Academic literature on the topic 'Procedural programming knowledge'

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Journal articles on the topic "Procedural programming knowledge"

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Schor, Marshall I. "Declarative Knowledge Programming: Better Than Procedural?" IEEE Expert 1, no. 1 (1986): 36–43. http://dx.doi.org/10.1109/mex.1986.5006497.

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Koubek, R., G. Salvendy, and H. Dunsmore. "Cap: A Knowledge Extraction Methodology for Computer Programming." Proceedings of the Human Factors Society Annual Meeting 30, no. 5 (1986): 492–96. http://dx.doi.org/10.1177/154193128603000519.

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A current bottleneck In the automation of software Is the lack of available, standardized, reliable and valid methods for extracting knowledge from expert programmers. This paper discusses the development of Computer Aided Protocol (CAP) to automatically collect the general and specific cognitive task components of a programmer. Results Indicate that CAP was able to collect lower level goals while protocol analysis collected only 56 percent of these lower level goals. However, protocol analysis was able to obtain significantly more procedural knowledge relating to cognitive states of the subject and more high level goals than CAP (F(1,8)=11.23; p<.004). This work suggests that the integration of the information derived from both protocol and CAP for knowledge extraction would provide more effective information for the development of expert systems than is feasible with either system alone.
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Lin, Yu-Tzu, Cheng-Chih Wu, and Chiung-Fang Chiu. "The Use of Wiki in Teaching Programming." International Journal of Distance Education Technologies 16, no. 3 (2018): 18–45. http://dx.doi.org/10.4018/ijdet.2018070102.

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This article explores the feasibility of employing cooperative program editing tools in teaching programming. A quasi-experimental study was conducted, in which the experimental group co-edited the programs with peers using the wiki. The control group co-edited the programs with peers using only the face-to-face approach. The findings show that the co-editing platform was effective in assisting collaborative learning of programming, especially for program implementation. By observing editing histories, students could compare programs and then reflect more deeply about programming. The use of the wiki history tool also helped to illuminate nonlinear and dynamic procedures utilized in programming. Students who engaged more in the collaborative programming or interacted more with partners on the wiki showed greater program implementation achievements. The major benefit of using the wiki was the enhanced ability to observe the dynamic programming procedure and to encounter programming conflicts, which contributed to the process of procedural knowledge acquisition and elaboration.
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Kazimoglu, Cagin, Mary Kiernan, Liz Bacon, and Lachlan MacKinnon. "Understanding Computational Thinking before Programming." International Journal of Game-Based Learning 1, no. 3 (2011): 30–52. http://dx.doi.org/10.4018/ijgbl.2011070103.

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This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for, and guidelines in support of, this games-based approach contextualized by an analysis of existing research into the issues of learning programming and game based learning approaches. Furthermore, the proposed game-based learning model focuses not only on procedural and applied knowledge and associated skills acquisition in computational thinking, but also provides contextualised theoretical knowledge on Computer Science concepts. By way of illustration, the authors introduce a game prototype currently being developed to combine a puzzle solving game-play that uses Computer Science concepts as the game elements.
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Jiang, Qing, Hai Ying Hu, Xiu Fang Jia, Cui Ping Lu, and Ru Jing Wang. "A Hybrid Knowledge-Base System Approach for Disaster Emergency and Relief Decision." Advanced Materials Research 791-793 (September 2013): 2234–37. http://dx.doi.org/10.4028/www.scientific.net/amr.791-793.2234.

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Hybrid knowledge representation schemes, including production rules, object-oriented programming, and procedural methods, are employed to express expert heuristics and standard emergency knowledge during the development of the knowledge-based system (KBS) for emergency decision for disaster reduction. This approach renders it possible to take advantages of the characteristics of each method. The system can provide the user with advice on Preliminary plan evaluation, Plan optimization, Plan evaluation ,Plan summary and Miscellaneous.
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LE, VAN HUNG, FEI LIU, and DINH KHANG TRAN. "Fuzzy linguistic logic programming and its applications." Theory and Practice of Logic Programming 9, no. 3 (2009): 309–41. http://dx.doi.org/10.1017/s1471068409003779.

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AbstractThe paper introduces fuzzy linguistic logic programming, which is a combination of fuzzy logic programming, introduced by P. Vojtáš, and hedge algebras in order to facilitate the representation and reasoning on human knowledge expressed in natural languages. In fuzzy linguistic logic programming, truth values are linguistic ones, e.g., VeryTrue, VeryProbablyTrue and LittleFalse, taken from a hedge algebra of a linguistic truth variable, and linguistic hedges (modifiers) can be used as unary connectives in formulae. This is motivated by the fact that humans reason mostly in terms of linguistic terms rather than in terms of numbers, and linguistic hedges are often used in natural languages to express different levels of emphasis. The paper presents: (a) the language of fuzzy linguistic logic programming; (b) a declarative semantics in terms of Herbrand interpretations and models; (c) a procedural semantics which directly manipulates linguistic terms to compute a lower bound to the truth value of a query, and proves its soundness; (d) a fixpoint semantics of logic programs, and based on it, proves the completeness of the procedural semantics; (e) several applications of fuzzy linguistic logic programming; and (f) an idea of implementing a system to execute fuzzy linguistic logic programs.
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KAMINSKI, TOBIAS, THOMAS EITER, and KATSUMI INOUE. "Exploiting Answer Set Programming with External Sources for Meta-Interpretive Learning." Theory and Practice of Logic Programming 18, no. 3-4 (2018): 571–88. http://dx.doi.org/10.1017/s1471068418000261.

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AbstractMeta-Interpretive Learning (MIL) learns logic programs from examples by instantiating meta-rules, which is implemented by the Metagol system based on Prolog. Viewing MIL-problems as combinatorial search problems, they can alternatively be solved by employing Answer Set Programming (ASP), which may result in performance gains as a result of efficient conflict propagation. However, a straightforward ASP-encoding of MIL results in a huge search space due to a lack of procedural bias and the need for grounding. To address these challenging issues, we encode MIL in the HEX-formalism, which is an extension of ASP that allows us to outsource the background knowledge, and we restrict the search space to compensate for a procedural bias in ASP. This way, the import of constants from the background knowledge can for a given type of meta-rules be limited to relevant ones. Moreover, by abstracting from term manipulations in the encoding and by exploiting the HEX interface mechanism, the import of such constants can be entirely avoided in order to mitigate the grounding bottleneck. An experimental evaluation shows promising results.
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Ward, R. D., and D. Sleeman. "Learning to use the S.1 knowledge engineering tool." Knowledge Engineering Review 2, no. 4 (1987): 265–76. http://dx.doi.org/10.1017/s026988890000415x.

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AbstractIt is often claimed that it is easy to write expert systems. This claim was examined by monitoring experienced programmers learning to use the S.I knowledge engineering tool. Their achievements and difficulties were examined using a framework that has emerged from previous research into novices learning to use standard programming languages. Even though the experienced programmers all had several years' experience of programming in more than one standard language, there were similarities between their difficulties in learning to use S.I and the difficulties of complete novices learning to program in standard languages.The experienced programmers were however able to overcome their initial difficulties fairly quickly, but it is argued that complete novices would not find it so easy to do so. Also the experienced programmers did take time to develop a repertoire of schemeta for representing different kinds of factual, judgemental and procedural knowledge. It was concluded that in S.1, as with other programming languages and softwares tools, it is easy to learn how to do simple things, but difficult, even for experienced programmers to learn how to do more complex things.No criticism of S.1 is implied. S.1 was found to be a suitable vehicle for introducing non-trivial knowledge engineering concepts, and we believe that similar difficulties would occur in learning to use other knowledge engineering tools.
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ZHENG, ZIJIAN, and WEI LI. "A HYBRID KNOWLEDGE ENGINEERING DEVELOPMENT ENVIRONMENT (KEDE)." International Journal on Artificial Intelligence Tools 01, no. 04 (1992): 463–502. http://dx.doi.org/10.1142/s0218213092000028.

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This paper presents a brief overview of knowledge-based system building tools. Then a hybrid knowledge engineering development environment called KEDE is described as a powerful toolkit for large AI problems. It provides five kinds of knowledge representations: extended frames, semantic nets, procedural knowledge, object-oriented technique, and predicate logic. Correspondingly, it supports: procedure-oriented, data-oriented, object-oriented, and logic-oriented programming. KEDE gains a very powerful inheritance mechanism using frames. It further provides an automatic retrieval technique for processing implicit knowledge, a demon mechanism for firing functions, a message-sending mechanism for activating methods, and two inference engines for backward, forward, and even mixed reasoning. All these facilities are tightly integrated and formed an entirety. KEDE has been implemented in Common Lisp on Sun workstations.
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SINGH, NARINDER, MICHAEL GENESERETH, and MUSTAFA SYED. "A DISTRIBUTED AND ANONYMOUS KNOWLEDGE SHARING APPROACH TO SOFTWARE INTEROPERATION." International Journal of Cooperative Information Systems 04, no. 04 (1995): 339–67. http://dx.doi.org/10.1142/s0218843095000159.

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The support for automatic interoperation of software components can reduce cost and provide greater functionality. This paper describes a novel approach to software interoperation based on specification sharing. Software components, called agents, provide machine processable descriptions of their capabilities and needs. Agents can be realized in different programming languages, and they can run in different processes on different machines. In addition, agents can be dynamic — at run time agents can join the system or leave. The system uses the declarative agent specifications to automatically coordinate their interoperation. The architecture supports anonymous interoperation of agents, where each agent has the illusion that the capabilities of all the other agents are provided directly by the system. The distinctive feature of this approach is the expressiveness of the declarative specification language, which enables sophisticated agent interoperation, e.g. decomposing complex requests into a collection of simpler requests, and translating between the interface of a requesting agent and the interface of an agent that can service the request. The agent-based interoperation scheme relies on a shared vocabulary, and it is our thesis that more effective software interoperation is made possible by agreeing to a shared declarative vocabulary, than by agreeing to procedural interface specifications that do not address the semantics of the software component (e.g. object interface specifications in an object-oriented programming environment).
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Dissertations / Theses on the topic "Procedural programming knowledge"

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Vasilopoulos, Ioannis Vasileiou. "The design, development and evaluation of a visual programming tool for novice programmers : psychological and pedagogical effects of introductory programming tools on programming knowledge of Greek students." Thesis, Teesside University, 2014. http://hdl.handle.net/10149/347149.

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This thesis reports a research project that aims to improve the teaching and learning of introductory programming from a pedagogical and psychological viewpoint. Towards this aim, seven principles for designing educational programming tools for novices were identified by reviewing literature regarding novices’ difficulties and using a theoretical framework defined by the psychological theories of Constructivism and Cognitive Load Theory. This set of design principles was not only theoretically identified, but its pedagogical impact was also empirically tested. For this reason, Koios, a new programming tool, was designed and developed as a manifestation of the combined set of principles. Empirical studies were conducted by a way of a quasi-experimental design in two different Greek secondary-education institutions. The independent variable was compliance with the set of the seven principles. Students’ level of programming skills (procedural knowledge) was the dependent variable, while the quality of their mental models in the domain of introductory programming (declarative knowledge) was the potential mediator. The effect of compliance with the set of principles on students’ programming skills and mental-model quality was explored via Koios’ evaluation. Declarative- and procedural-knowledge measurements, as well as a practical test, were used to collect data, which were analysed using ANOVA and hierarchical multiple regression. The major conclusions drawn from this study are:(a) compliance with the set of design principles does not affect the development of novices’ procedural and declarative programming knowledge, (b) a programming tool that highly complies with this set facilitates novices in the application of their procedural programming knowledge during program creation and (c) programming tools, declarative and procedural knowledge are independent components in learning to program. However, it was also concluded that the two knowledge types and a programming tool that highly complies with the set contribute significantly to novices’ programming performance. This study contributes to knowledge by theoretically identifying and empirically testing a set of design principles for educational programming software, and by producing and scientifically evaluating a programming tool as an embodiment of this set. Through this evaluation, the suggestion of Koios as a practically useful programming tool for novices seems to be well supported.
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Angster, Scott Reed. "An object-oriented, knowledge-based, non-procedural approach to multi-disciplinary, parametric, conceptual design." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-12052009-020120/.

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Booth, Alan Edward. "A methodology for the development of embedded knowledge-based procedures." Thesis, University of East Anglia, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.361719.

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Da, Costa S. C. "The prediction of risk of welding defects at the procedure stage using computer knowledge based systems." Thesis, Cranfield University, 1992. http://dspace.lib.cranfield.ac.uk/handle/1826/4446.

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The purpose of this research was to develop a methodology to evaluate the likelihood of defective welds as a procedure proposal is entered into a computerised database system. The approach developed was assessed for hydrogen induced cold cracking (HICC) since this defect is a major problem in welding technology. An expert system was used to implement the methodology. The information for the expert system knowledge base was partly gathered from previous work in this area. The technique necessary to analyze and incorporate knowledge was organized in a structured form including the major area to be attacked. The final system was implemented using an expert system shell. The global task of analyzing a welding procedure was broken-down into three different stages. A welding procedure specification comprised the first stage. In the second stage, an interface between the expert system software and a database was implemented. Having proved the feasibility and advantages of integrating the expert system shell with a relational database the remainder of the work was devoted to the development of a strategy for operating the expert system and in particular dealing with uncertainty. Detailed validation of the knowledge base and the system as a whole were confined to a single defect type in the belief that the modularity of the system would allow extension to other defect types and the strategies developed in the present work should it be applicable. Results have shown that the system performs well in the specified area. Validation trials using simulated welding conditions generated by the expert system have shown a very good correlation with practical results for different classes of steels. The integration between approved welding procedure records and procedure qualification records could be the basis for a complete welding database management. Practical application of this system could be extended for educational purpose and training facilities.
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Tseng, Chang-Wei, and 曾昶為. "A Blackboard Expert System Model for Integrating Knowledge-Based and Procedural Programming Techniques in Structural Design." Thesis, 1996. http://ndltd.ncl.edu.tw/handle/89563600978768546391.

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碩士<br>淡江大學<br>土木工程學系<br>84<br>Algorithmic programs are best for solving large scale numerical problems because of its high efficiency and accuracy. Knowledge-based expert systems capture the heuristic knowledge that experienced designers may have.They both are very important tools for structural design. However, the fundamental differences between procedural programs and expert systems (eq., design theories, data structures, implementation languages, etc.) often makethem separate systems; and the communication between them is usually poor. This thesis presents a collaborative structural design environment that integrates knowledge-based and algorithmic problem solving methods. The approach is to embed procedural program (written in FORTRAN and C language) in a blackboard design framework.In the blackboard model,algorithmic or heuristicknowledge needed to solve a problem is partitioned into independent knowledge sources that are grouped into several knowledge modules in the knowledge base.The knowledge sources modify only a global knowledge structure (the blackboard) and respond opportunistically to the changes on the blackboard. Heuristic andalgorithmic knowledge is declaratively represented in the system using an object-oriented (frame-based) approach. The collaborative design framework is implemented in Intellicorp's KEE (Knowledge Engineering Environment) on a HP workstation. A domain knowledgebase as well as FORTRAN and C programs for balanced cantilever bridge design were built to test and evaluate the collaborative design system.
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Books on the topic "Procedural programming knowledge"

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Clebone, Anna, Barbara Burian, Keith J. Ruskin, and Barbara Burian, eds. Pediatric Anesthesia Procedures. Oxford University Press, 2021. http://dx.doi.org/10.1093/med/9780190685188.001.0001.

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Pediatric Anesthesiology Procedures is intended as a ready resource of common procedures in Pediatric Anesthesiology for both experts and novices. It will be useful to both those with extensive training and experience as well as beginners and those with distant experience or training. A wealth of knowledge in the human factors of procedure design and use has been applied throughout to ensure that desired information can be easily located, that steps are clearly identified and comprehensible, and that additional information of high relevance to procedure completion is co-located and salient. This book begins with the basics, but quickly progresses to advanced skill sets. It is divided into four parts. Part I focuses on the airway and breathing, and advances from the basics of airway management through specialty skills such as lung isolation. Part II covers vascular access, from the fundamentals of fluid management and programming several types of common pumps, to intraosseous placement. Part III examines neuraxial regional anesthesia techniques as well as sympathetic blocks performed by those with an additional fellowship in pain management. This volume concludes with Part IV on emergencies and critical conditions including cardiopulmonary resuscitation for neonates and older children, treatment of local anesthetic systemic toxicity. It also includes four chapters which detail the anesthetic management for classic neonatal surgical pathologies, such as tracheoesophageal fistula, myelomeningocele, gastroschisis/omphalocele, and congenital diaphragmatic hernia.
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Kellman, Noah. The Game Music Handbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.001.0001.

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Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
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Book chapters on the topic "Procedural programming knowledge"

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Bertels, Koen, Philip Vanneste, and Carlos Backer. "A cognitive model of programming knowledge for procedural languages." In Computer Assisted Learning. Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/3-540-55578-1_63.

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Kratchanov, Kostadin, Emilia Golemanova, Tzanko Golemanov, and Tuncay Ercan. "Non-procedural Implementation of Local Heuristic Search in Control Network Programming." In Knowledge-Based and Intelligent Information and Engineering Systems. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15390-7_27.

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Corbett, Albert T., and Akshat Bhatnagar. "Student Modeling in the ACT Programming Tutor: Adjusting a Procedural Learning Model With Declarative Knowledge." In User Modeling. Springer Vienna, 1997. http://dx.doi.org/10.1007/978-3-7091-2670-7_25.

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Hill, P. M., and J. Gallagher. "Meta-Programming in Logic Programming." In Handbook of Logic in Artificial Intelligence and Logic Programming: Volume 5: Logic Programming. Oxford University Press, 1998. http://dx.doi.org/10.1093/oso/9780198537922.003.0010.

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A meta-program, regardless of the nature of the programming language, is a program whose data denotes another (object) program. The importance of meta-programming can be gauged from its large number of applications. These include compilers, interpreters, program analysers, and program transformers. Furthermore, if the object program is a logic or functional program formalizing some knowledge, then the meta-program may be regarded as a meta-reasoner for reasoning about this knowledge. In this chapter, the meta-program is assumed to be a logic program. The object program does not have to be a logic program although much of the work in this chapter assumes this. We have identified three major topics for consideration. These are the theoretical foundations of meta-programming, the suitability of the alternative meta-programming techniques for different applications, and methods for improving the efficiency of meta-programs. As with logic programs generally, meta-programs have declarative and procedural semantics. The theoretical study of meta-programming shows that both aspects of the semantics depend crucially on the manner in which object programs are represented as data in a meta-program. The second theme of the paper is the problem of designing and choosing appropriate ways of specifying important meta-programming problems, including dynamic metaprogramming and problems involving self-application. The third theme concerns efficient implementation of meta-programs. Meta-programming systems require representations with facilities that minimize the overhead of interpreting the object program. In addition, efficiency can be gained by transforming the meta-program, specializing it for the particular object program it is reasoning about. This chapter, which concentrates on these aspects of meta-programming, is not intended to be a survey of the field. A more complete survey of meta-programming for logic programming can be found in [Barklund, 1995]. Many issues in meta-programming have their roots in problems in logic which have been studied for several decades. This chapter emphasizes meta-programming solutions. It is not intended to give a full treatment of the underlying logical problems, though we try to indicate some connections to wider topics in meta-logic. The meta-programs in this chapter are logic programs based on first order logic.
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Kazimoglu, Cagin, Mary Kiernan, Liz Bacon, and Lachlan MacKinnon. "Understanding Computational Thinking before Programming." In Developments in Current Game-Based Learning Design and Deployment. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1864-0.ch023.

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This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for, and guidelines in support of, this games-based approach contextualized by an analysis of existing research into the issues of learning programming and game based learning approaches. Furthermore, the proposed game-based learning model focuses not only on procedural and applied knowledge and associated skills acquisition in computational thinking, but also provides contextualised theoretical knowledge on Computer Science concepts. By way of illustration, the authors introduce a game prototype currently being developed to combine a puzzle solving game-play that uses Computer Science concepts as the game elements.
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Yeomans, Julian Scott. "Simultaneous Modelling-to-Generate-Alternatives Procedure Employing the Firefly Algorithm." In Technological Innovations in Knowledge Management and Decision Support. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-6164-4.ch002.

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“Real-world” decision-making applications generally contain multifaceted performance requirements riddled with incongruent performance specifications. This is because decision making typically involves complex problems that are riddled with incompatible performance objectives and contain competing design requirements which are very difficult—if not impossible—to capture and quantify at the time that the supporting decision models are actually constructed. There are invariably unmodelled elements, not apparent during model construction, which can greatly impact the acceptability of the model's solutions. Consequently, it is preferable to generate several distinct alternatives that provide multiple disparate perspectives to the problem. These alternatives should possess near-optimal objective measures with respect to all known objective(s), but be maximally different from each other in terms of their decision variables. This maximally different solution creation approach is referred to as modelling-to-generate-alternatives (MGA). This chapter provides an efficient optimization algorithm that simultaneously generates multiple, maximally different alternatives by employing the metaheuristic firefly algorithm. The efficacy of this mathematical programming approach is demonstrated on a commonly tested engineering optimization benchmark problem.
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Wang, Chen-Ya, Yi-Chun Lin, Hsia-Ching Chang, and Seng-Cho T. Chou. "Consumer Sentiment in Tweets and Coupon Information-Sharing Behavior." In Information Diffusion Management and Knowledge Sharing. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-0417-8.ch041.

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The authors aim to explore the correlation between coupon information-sharing behavior and consumer sentiment by analyzing tweets. They used Twitter application programming interface to retrieve users' tweets, and took a machine learning approach for sentiment analysis. After the data pre-processing procedure, the authors then examined the correlation between sentiments in tweets and coupon information sharing. More than half of the most active users showed that their coupon information-sharing behavior correlated to both positive and negative sentiments. The results also showed that the response, coupon information sharing, for positive/negative sentiment had no significant time shifting pattern for most of the users. This study preliminary verifies the assumption that there is a correlation between users' sentiments in tweets and coupon information-sharing behavior, and indicates some interesting findings. The authors' findings may shed light on whether sentiment plays a role in social media communication concerning the sharing of coupon information.
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Godoy, Pablo Daniel, Osvaldo Lucio Marianetti, and Carlos Gabriel García Garino. "Experiences With Computer Architecture Remote Laboratories." In Handbook of Research on Software Quality Innovation in Interactive Systems. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7010-4.ch005.

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This chapter resumes several experiences about using a remote laboratory based on Raspberry Pi computers and Arduino microcontrollers. The remote laboratory has been used to teach computer architecture, parallel programming, and computer networks on computer sciences and telecommunications careers. The laboratory is aimed at students with medium level of programming knowledge, which require flexible access to the computers being able to implement their own solutions. Students can explore the software and hardware of the laboratory computers, deploy, and run their codes, perform input and output operations, and configure the computers. Four different architectures are described, based on cloud computing and remote procedure calls, IoT platforms, VPN, and remote desktop. On the other hand, practical activities performed by students are summarized. Advantages and disadvantages of these architectures, problems that arose during the teaching experiences, and future work are described.
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Neves, José, John Zeleznikow, and Henrique Vicente. "Quality of Judgment Assessment." In Advances in Linguistics and Communication Studies. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0245-6.ch006.

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The intersection of Artificial Intelligence and The Law stands for a multifaceted matter, and its effects set the advances on culture, organization, as well as the social matters, when the emergent information technologies are taken into consideration. From this point of view, the weight of formal and informal Conflict Resolution settings should be highlighted, and the use of defective data, information or knowledge must be emphasized. Indeed, it is hard to do it with traditional problem solving methodologies. Therefore, in this work the focus is on the development of decision support systems, in terms of its knowledge representation and reasoning procedures, under a formal framework based on Logic Programming, complemented with an approach to computing centered on Artificial Neural Networks. It is intended to evaluate the Quality-of-Judgments and the respective Degree-of-Confidence that one has on such happenings.
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"Mathematical Preliminaries." In Decision Control, Management, and Support in Adaptive and Complex Systems. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2967-7.ch002.

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The correct assessment of the level of informativity and usability of these types of knowledge requires careful analysis of the terms measurement, formalization, uncertainty, probability, and admissible mathematical operations, under the respective scale, which does not distort the initial empirical information. This chapter is of an introductory nature in one of the vastest fields of mathematics, namely “probability theory and mathematical statistics” and their application in decision-making. After the discussion of fundamental notions and theorems in Probability theory, the authors reveal some of the fundamental techniques establishing the convergence of the recurrent stochastic procedures in the Stochastic programming, which will permit analytical description of the value and utility functions. The analytical description of the expert’s preferences as value or utility function will allow mathematically the inclusion of the decision maker in the description of the complex system “Technologist-process”.
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Conference papers on the topic "Procedural programming knowledge"

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Ayres, José Eduardo, Pedro Arthur, Vitor Rolla, and Luiz Velho. "Procedural Music in Games." In Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10462.

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This workshop will bring to the audience an introduction to the Chuck audio programming language, to the Unity game engine within a hands-on experience how one can use such technologies to achieve a new level of immersion through procedural generated sounds responding to game events and visual effects. The workshop is intended to a broad audience ranging from programmers to ones with little to no knowledge in the field.
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Hotchkiss, Anthony, and Bruce Geldard. "Writing a User Friendly Procedural Manual for ST/8 CNC Lathe." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/cie-5500.

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Abstract The ability to work with something new is only as good as the instructions provided or the knowledge relayed by experience. This is certainly the case for a CNC lathe that was purchased and installed in 1994 at the State University College at Buffalo. After installation, it was not immediately possible to start the machine and perform machining operations without some difficulty. The ST/8 Rhino Robotics CNC lathe is a small unit that should allow practice in programming in a relatively safe environment, and should not take an exorbitant amount of time to accomplish any minor task. This paper describes a project that produced a user friendly manual that any student can follow and use successfully.
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Hurst, Terril N. "Automated Model Generation Using the KIF Declarative Language." In ASME 1991 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1991. http://dx.doi.org/10.1115/cie1991-0018.

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Abstract Logic-based artificial intelligence researchers propound the declarative programming paradigm as a solution to problems arising from conventional procedural programming methods. A formal language possessing a declarative semantics, called Knowledge Interchange Format (or KIF), has been used for interchanging information between disparate programs, each containing specialized internal representations to support specific requirements. A simple system has been developed to evaluate the utility of KIF and declarative programming. The domain chosen for this evaluation was lumped-parameter dynamic systems analysis, due to its well-established vocabulary and concepts. In particular, bond graph theory formed the basis of the knowledge representation which was written in KIF. Models were generated to analyze the physical dynamics of a servomechanism used in a compact disc player. Fully automated model construction and solution was achieved, beginning with a set of library elements written in KIF and ending with solution of a set of first-order differential equations which characterize dynamic behavior. Work has begun to include assembly as well as bond graph information in order to evaluate the system’s utility for managing constraints in multiple domains. Based on demonstrated success in the dynamics and assembly domains, the next step will be to apply declarative programming to more-open domains, such as functional tolerancing, for which a comprehensive vocabulary and conceptual framework is still lacking. The hope is that the declarative paradigm will contribute to the formalization of several domains which can then be more easily integrated within a concurrent engineering environment, thus fostering conceptual product designs which are more robust with respect to manufacturability constraints.
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Akagi, S., and K. Fujita. "A Knowledge Based Geometric Modeling System for Preliminary Design Using Object-Oriented Approach." In ASME 1989 Design Technical Conferences. American Society of Mechanical Engineers, 1989. http://dx.doi.org/10.1115/detc1989-0028.

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Abstract A knowledge-based geometric modeling system for preliminary design was developed using object-oriented approach. Three types of knowledge for design, i.e. the model representing a design product including the geometric model, the procedures manipulating the design product and the knowledge managing the design process were integrated in the system. The model built up with object-oriented programming provides an effective and flexible design environment. Finally, the system was applied to the preliminary design of a ship’s hull arrangement to ascertain its validity and effectiveness.
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Xu, Xiaona, and Xiaojin Huang. "The Construction of Abnormal Event Recognition Expert System for HTR NPP." In 2017 25th International Conference on Nuclear Engineering. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/icone25-67334.

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In order to meet the needs in the development of Computerized Operating Procedures System of HTR NPP, an abnormal event recognition expert system is built for abnormal event operating procedures entrance monitoring of HTR NPP, using the method of fuzzy Petri net which has excellent graphic description ability and rigorous mathematical theory, in view of the problems existing in traditional expert system such as weak knowledge expression ability and low reasoning efficiency. Compared with the traditional methods, method in this paper has great advantages in strengthening the structural features and knowledge expression ability, improving the reasoning efficiency and convenient for computer programming. The simulation of a typical case of abnormal events recognition verifies the feasibility and effectiveness of the designed system, laying the foundation for the development of COPS of HTR NPP.
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Guo, Lin, Anand Balu Nellippallil, Warren F. Smith, Janet K. Allen, and Farrokh Mistree. "Adaptive Linear Programming Algorithm With Parameter Learning for Managing Engineering-Design Problems." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22602.

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Abstract The adaptive linear programming (ALP) algorithm is an extension of the sequential linear programming algorithm where nonlinear formulations are iteratively approximated as linear formulations linearized about an iteration starting point. In the ALP algorithm, heuristics are used to determine the value of a critical parameter, namely, the reduced move coefficient (RMC). The RMC defines how far to move towards the solution of iteration “n” from the starting point for iteration “n” in specifying the starting point for iteration “n+1”. The RMC choice affects the efficacy of the approximation; however, there is no mechanism of evaluating the algorithm performance with respect to the RMC value so as to improve the design efficiency and effectiveness. This limitation is addressed in this paper. In this paper, we enhance the ALP algorithm with parameter learning (ALPPL) and generalize to make the knowledge gained reusable. We propose a three-step procedure of rule-based parameter learning leading to robust solutions. An industry-inspired problem, the integrated design of a hot rolling process chain for the production of a steel rod, is used to demonstrate the implementation. The three-step procedure could be used to improve other critical parameter determinations, especially when there is a lack of mechanisms for algorithm-performance evaluation, evaluation criteria vary with problems, or heuristics are over-used.
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Puerta-Cortés, Diana Ximena, Jennifer Karina Hernández, Ana María Olaya, José Tovar, and Daniel Varela. "Training the working memory in older adults with the “Reta tu Memoria” video game." In INNODOCT 2019. Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10219.

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The objective of this study was to train the visuospatial and semantic working memory of a sample of Colombian older adults through the design of a serious game. The sample was composed of 20 older adults whose ages ranged from 50 to 77 years and showed signs of normal ageing. The sample belonged to the Edad de Oro group from the Universidad de Ibagué in Colombia. Participation in this study was voluntary, and the socio-demographic data and Mini-Mental state examination questionnaires were administered. The video game’s creative process was developed over six months by a team made up of psychologists and systems engineers. The video game was created using 2D Construct3 game editor, and the use of JavaScript programming language and an advanced knowledge of HTML were required. Before training, two pilot sessions were carried out to adjust the video game structure. After that, the procedure was applied to the sample for 20 sessions. The time spent and errors made in the video game’s five levels were registered. The results show values of significant effect size. In conclusion, the Latin American samples help corroborate the central training hypothesis. Training through video games leads to improved visuospatial and semantic working memory performance.
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Gourishankar, Yamini, and Frank Weisgerber. "Automation of Wind Pressure Computation Using a Data Management Approach." In ASME 1993 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/edm1993-0107.

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Abstract It is observed that calculating the wind pressures on structures involves more data retrieval from the ASCE standard than any subjective reasoning on the designer’s part. Once the initial design requirements are established, the procedure involved in the computation is straightforward. This paper discusses an approach to automate the process associated with wind pressure computation on one story and multi-story buildings using a data management strategy (implemented using the ORACLE database management system). In the prototype system developed herein, the designer supplies the design requirements in the form of the structure’s exposure type, its dimensions and the nature of occupancy of the structure. Using these requirements, the program retrieves the necessary standards data from an independently maintained database, and computes the wind pressures. The final output contains the wind pressures on the main wind force resisting system, and on the components and claddings, for wind blowing parallel and perpendicular to the ridge. The knowledge encoded in the system was gained from ASCE codes, design guidelines and as a result of interviews with various experts and practitioners. Several information modeling methodologies such as the entity relationship model, IDEF 1X, etc. were employed in the system analysis and design phase of this project. The prototype is implemented on an IBM PC using the ORACLE DBMS and the ‘C’ programming language. Appendix A illustrates a sample run.
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Kumaresan, D., R. Krishnan Potti, and L. Muthu. "Thermo-Mechanical FE-Analysis of Heat Flow and Residual Stresses Distribution in Butt Welding." In ASME 2006 Pressure Vessels and Piping/ICPVT-11 Conference. ASMEDC, 2006. http://dx.doi.org/10.1115/pvp2006-icpvt-11-93836.

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In most of the Aerospace industries, welding play a vital role in joining process. Many of the structures presently built in space rockets, deep diving submarines and very heavy containment vessels for nuclear reactors could not have been constructed without the proper application of welding technology. It is well known fact that during welding the metal at the welding zone gets melted and then solidifies, which accompanies shrinkage in all directions. Residual strain and stress distributions coming from shrinking are largely influenced by the configuration of the welding process, metallurgical characteristics of weld and the geometrical shape of the welded joint. The material characteristics are mainly depends on the thermal history cycle through which the specimen undergoes. So these thermal history cycles have to be known in order to get a better knowledge of the phenomenon and to minimize the risks of failures. This work describes the detailed finite element simulation procedure for determination of heat flow pattern and residual stress for aluminium alloy during welding. In this Modified Double Ellipsoidal Distribution Pattern was modeled and considered for the weld pool design. Elasto-plastic material properties at various temperatures were also considered for the analysis. Transient thermal histories at various points were determined to obtain the cooling curve and cooling rate and compared with the theoretical values. From which metallurgical characteristic of the material at the weld zone and heat affected zone can be obtained during welding process. The problems of distortion and residual stress are also carried out. The transient stress and distortion plot were obtained from the FEM results. A customized programming was developed for the welding simulation.
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Srinivasan, Ashwin, Gaurav Modi, Rahul Agrawal, and Viren Kumar. "Application of Advanced Data Analytics for Gas Reservoirs and Wells Management." In SPE Trinidad and Tobago Section Energy Resources Conference. SPE, 2021. http://dx.doi.org/10.2118/200927-ms.

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Abstract Objectives/Scope The amount of time and effort required to access and integrate Subsurface data from multiple sources is significant. Using Advanced Data Analytics, mainly python, an integrated subsurface dashboard titled Hybrid Integrated Visualization Environment (HIVE) was created using Spotfire to empower the integrated Exploration, Development and Well Reservoir and Facilities Management (WRFM) subsurface teams in: Professionalizing data and knowledge management to have "one" version of the truth. Data consolidation and preparation to avoid repetitive manual work &amp; Enhancing opportunity identification to optimize production and value Methods, procedure, process The approach of subsurface data integration can be broken down into 4 major steps, namely: Step 1: Python programming was used to pre-process, restructure and create unified data frames. Use of python significantly reduces the time required to pre-process a diverse number of subsurface data sources consisting of static, dynamic reservoir models, log data, historical production &amp; pressure data and wells &amp; completion data to name a few. Step 2: - Standard diagnostic industry recognized diagnostic plots were automated using advanced analytic techniques in HIVE with the help of unified data frames. Step 3: HIVE was created to link various internal corporate data stores like pressure, temperature, rate data from PI System (stores real time measured data), Energy Components (EC) and Oil Field Manager (OFM) in real time. This was done to ensure that data from various petroleum engineering disciplines could now be visualized and analyzed in a structured manner to make integrated business decisions. Step 4: One of the key objectives of pursuing this initiative was to ensure that subsurface professionals in Shell Trinidad and Tobago were trained and upskilled in the use of python as well visualization tools like Spotfire and Power BI to ensure the maintenance and improvement of HIVE going forward. Results, Observations, Conclusions The development of HIVE has made it easier and more efficient to access and visualize subsurface data, which was extremely time consuming earlier while using older conventional techniques. Standard diagnostic plots and visuals were developed and are now used to drive integrated decision making, with key focus being water and sand production management from a production management perspective. Consequently, HIVE also drives enhanced integration between disciplines (Petrophysics, Petroleum Geology, Production Technology, Reservoir Engineering and Production operations) and departments (Developments, Upstream and Exploration). Novel/Additive Information The petroleum industry has started to embrace the application of advanced data analytics in our day-to-day work. A successful application of these techniques results in transforming the ways of working by increasing efficiency, transparency and integration among teams.
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