmers. Both prevent users from adopting the respective method. Thus, we propose a new approach to automatically create procedural generators in a user-driven way. First, analog generators, which also create symbols and layouts, are utilized during schematic entry to encapsulate common analog building blocks. Second, automatic code creation builds a hierarchical generator for all views with the schematic as input. Third, the approach links the building block generators with the layout through an object-oriented template library that is accessible through generator parameters, allowing the user to control the arrangement. No programming is required to reach this state. We believe that our approach will significantly ease the transition of analog designers to procedural generation. At the same time, the templates allow for a “bridge” to open frameworks and synthesis approaches so that the methodologies can be both better spread and combined. This way, comprehensive frameworks of both synthesis-based and procedural-based analog automation methods can be built in a user-driven way, and designers are enabled to gain early layout insight and ease IP reusability.
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40

Kamvar, Zhian N., Jun Cai, Juliet R. C. Pulliam, Jakob Schumacher, and Thibaut Jombart. "Epidemic curves made easy using the R package incidence." F1000Research 8 (January 31, 2019): 139. http://dx.doi.org/10.12688/f1000research.18002.1.

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The epidemiological curve (epicurve) is one of the simplest yet most useful tools used by field epidemiologists, modellers, and decision makers for assessing the dynamics of infectious disease epidemics. Here, we present the free, open-source package incidence for the R programming language, which allows users to easily compute, handle, and visualise epicurves from unaggregated linelist data. This package was built in accordance with the development guidelines of the R Epidemics Consortium (RECON), which aim to ensure robustness and reliability through extensive automated testing, documentation, and good coding practices. As such, it fills an important gap in the toolbox for outbreak analytics using the R software, and provides a solid building block for further developments in infectious disease modelling. incidence is available from https://www.repidemicsconsortium.org/incidence.
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41

Zhang, Wenjun, and Joyce Liu. "Recent Advances in Understanding and Engineering Polyketide Synthesis." F1000Research 5 (February 23, 2016): 208. http://dx.doi.org/10.12688/f1000research.7326.1.

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Polyketides are a diverse group of natural products that form the basis of many important drugs. The engineering of the polyketide synthase (PKS) enzymes responsible for the formation of these compounds has long been considered to have great potential for producing new bioactive molecules. Recent advances in this field have contributed to the understanding of this powerful and complex enzymatic machinery, particularly with regard to domain activity and engineering, unique building block formation and incorporation, and programming rules and limitations. New developments in tools for in vitro biochemical analysis, full-length megasynthase structural studies, and in vivo heterologous expression will continue to improve our fundamental understanding of polyketide synthesis as well as our ability to engineer the production of polyketides.
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42

Moraiti, Ioanna, Anestis Fotoglou, and Athanasios Drigas. "Coding with Block Programming Languages in Educational Robotics and Mobiles, Improve Problem Solving, Creativity & Critical Thinking Skills." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 20 (2022): 59–78. http://dx.doi.org/10.3991/ijim.v16i20.34247.

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The purpose of the article is to highlight how students' computational thinking, which is a critical thinking skill, can be developed through educational robotics and programming. It is a fun and engaging learning activity that encourages students to collaborate, delve into a problem, construct knowledge, and cultivate critical thinking. Educational robotics is therefore an innovative teaching tool, which contributes to the implementation of the above goal and follows the principles of building, specifically the construction of knowledge (Mikropoulos & Bellou, 2010). It develops students' critical thinking, strengthens their mental models, and activates known learning mechanisms leading them to a deeper level of understanding and assimilation of knowledge, which cannot be accomplished with traditional teaching methodologies. It has also been proven to be able to help students solve complex problems as well as contribute to the development of computational thinking skills (Atmatzidou & Demetriadis, 2014), which should characterize the entire literate population and complement the other three basic reading skills, writing, and mathematics (Mavroudis, Petrou & Fesakis, 2014).
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43

Diem Bui, Le, Yong Gi Kim, Won Ho, Ho Thi Thu Ho, and Nguyen Khang Pham. "Developing WebQuest 2.0 model for promoting computational thinking skill." International Journal of Engineering & Technology 7, no. 2.29 (2018): 140. http://dx.doi.org/10.14419/ijet.v7i2.29.13304.

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In this paper, we propose a new WebQuest model using Web 2.0 services to organize online learning activities by using OKMindmap for building WebQuest and suggest Scratch projects created by students for outcome. WebQuest is an inquiry-oriented lesson format in which most or all the information that learners work with comes from the web. WebQuests can be a valuable addition to a collaborative classroom. One of the goals is to increase critical thinking by employing higher levels of Bloom’s Taxonomy and Webb’s Depth of Knowledge. WebQuests can be a versatile tool for teaching students. OKMindmap is a useful, free, easy to use knowledge manipulation tool for content creation and management. It helps building an innovative collaborating environment for online class and provides a way to embed web service as a node. With this capability, any web service can be embedded as a node on a single map. Moreover, many users (about 40) can work on a same map together. Scratch is a free educational programming language that was developed by the Lifelong Kindergarten Group at the Massachusetts Institute of Technology (MIT) with over 21 million registered users and 25 million shared projects. Scratch is designed to be fun, educational, and easy to learn. It’s a programming language for all with the tools for creating interactive stories, games, art, simulations, and more, using block-based programming. Facebook is also used as a tool for connecting and sharing WebQuest with students. This model was experimented at the School of Education at Can Tho University, which brought us positive results through blended learning. Our desire is to build a WebQuest library in a simple, cost-effective way through this STEM-style education so that inservice and preservice teachers can share together for the best professional development during the current industrial revolution 4.0.
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44

Dietrich, Johannes W., Nina Siegmar, Jonas R. Hojjati, Oliver Gardt, and Bernhard O. Boehm. "CyberUnits Bricks: An Implementation Study of a Class Library for Simulating Nonlinear Biological Feedback Loops." ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal 13 (August 27, 2024): e31762. http://dx.doi.org/10.14201/adcaij.31762.

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Feedback loops and other types of information processing structures play a pivotal role in maintaining the internal milieu of living organisms. Although methods of biomedical cybernetics and systems biology help to translate between the structure and function of processing structures, computer simulations are necessary for studying nonlinear systems and the full range of dynamic responses of feedback control systems. Currently, available approaches for modelling and simulation comprise basically domain-specific environments, toolkits for computer algebra systems and custom software written in universal programming languages for a specific purpose, respectively. All of these approaches are faced with certain weaknesses. We therefore developed a cross-platform class library that provides versatile building bricks for writing computer simulations in a universal programming language (CyberUnits Bricks). It supports the definition of models, the simulative analysis of linear and nonlinear systems in the time and frequency domain and the plotting of block diagrams. We compared several programming languages that are commonly used in biomedical research (S in the R implementation and Python) or that are optimized for speed (Swift, C++ and Object Pascal). In benchmarking experiments with two prototypical feedback loops, we found the implementations in Object Pascal to deliver the fastest results. CyberUnits Bricks is available as open-source software that has been optimised for Embarcadero Delphi and the Lazarus IDE for Free Pascal.
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45

Yokoyama, R., and K. Ito. "Operational Strategy of a Cogeneration System Under a Complex Utility Rate Structure." Journal of Energy Resources Technology 118, no. 4 (1996): 256–62. http://dx.doi.org/10.1115/1.2793871.

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An operational planning problem for a cogeneration system is discussed under a complex utility rate structure which imposes demand charges due to total utility consumption over a specified period as well as demand and energy charges due to hourly utility consumption. Operational strategy of constituent equipment and contract demands for total utility consumption are assessed so as to minimize the operational cost over the period subject to energy demand requirement. This problem is formulated as a large-scale mixed-integer linear programming (MILP) one, and it is solved efficiently by a revised decomposition method for MILP problems with block angular structure. Through a numerical study on a gas engine-driven cogeneration system installed in a hotel or an office building, the effect of rate structure on operational strategy is clarified.
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46

S., Khadarvali, Madhusudhan V., and Kiranmayi R. "Differential game theory with FPA optimization in multi-area power system." International Journal of Power Electronics and Drive System (IJPEDS) 11, no. 1 (2020): 302–8. https://doi.org/10.11591/ijpeds.v11.i1.pp302-308.

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The distribution generation penetration increases due to the increased need of power. These penetration causes problem of frequency deviations. In this paper the in multi-area power system the combination of renewable energy resources is proposed. Here the area 1 & area 2 are thermal power plant. Hydro power generation plant is taken in area-3 & area-4. Renewable energy system is considered in area-5. Here the cyber security attack is taken as change in power in the entire area. This can make the power block out or wrong data entry. Here differential game theory-based problem formulation is done. The PI controller and differential game theory with flower pollination are compared for performance of fast response. The MATLAB 2017b is used for building the areas and programming the algorithm.
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47

Kostarev, S. N., and T. G. Sereda. "Analysis of the technical condition of building structures on the example of a feed preparation workshop." Izvestiya vuzov. Investitsii. Stroitelstvo. Nedvizhimost 14, no. 2 (2024): 311–25. http://dx.doi.org/10.21285/2227-2917-2024-2-311-325.

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The article aims to develop an instrumental model for a complex assessment of building structures that are subject to changes during their life-cycle process. This model can be used to substantiate the need either to reconstruct the existing building structures with the purpose of creating favorable living conditions or to demolish the building. The research methodology involved the general theory of systems and available techniques for estimating the state of building structures. Brick walls were tested by a nondestructive method using an IPS-MG-4.03 meter. Gypsum block masonry walls were tested by an ONIKS- 2.5 meter. Concrete was tested by an OMSh-1 hardness tester. Bellman dynamic programming was used to optimize the calculations and to find a solution for optimizing reconstruction costs. An example of assessing the condition of a building construction is provided, along with measures for extending its lifecycle. A conclusion is made that evaluation of the reliable operation of a building structure should consider the integral condition of the basic load-bearing structures under the action of environmental factors. This allows the risks of building destruction and the costs of building reconstruction to be reduced. For evaluating the current condition of the building under study, its structure was divided into a number of elements: foundation, wall box, floor slabs, roof. The hydrogeological parameters of the soil were also considered. Basing on the wear of building elements, the weakening coefficients of the building were calculated. The transient states of the system were described by semi-Markov processes. The results obtained can be used when evaluating the building residual life, selecting measures for improving the durability of structures with high wear and tear, and justifying the renovation concepts of territories.
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48

Panselinas, Giorgos, Efi Fragkoulaki, Nikolaos Angelidakis, Stavros Papadakis, Eleytherios Tzagkarakis, and Vassileios Manassakis. "Monitoring Students’ Perceptions in an App Inventor School Course." European Journal of Engineering Research and Science, CIE (March 8, 2018): 5. http://dx.doi.org/10.24018/ejers.2018.0.cie.633.

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MIT App Inventor is a block-based programming environment for children and teenagers that sets a “low floor” for allowing creative app building while engaging students in complex computational thinking activities. The present study aims at (a) monitoring students’ perceptions on ‘popularity’ and ‘perceived difficulty’ of certain activities/lessons through the implementation of an App Inventor course in a Greek lower high school, (b) detecting any course design or activity/lesson plan and implementation factors that affected students’ perceptions and finally (c) evaluating their experience with App Inventor in contrast with their previous experience with MicroWorlds Pro and Scratch. Our study confirms students’ positive perceptions such as positive task value beliefs and self-efficacy, identifies features of successful “resources learning” in competence-based learning and finally offers a students’ comparison between App Inventor, MicroWorlds Pro and Scratch.
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49

Ierusalimschy, Roberto. "First-Class Functions in an Imperative World." JUCS - Journal of Universal Computer Science 23, no. (1) (2017): 112–26. https://doi.org/10.3217/jucs-023-01-0112.

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First-class functions are a hallmark of functional languages, but they are a useful concept in imperative languages, too. Even ANSI C offers a restricted form of first-class functions (in the form of pointers to functions), and several more recent imperative languages, such as Python 3, Go, Lua, and Swift, offer first-class, anonymous functions with lexical scoping. In most imperative languages, however, first-class functions are an advanced feature used by seasoned programmers. Lua, by contrast, uses first-class functions as a building block of the language. Lua programmers regularly benefit from diverse properties of its functions for routine constructions such as exception handling, module definitions, object-oriented programming, and iterators. Moreover, first-class functions play a central role in the API between Lua and C. In this paper, we present some aspects of Lua that were designed with first-class functions in mind, in particular its module system, exception handling, iterators, facilities for object-oriented programming, and the API between C and Lua. We also discuss how those different aspects of Lua use different properties of first-class functions to achieve two important goals in the design of Lua, namely small size and embeddability (its easiness of interfacing with other languages).
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50

Enoch, Joseph D., Bourdillon O. Omijeh, and Remigius O. Okeke. "Development and Implementation of Blockchain Solution to Enable Data Security at University of Port Harcourt." European Journal of Electrical Engineering and Computer Science 7, no. 4 (2023): 27–38. http://dx.doi.org/10.24018/ejece.2023.7.4.545.

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Institutions globally, seek for a solution that intelligently manages the security of data without tampering or mutilations. To compete globally, It has become necessary for the educational sector in Nigeria to build a software solution to end the challenges of fake results, transcripts and certificates and the time it takes to verify their authenticity. This research aims to develop and implement a blockchain solution that would enforce the required security for the Centre for Information and Telecommunication Engineering, University of Port Harcourt (CITE, Uniport), Nigeria. In this study the various services that comprise the building of a decentralized blockchain network, the network consensus algorithm and block explorer application as a unit was put together using JavaScript and its associate libraries. The blockchain data structure was developed with the ability of proof of work, the mining of new blocks, the creation of transactions, the validation of the chain, retrieving the data and other functionalities when demanded. The decentralized blockchain network was developed and tested for ten API (application programming interface) servers and the result shows that the blocks and transactions created were broadcasted throughout the entire network. The results of the consensus algorithms proved that it was able to verify and ensure that the network nodes have valid data and are synchronized. The blockchain explorer application was implemented with a lot of features. It allow user to query the blockchain for specific blocks, results, transcript or certificate.
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