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1

Herrera-Acuña, Raúl A. "Gesture-based multi-threaded programming interface: A prototype." Ingeniare. Revista chilena de ingeniería 29, no. 4 (2021): 700–716. http://dx.doi.org/10.4067/s0718-33052021000400700.

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Nino, Florentinus, Azahari, and Awang Harsa Kridalaksana. "Nodemcu Based Prototype Tool for Noise Detection." TEPIAN 2, no. 2 (2021): 43–48. http://dx.doi.org/10.51967/tepian.v2i2.358.

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Application of Prototype A tool for detecting noise based on NodeMCU is a prototype that can be used to detect sound noise and provide a warning if the sound exceeds the reasonable threshold that humans hear. The function of this system is to detect sound noise using the Analog Sound sensor V2. Then the data from the Analog Sound sensor V2 will be displayed in the form of a Led and if it has passed the threshold that humans hear, it will trigger turning on the buzzer as a warning and send automatically the decibel value, status and also if we want to check how much noise there is, we can type / telegram the sensor . Based on the data analysis carried out, Basically programming for building Prototype Tool for detecting noise based on NodeMCU using the C programming language with the help of Arduino IDE software and monitoring it using LED and Telegram. This research was made in order to facilitate controlling the noise in the environment.
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Noble, James, and Antero Taivalsaari. "ECOOP '96 workshop on prototype based object oriented programming." ACM SIGPLAN Notices 31, no. 12 (1996): 12–17. http://dx.doi.org/10.1145/242604.242607.

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4

García Perez-Schofield, Baltasar, and Francisco Ortin. "A didactic object-oriented, prototype-based visual programming environment." Science of Computer Programming 176 (May 2019): 1–13. http://dx.doi.org/10.1016/j.scico.2019.02.004.

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5

Daniel, Chudzinski. "Programmable mobile platform for learning programming." Studies and Materials in Applied Computer Science (ISSN 1689-6300) 11, no. 2 (2020): 5–10. https://doi.org/10.5281/zenodo.4330908.

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Athe article shows possibilities of appication of low-cost technologies to construction programmable wheeled mobile platforms for multipurpose use, including learning. The prototype moves thanks to use of two DC motors. Onboard copmputer is based on Arduino Uno.
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Febriansyah, Bagas, and Leon A. Abdillah. "ChatBot-based Bus Ticket Booking Prototype Using WhatsApp." sinkron 8, no. 3 (2024): 1884–94. http://dx.doi.org/10.33395/sinkron.v8i3.13812.

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Customer relationship management (CRM) is the most critical part of any business's operations. To deploy CRM at PO Harapan Jaya, a ticket ordering system is required to make things easy for customers. Researchers constructed a chatbot prototype using the WhatsApp app with the goal of making it easier and more efficient for PO Harapan Jaya customers to buy bus tickets. The eXtreme Programming (XP) approach is a strategy for creating a ticket-booking chatbot prototype using WhatsApp. In developing the WhatsApp chatbot prototype for this research, a CRM system is proposed that can collect and manage information entered by customers, ticket purchase history, and produce proof of ticket reservations via WhatsApp chat, which will then be shown to the PO Harapan Jaya admin to obtain bus tickets ordered by customers. Researchers conducted a black box test on the prototype. This study intends to demonstrate how deploying chatbots in the WhatsApp application may speed up the bus ticket purchase process, increase customer service quality, and assist PO Harapan Jaya in optimizing CRM tactics. Based on the extensive programming processes, including planning, design, coding, and testing, it is possible to determine that the final WhatsApp chatbot will work properly and may be used by users to buy PO Harapan Jaya bus tickets. Customers may book tickets, examine departure schedules, and contact the PO Harapan Jaya admin if they have any issues when ordering tickets.
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Kustanto, Prio, Ramadhan Bram Khalil, and Achmad Noe'man. "Penerapan Metode Prototype dalam Perancangan Media Pembelajaran Interaktif." Journal of Students‘ Research in Computer Science 5, no. 1 (2024): 83–94. https://doi.org/10.31599/6x0dfz47.

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Interactive learning media is technology used in the learning process that allows users to interact actively with lesson material. Users can access it via devices connected to the internet via a web-based learning media platform. This learning platform provides the flexibility to access lessons freely, without being limited to location or time schedule. User needs analysis, prototype design, implementation, and platform testing are part of the research process. One approach that can be used in the system design process is the prototype method. The research objective is to create an interactive learning media platform for computer programming using the prototype method. Test results using the prototype method increase the functionality and responsiveness of the learning platform. To enhance the programming learning experience, the platform offers interactive video tutorial features and achievement or ranking features. This research is successful because it can create a platform that is not only informative but also interesting, which makes learning programming more fun and effective.
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Chairunnisa, Dita Ayu, Ahmad Taqwa, and Irma Salamah. "The prototype of IOT-Based weight scale and calorie tracking application." SinkrOn 7, no. 3 (2022): 974–83. http://dx.doi.org/10.33395/sinkron.v7i3.11580.

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This research designs the prototype of Internet of Things based scale with calorie tracking application in purpose to help optimize the application of healthy lifestyle. This research is done through numerous steps including analysis of needs, designing the devices and system, software programming, device integration, device testing, and maintenance. This research developed Internet of Things based scale with sensor load cell and HX711 module as weight sensor component, Node MCU as microcontroller component, battery as voltage source, and firebase as database to store the result of body weight measurement. Android application developed with Android Studio, visual studio code, and java programming language. Internet of Things based scale is functioned to measure body weight in real-time which connected to android application to display body weight, calculate Body Mass Index (BMI), calculate daily calories needs including Basal Metabolic Rate (BMR) and Total Energy Expenditure (TEE), provide information of food calories and exercise and total calories recording to monitor daily intake and output.
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9

Mumcu, Filiz, Manolis Mavrikis, Sokratis Karkalas, et al. "Designing Feedback for Exploratory Mathematical Activities: A Computational Thinking Perspective." Constructionism Conference Proceedings 8 (June 24, 2025): 285–300. https://doi.org/10.21240/constr/2025/78.x.

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Computational thinking (CT), recognised as vital in mathematics education, closely aligns with problem-solving and is increasingly integrated into global curricula. In this context, designing and engaging learners in exploratory activities through programming and debugging is valuable. However, challenges remain in effectively incorporating CT into teaching, especially in designing and assessing such exploratory activities. This study explores these issues by developing and evaluating a prototype incorporating CT as a framework for feedback design in exploratory mathematical activities involving programming. The prototype employs the MaLT2 programming environment, inspired by Papert’s turtle geometry, within AuthELO, an authorable feedback design system. MaLT2 aids mathematical understanding through programming, while AuthELO offers real-time, context-aware feedback based on students’ interactions. We design a feedback mechanism that applies CT components to guide learners in open-ended tasks. Qualitative data from a semi-structured focus group with educators reveals that they appreciate CT-based feedback for its relevance to math and programming, though they struggle with abstraction. Participants indicated a need for specific and motivating feedback, emphasising the balance between guidance and exploratory learning. The study highlights the importance of authorable feedback systems facilitating iterative refinement of exploratory mathematics programming activities with CT as a scaffolding framework.
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10

Mardianus, Andi Yusika Rangan, and Salmon. "Prototype Smart Security on Doors using RFID with Telegram Monitor NodeMCU Based." TEPIAN 2, no. 1 (2021): 7–11. http://dx.doi.org/10.51967/tepian.v2i1.293.

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The application of prototype smart security tools on doors using RFID with a NodeMCU-based telegram monitor in the process of opening the door aims to provide security and comfort and make work easier to make it faster, more effective and efficient. Where it can be used by lecturers and assistant lecturers who have been registered as staff and admin of the Computer Laboratory and the results of the track record will be monitored by the Head of the STMIK Computer Laboratory, Widya Cipta Dharma. This prototype was built using the C programming language with the Arduino IDE (Integrated Development Environment) application, and the system in the form of WEB using the PHP Native programming language using the Sublime Text 3 application and using the Mysql database and using the Telegram application as a medium for receiving notifications in the form of messages to be received by head of the Computer Laboratory. Based on the data analysis carried out above, it is concluded that the application of Smart Security on doors using RFID with a NodeMCU-based Telegram monitor is much faster, effective, efficient and safe and easy to use.
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11

MUROOKA, TAKAHIRO, AKIRA NAGOYA, TOSHIAKI MIYAZAKI, HIROYUKI OCHI, and YUKIHIRO NAKAMURA. "NETWORK PROCESSOR FOR HIGH-SPEED NETWORK AND QUICK PROGRAMMING." Journal of Circuits, Systems and Computers 16, no. 01 (2007): 65–79. http://dx.doi.org/10.1142/s0218126607003502.

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The paper describes the concept, architecture, and prototype test results of a packet processor that enables us to implement an application-specific high-speed packet processing system without expert-level programming skills. This processor has a pipelined processing architecture and features coarse-grained instructions that are based on the data formats of the telecommunication packet. Using this processor, target applications can be implemented within a short working period without degrading the processing performance. We implemented a prototype system to evaluate its packet propagation delay and packet forwarding performance. The measured results suggest that the architecture is useful for packet processing on high-speed telecommunication networks.
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12

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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13

Jinitasari, Gita, Agung Tri Retnowaty, Roni Ilham Subagja, and Isak Ramlan. "Design Of Mobile Stock Management Application Integrated with Application Programming Interface." Informatics Management, Engineering and Information System Journal 2, no. 2 (2025): 48–68. https://doi.org/10.56447/imeisj.v2i2.353.

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Rapid Application Development (RAD) is a software development methodology prioritizes speed and flexibility. This study uses this approach to design and develop a web-based augmented reality furniture marketing information system by integrating a popularity-based ranking model in D FURNITURE. The RAD method was chosen because it can accelerate the software development process through an iterative cycle involving users in every development stage. This development cycle includes four phases: needs analysis, design, development, and implementation. The first stage is needs analysis, which collects data through interviews and surveys with D FURNITURE management and potential system users. This process aims to identify users' primary needs and preferences, including augmented reality visualization features and popularity-based ranking mechanisms. The data obtained becomes the basis for compiling the specifications of the system to be developed. The second stage is design, where an initial prototype of the system is developed based on the results of the needs analysis. This prototype includes the user interface design, augmented reality technology integration, and a popularity-based ranking algorithm. Users then test this prototype to obtain feedback on functionality and user experience. The third stage is development, where the designed system is developed into a fully functional version. At this stage, the development team refines the prototype based on the feedback provided during the design stage. Testing is carried out periodically to ensure that each system component works according to specifications and user needs. The final stage is implementation, which integrates the system into the D-FURNITURE operational environment. At this stage, end users receive training to ensure they can utilize all system features optimally. In addition, the integrated ordering system via WhatsApp media is also tested to ensure smooth communication between customers and the company. Using the RAD method, this study succeeded in developing a marketing information system that is responsive, adaptive, and responsive to user needs. The iterative development cycle ensures that the resulting system is technically efficient and provides an optimal user experience.
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14

Nasyarudin, Achmad Faris, Ritzkal Ritzkal, and Arief Goeritno. "Prototipe Perangkat untuk Pemantauan dan Pengendalian Berbasis Web Diiintegrasikan ke Smarthome System." IJEIS (Indonesian Journal of Electronics and Instrumentation Systems) 10, no. 2 (2020): 167. http://dx.doi.org/10.22146/ijeis.58316.

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The design and construction of a device prototype for a water level measurement system in a tank and controlling a number of garden light analogies has been carried-out and the prototype can be integrated into smarthome system. Three topics are discussed in this paper, including the manufacture, programming, and performance measurement of device prototypes. The formation of prototype of the device is done through wiring integration between electronic devices, in order to obtain the hardware handshacking. Programming the prototype of device is done through the creation of algorithms and preparation of syntax, in order to obtain the software handshacking. The performance of the prototype of device is measured when integrated into the Smarthome system, in order to obtain the hardware and software handshacking. The performance of prototype of the device when monitoring in the form of information about the water level in the water tank with 3 (three) conditions, namely the criteria of "empty", "medium", and "full", while the control in the form of information about the operation of ON/OFF of the LED as an analogy to the lamp garden are done for 3 (three) positions, namely position #1, #2, and #3. The manufactured subsystem prototype can be integrated into the smarthome system when a validation test is performed. Prototype of the device for monitoring and control based-on web that can be integrated into the smarthome system.
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15

Nori, Abbas F., Enas R. Wdaah, Hassan J. Alatta, and Faisel G. Mohammed. "A prototype sensorless dual axis solar tracker system based on Arduino programming technique." IOP Conference Series: Earth and Environmental Science 1202, no. 1 (2023): 012011. http://dx.doi.org/10.1088/1755-1315/1202/1/012011.

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Abstract The research works on designing and manufacturing a device that can generate clean energy, taking into account the geographical location of Iraq, and be economical and cheap, this manufactured device addresses the permanent problems that this type of device encounters. Therefore, a solar tracker has been manufactured that tracks the sun’s rays, to reduce the number of solar panels used, and is an environmentally friendly generator, it works without the LDR photosensors. The work was done on different days, a sunny day, a partially cloudy day, and a cloudy day. Through the work, it was practically observed that the device responded to work and reduced the problem of dispersion, as it was directed by programming from the microcontroller, not by the sensors, from the obtained results, it was noted that the generation losses in the three days under study sequentially are (10.9%, 9%, 4.9% ) and the results are very acceptable, and the anticipated outcome was attained.
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16

Watts, Gordon. "hep_tables: Heterogeneous Array Programming for HEP." EPJ Web of Conferences 251 (2021): 03061. http://dx.doi.org/10.1051/epjconf/202125103061.

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Array operations are one of the most concise ways of expressing common filtering and simple aggregation operations that are the hallmark of a particle physics analysis: selection, filtering, basic vector operations, and filling histograms. The High Luminosity run of the Large Hadron Collider (HL-LHC), scheduled to start in 2026, will require physicists to regularly skim datasets that are over a PB in size, and repeatedly run over datasets that are 100’s of TB’s – too big to fit in memory. Declarative programming techniques are a way of separating the intent of the physicist from the mechanics of finding the data and using distributed computing to process and make histograms. This paper describes a library that implements a declarative distributed framework based on array programming. This prototype library provides a framework for different sub-systems to cooperate in producing plots via plug-in’s. This prototype has a ServiceX data-delivery sub-system and an awkward array sub-system cooperating to generate requested data or plots. The ServiceX system runs against ATLAS xAOD data and flat ROOT TTree’s and awkward on the columnar data produced by ServiceX.
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17

Soundous, Zougari, Tanana Mariam, and Lyhyaoui Abdelouahid. "Validity of a graph-based automatic assessment system for programming assignments: human versus automatic grading." International Journal of Electrical and Computer Engineering (IJECE) 12, no. 3 (2022): 2867–75. https://doi.org/10.11591/ijece.v12i3.pp2867-2875.

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Programming is a very complex and challenging subject to teach and learn. A strategy guaranteed to deliver proven results has been intensive and continual training. However, this strategy holds an extra workload for the teachers with huge numbers of programming assignments to evaluate in a fair and timely manner. Furthermore, under the current coronavirus (COVID-19) distance teaching circumstances, regular assessment is a fundamental feedback mechanism. It ensures that students engage in learning as well as determines the extent to which they reached the expected learning goals, in this new learning reality. In sum, automating the assessment process will be particularly appreciated by the instructors and highly beneficial to the students. The purpose of this paper is to investigate the feasibility of automatic assessment in the context of computer programming courses. Thus, a prototype based on merging static and dynamic analysis was developed. Empirical evaluation of the proposed grading tool within an introductory C-language course has been presented and compared to manually assigned marks. The outcomes of the comparative analysis have shown the reliability of the proposed automatic assessment prototype.
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18

González, Sebastián, Kim Mens, and Alfredo Cádiz. "Context-Oriented Programming with the Ambient Object System." JUCS - Journal of Universal Computer Science 14, no. (20) (2008): 3307–32. https://doi.org/10.3217/jucs-014-20-3307.

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In this paper we present AmOS, the Ambient Object System that underlies the Ambience programming language. AmOS implements a computation model that supports highly dynamic behaviour adaptation to changing contexts. Apart from being purely object-based, AmOS features first-class closures, multimethods and contexts. Dynamic method scoping through a subjective dispatch mechanism is at the heart of our approach. These features make of AmOS a very simple and elegant paradigm for context-oriented programming.
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19

Planas, Judit, Rosa M. Badia, Eduard Ayguadé, and Jesus Labarta. "Hierarchical Task-Based Programming With StarSs." International Journal of High Performance Computing Applications 23, no. 3 (2009): 284–99. http://dx.doi.org/10.1177/1094342009106195.

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Programming models for multicore and many-core systems are listed as one of the main challenges in the near future for computing research. These programming models should be able to exploit the underlying platform, but also should have good programmability to enable programmer productivity. With respect to the heterogeneity and hierarchy of the underlying platforms, the programming models should take them into account but they should also enable the programmer to be unaware of the complexity of the hardware. In this paper we present an extension of the StarSs syntax to support task hierarchy. A motivation for such a hierarchical approach is presented through experimentation with CellSs. A prototype implementation of such a hierarchical task-based programming model that combines a first task level with SMPSs and a second task level with CellSs is presented. The preliminary results obtained when executing a matrix multiplication and a Cholesky factorization show the viability and potential of the approach and the current issues raised.
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20

Khoukhi, Amar. "An optimal time-energy control design for a prototype educational robot." Robotica 20, no. 6 (2002): 661–71. http://dx.doi.org/10.1017/s0263574702004472.

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In this paper we consider thc problem of optimal control design for off-line programming in educational assembly robotics. After introducing some key features for mechanical, electrical design systems and computer-control and programming of a prototype robot, we discuss the control system and the off-line programming for a case study of educational robotics. We propose a new Dynamic Optimal Time-Energy Trajectography (DOTET) controller based on the complete dynamic model of the robot and which takes into account intrinsic and extrinsic constraints, robot singularities and requirements of the task and the environment. Numerical results are given to demonstrate the efficiency of our design.
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21

Othman, Mahfudzah, Aznoora Osman, Siti Zulaiha Ahmad, and Natrah Abdullah. "INTEGRATING SEGMENTING AND GAMIFICATION PRINCIPLES IN THE DESIGN OF INTERACTIVE GAMIFIED PROGRAMMING ASSESSMENTS FOR LOW ACHIEVERS." Turkish Online Journal of Distance Education 25, no. 3 (2024): 167–82. http://dx.doi.org/10.17718/tojde.1315427.

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This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen’s design guidelines and incorporates Zaharias’ usability evaluation framework with the motivation to learn. The methodology employed the Successive Approximation Model Version 2 (SAM2), comprising two key phases: preparation and iterative design. In the initial phase, a comparative analysis was performed to determine the design principles. The iterative design phase encompassed the application’s design via storyboards, the development of the high-fidelity prototype, and users’ reviews. A qualitative approach was adopted, involving a user-centred design (UCD) session through focus group discussions with 12 first-year students from the Diploma of Computer Science program, all of whom were low achievers in programming. The participants need to review and rate the prototype based on the scales of the usability recommendations, which are visual design, content design, navigation, interaction, gamification design, and multimedia design. The results from the UCD session revealed that all participants agreed with the usability recommendations integrated into the interactive gamified programming assessments, with the highest mean score of 5.00.
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22

Roebber, Paul J. "Adaptive Evolutionary Programming." Monthly Weather Review 143, no. 5 (2015): 1497–505. http://dx.doi.org/10.1175/mwr-d-14-00095.1.

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Abstract Previous work has shown that evolutionary programming is an effective method for constructing skillful forecast ensembles. Here, two prototype adaptive methods are developed and tested, using minimum temperature forecast data for Chicago, Illinois, to determine whether they are capable of incorporating improvements to forecast inputs (as might occur with changes to operational forecast models and data assimilation methods) and to account for short-term changes in predictability (as might occur for particular flow regimes). Of the two methods, the mixed-mode approach, which uses a slow mode to evolve the overall ensemble structure and a fast mode to adjust coefficients, produces the best results. When presented with better operational guidance, the mixed-mode method shows a reduction of 0.57°F in root-mean-square error relative to a fixed evolutionary program ensemble. Several future investigations are needed, including the optimization of training intervals based on flow regime and improvements to the adjustment of fast-mode coefficients. Some remarks on the appropriateness of this method for other ensemble forecast problems are also provided.
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23

Wang, Hai Rui, Ya Li, Jian Ying Wang, Gui Hong Bi, and Zhi Bin Zhang. "A Design Strategy for Multi-Agent Based Industrial Intelligent Monitor Processing." Applied Mechanics and Materials 224 (November 2012): 184–88. http://dx.doi.org/10.4028/www.scientific.net/amm.224.184.

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In this paper, a design issue related to the multi-agent based industrial intelligent monitor processing system (IIMPS) in distributed substations is proposed. Multiagent-oriented programming might be the new trend of software programming after object-oriented programming. Multagent-oriented approach uses a higher-level point of view to see the problems. We comment on the characteristics of industrial monitor problems and claim that the multi-agent system (MAS) is a good choice to solve problems with these characteristics. The proposed multi-agent based IIMPS is able to analyze industrial all real messages to assist human operators in identifying associated events. A prototype MAS with JAVA-based GUI used to integrate the existing SCADA system and as the user interface for operators to perform will be discussed in the paper.
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24

Alechina, Natasha, Tristan Behrens, Mehdi Dastani, et al. "Multi-Cycle Query Caching in Agent Programming." Proceedings of the AAAI Conference on Artificial Intelligence 27, no. 1 (2013): 32–38. http://dx.doi.org/10.1609/aaai.v27i1.8618.

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In many logic-based BDI agent programming languages, plan selection involves inferencing over some underlying knowledge representation. While context-sensitive plan selection facilitates the development of flexible, declarative programs, the overhead of evaluating repeated queries to the agent's beliefs and goals can result in poor run time performance. In this paper we present an approach to multi-cycle query caching for logic-based BDI agent programming languages. We extend the abstract performance model presented in (Alechina et al. 2012) to quantify the costs and benefits of caching query results over multiple deliberation cycles. We also present results of experiments with prototype implementations of both single- and multi-cycle caching in three logic-based BDI agent platforms, which demonstrate that significant performance improvements are achievable in practice.
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25

Khan, Muhammad sohail, Kim DoHyeun, and Faiza Tila. "Enhanced IoT Composition Architecture based on DIY Business Process Modeling: CoAP based Prototype." VFAST Transactions on Software Engineering 10, no. 2 (2022): 61–69. http://dx.doi.org/10.21015/vtse.v10i2.648.

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Internet of Things has been the focus of research and development in the recent years. This increased attention has resulted in various approaches for the realization of the vision that every physical entity should be a part of global network of things. Representation of real world entities as virtualized entities in the cyber world is one such approach where the behavior of virtual objects is exposed as services and it can be accessed and manipulated like real world objects. The problem with the implementation is that most of the users lack the skills to utilize the services of these connected objects to create their own applications. We present a novel Business Process Modeling based approach to provide an intuitive Do-It-Yourself interface for generic users to easily compose their own IoT applications regardless of their programming skills. The proposed architecture has been implemented as a prototype which utilizes Constrained Application Protocol for connecting the things. A primary performance analysis of the major functionalities has been presented in this paper.
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Zougari, Soundous, Mariam Tanana, and Abdelouahid Lyhyaoui. "Validity of a graph-based automatic assessment system for programming assignments: human versus automatic grading." International Journal of Electrical and Computer Engineering (IJECE) 12, no. 3 (2022): 2867. http://dx.doi.org/10.11591/ijece.v12i3.pp2867-2875.

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<span>Programming is a very complex and challenging subject to teach and learn. A strategy guaranteed to deliver proven results has been intensive and continual training. However, this strategy holds an extra workload for the teachers with huge numbers of programming assignments to evaluate in a fair and timely manner. Furthermore, under the current COVID-19 distance teaching circumstances, regular assessment is a fundamental feedback mechanism. It ensures that students engage in learning as well as determines the extent to which they reached the expected learning goals, in this new learning reality. In sum, automating the assessment process will be particularly appreciated by the instructors and highly beneficial to the students. The purpose of this paper is to investigate the feasibility of automatic assessment in the context of computer programming courses. Thus, a prototype based on merging static and dynamic analysis was developed. Empirical evaluation of the proposed grading tool within an introductory C-language course has been presented and compared to manually assigned marks. The outcomes of the comparative analysis have shown the reliability of the proposed automatic assessment prototype.</span>
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27

Shaari, Syarfadila Ezurida, Farihana A. Rahman, and Che Susilawati Che Berahim. "THE DEVELOPMENT OF ARDUINO BASED EDUCATIONAL KIT: TRAFFIC LIGHT PROTOTYPE TO INCREASE THE USER BASIC KNOWLEDGE ON WRITING SIMPLE ARDUINO PROGRAMMING CODE." International Journal of Innovation and Industrial Revolution 3, no. 6 (2021): 27–35. http://dx.doi.org/10.35631/ijirev.36003.

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This paper presents a simple Educational Kit based on the UNO Arduino platform. This prototype is intended for the Mechanical Engineering Department of Politeknik Mukah’s students. Its main aim is by using the developed prototype, the students’ basic knowledge on writing a simple Arduino program code will increase thus helping the students to fulfill their final year project theme. Along with the prototype, a ready written code will be provided, however, the students will be required to manipulate the said coding in setting the LED traffic light based on the given sequence. After using the suggested prototype, the percentage of students who were having difficulties in writing the Arduino program code student decreased by 65%.
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Khan, Muhammad Sohail, and DoHyeun Kim. "DIY Interface for Enhanced Service Customization of Remote IoT Devices: A CoAP Based Prototype." International Journal of Distributed Sensor Networks 2015 (2015): 1–8. http://dx.doi.org/10.1155/2015/542319.

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DIY vision for the design of a smart and customizable world in the form of IoT demands the involvement of general public in its development process. General public lacks the technical depths for programming state-of-the-art prototyping and development kits. Latest IoT kits, for example, Intel Edison, are revolutionizing the DIY paradigm for IoT and more than ever a DIY intuitive programming interface is required to enable masses to interact with and customize the behavior of remote IoT devices on the Internet. This paper presents the novel implementation of such a system enabling general public to customize the behavior of remote IoT devices through a visual interface. The interface enables the visualization of the resources exposed by a remote CoAP device in the form of graphical virtual objects. The VOs are used to create service design through simple operations like drag-and-drop and properties settings. The design is maintained as an XML document, thus being easily distributable and recognizable. CoAP proxy acts as an operation client for the remote device and also provides communication link between the designer and the device. The paper presents the architecture, detailed design, and prototype implementation of the system using state-of-the-art technologies.
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CABALLERO, R., M. RODRÍGUEZ-ARTALEJO, and C. A. ROMERO-DÍAZ. "A Transformation-based implementation for CLP with qualification and proximity." Theory and Practice of Logic Programming 14, no. 1 (2012): 1–63. http://dx.doi.org/10.1017/s1471068412000014.

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AbstractUncertainty in logic programming has been widely investigated in the last decades, leading to multiple extensions of the classical logic programming paradigm. However, few of these are designed as extensions of the well-established and powerful Constraint Logic Programming (CLP) scheme for CLP. In a previous work we have proposed the proximity-based qualified constraint logic programming (SQCLP) scheme as a quite expressive extension of CLP with support for qualification values and proximity relations as generalizations of uncertainty values and similarity relations, respectively. In this paper we provide a transformation technique for transforming SQCLP programs and goals into semantically equivalent CLP programs and goals, and a practical Prolog-based implementation of some particularly useful instances of the SQCLP scheme. We also illustrate, by showing some simple – and working – examples, how the prototype can be effectively used as a tool for solving problems where qualification values and proximity relations play a key role. Intended use of SQCLP includes flexible information retrieval applications.
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Liu, Ri Liang, Yuan Fan Xu, Yi Ran Wang, and Cheng Rui Zhang. "Process Planning and Program Generation for STEP-Compliant NC Manufacture of Complex Surface Components." Key Engineering Materials 419-420 (October 2009): 441–44. http://dx.doi.org/10.4028/www.scientific.net/kem.419-420.441.

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A framework for process planning and NC programming based on STEP and STEP-NC data model is proposed in this paper. The STEP standard and its data structure for CAD models, especially the NURBS based representation of complex surfaces is analyzed. Then the general strategy for process planning using the STEP-NC data structure is presented, and the calculation of cutter contact points and cutter location data for producing complex surfaces based on the geometrical information is addressed. Finally a prototype system is developed for demonstration of the proposed STEP-compliant NC programming approach for complex surface components.
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Laskowski, Marek. "A Prototype Agent Based Model and Machine Learning Hybrid System for Healthcare Decision Support." International Journal of E-Health and Medical Communications 2, no. 4 (2011): 67–90. http://dx.doi.org/10.4018/jehmc.2011100105.

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Science is on the verge of practical agent based modeling decision support systems capable of machine learning for healthcare policy decision support. The details of integrating an agent based model of a hospital emergency department with a genetic programming machine learning system are presented in this paper. A novel GP heuristic or extension is introduced to better represent the Markov Decision Process that underlies agent decision making in an unknown environment. The capabilities of the resulting prototype for automated hypothesis generation within the context of healthcare policy decision support are demonstrated by automatically generating patient flow and infection spread prevention policies. Finally, some observations are made regarding moving forward from the prototype stage.
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32

Ballance, Robert A., Anthony J. Giancola, George F. Luger, and Timothy J. Ross. "A Framework-Based Environment for Object-Oriented Scientific Codes." Scientific Programming 2, no. 4 (1993): 111–21. http://dx.doi.org/10.1155/1993/545904.

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Frameworks are reusable object-oriented designs for domain-specific programs. In our estimation, frameworks are the key to productivity and reuse. However, frameworks require increased support from the programming environment. A framework-based environment must include design aides and project browsers that can mediate between the user and the framework. A framework-based approach also places new requirements on conventional tools such as compilers. This article explores the impact of object-oriented frameworks upon a programming environment, in the context of object-oriented finite element and finite difference codes. The role of tools such as design aides and project browsers is discussed, and the impact of a framework-based approach upon compilers is examined. Examples are drawn from our prototype C++ based environment.
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Wan, Guangxi, and Peng Zeng. "An Event-Based Programming Model with Geometric Spatial Semantics For Cyber-Physical Production Systems." Applied Sciences 10, no. 21 (2020): 7651. http://dx.doi.org/10.3390/app10217651.

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With the increasing complexities, such as massive computing devices and strict requirements for collaboration, of industrial production systems, the concept of the cyber-physical production system (CPPS) is considered as a promising approach for addressing these challenges. However, programmability is a challenge in CPPSs. The traditional chimney style of programming requires considerable design effort from engineers to handle the spatiotemporal heterogeneity of cyber-physical model that encompasses computing, temporal, and geometric semantics along with physical dynamics. Thus, an easy-to-use programming model and an integrated programming framework that are suited to this context are required. However, the existing programming models typically fully consider only computing while only partially considering temporal characteristics, and they rarely consider geometric semantics. To solve this problem, this paper proposes a novel event-based programming model, GePro, considering the geometric spatial semantics to realize integrated programming and reduce design effort, especially the reconfiguration of adding new physical devices into the exist system. A prototype of GePro is implemented and verified based on IEC 61499 by the implementation of design and reconfigure assembly CPPS. The results show that using GePro results in a programming time savings of an development life cycle time compared to traditional models for reconfiguration.
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34

Aditya Yoga Anggoro, Rois, and Riky Dwi Puriyanto. "Design of Omron PLC based automatic car wash prototype." Signal and Image Processing Letters 3, no. 2 (2023): 24–36. https://doi.org/10.31763/simple.v3i2.41.

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Increasing automotive production indirectly greatly affects the progress of an increasingly modern era. Indirectly, production in factories will increase to meet the needs and desires of transportation consumers. Therefore, the use of PLC in the industrial sector as production plays an important role in helping humans to do heavy work. The growing demand for increased mobility needs will indirectly require owners to take care to maintain cleanliness in mobility transportation. Therefore, we need a system that can control automatic car washing. This automatic car wash system uses PLC CJ1M with a prototype design of 24cm long, 15cm wide and 15cm high and uses an infrared sensor which is used to read the presence of the car and a pg28 dc motor which is used as the main driver. The programming language used is the ladder language in CX-Programmer. Where this ladder language is used to control several processes, namely, watering, soaping, scrubbing, rinsing water and the drying process. From this research, the researcher obtained the results that the time obtained from manual and automatic calculations to run a washing process by giving a set value of 5 on the counter will give the difference in time obtained, namely watering 1.54 seconds, sprinkling soap water 3.01 seconds, rubbing 3.13 seconds, 3.09 seconds of water rinsing and the same time for the drying process. From the use of the infrared analog sensor used, it successfully reads the presence of the car in front of it and the design of this prototype runs with a predetermined process.
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Olatunji, Ezekiel Kolawole, John B. Oladosu, Odetunji A. Odejobi, and Stephen O. Olabiyisi. "Design and implementation of an African native language-based programming language." International Journal of Advances in Applied Sciences 10, no. 2 (2021): 171. http://dx.doi.org/10.11591/ijaas.v10.i2.pp171-177.

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<p>Most of the existing high level programming languages havehitherto borrowed their lexical items from human languages including European and Asian languages. However, there is paucity of research information on programming languages developed with the lexicons of an African indigenous language. This research explored the design and implementation of an African indigenous language-based programming language using Yoruba as case study. Yoruba is the first language of over 30 million people in the south-west of Nigeria, Africa; and is spoken by over one hundred million people world-wide. It is hoped, as established by research studies, that making computer programming possible in one’s mother tongue will enhance computer-based problem-solving processes by indigenous learners and teachers. The alphabets and reserved words of the programming language were respectively formed from the basic Yoruba alphabets and standard Yoruba words. The lexical items and syntactic structures of the programming language were designed with appropriate regular expressions and context-free grammars, using Backus-Naur Form (BNF) notations. A prototype implementation of the programming language was carried out as a source-to-source, 5-pass compiler. QBasic within QB64 IDE was the implementation language. The results from implementation showed functional correctness and effectiveness of the developed programming language. Thus lexical items of a programming language need not be borrowed exclusively from European and Asian languages, they can and should be borrowed from most African native languages. Furthermore, the developed native language programming language can be used to introduce computer programming to indigenous pupils of primary and junior secondary schools.</p>
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Ezekiel, K. Olatunji, B. Oladosu John., A. Odejobi Odetunji, and O. Olabiyisi Stephen. "Design and implementation of an African native language-based programming language." International Journal of Advances in Applied Sciences (IJAAS) 10, no. 2 (2021): 171–77. https://doi.org/10.11591/ijaas.v10.i2.pp171-177.

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Most of the existing high level programming languages have hitherto borrowed their lexical items from human languages including European and Asian languages. However, there is paucity of research information on programming languages developed with the lexicons of an African indigenous language. This research explored the design and implementation of an African indigenous language-based programming language using Yoruba as case study. Yoruba is the first language of over 30 million people in the south-west of Nigeria, Africa; and is spoken by over one hundred million people world-wide. It is hoped, as established by research studies, that making computer programming possible in one’s mother tongue will enhance computer-based problem-solving processes by indigenous learners and teachers. The alphabets and reserved words of the programming language were respectively formed from the basic Yoruba alphabets and standard Yoruba words. The lexical items and syntactic structures of the programming language were designed with appropriate regular expressions and context-free grammars, using Backus-Naur Form (BNF) notations. A prototype implementation of the programming language was carried out as a source-to-source, 5-pass compiler. QBasic within QB64 IDE was the implementation language. The results from implementation showed functional correctness and effectiveness of the developed programming language. Thus lexical items of a programming language need not be borrowed exclusively from European and Asian languages, they can and should be borrowed from most African native languages. Furthermore, the developed native language programming language can be used to introduce computer programming to indigenous pupils of primary and junior secondary schools.
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37

Calixto-Rodriguez, M., Jorge S. Valdez Martínez, M. A. Meneses-Arcos, et al. "Design and Development of Software for the SILAR Control Process Using a Low-Cost Embedded System." Processes 9, no. 6 (2021): 967. http://dx.doi.org/10.3390/pr9060967.

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Inexpensive equipment for the deposition of semiconductor thin films by SILAR was designed. Using a low-cost embedded system, a prototype controlled through a human–machine interface (HMI) was constructed. Simple, open-source software was used. The use of an HMI and programming based on state machines showed an improvement in the system control, program flow, and efficiency. The system development consists of three stages: structural design, electronics, and programming of the control and HMI. This system controls the variables of the SILAR process, such as immersion time in chemical solutions, sequence of substrates, and the number of cycles. In order to test the automated SILAR prototype, copper oxide thin films on glass substrates were processed. The copper oxide thin films have been characterized by X-ray diffraction (XRD), UV-VIS, and SEM to investigate the structural, optical, and morphological properties, respectively.
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38

Fan, Li, Li, et al. "CoVSCode: A Novel Real-Time Collaborative Programming Environment for Lightweight IDE." Applied Sciences 9, no. 21 (2019): 4642. http://dx.doi.org/10.3390/app9214642.

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Real-time collaborative programming is an emerging approach that supports a team of programmers to view and edit shared source code at the same time. Each programmer can edit any part of the source code, and changes become instantly visible at other collaborating sites. With a broad range of application scenarios and benefits, real-time collaborative programming has attracted increasing interest from academia and industry. Lightweight integrated development environments (lightweight IDEs) have rapidly grown in popularity in the recent years, but there are serious problems and limitations with existing real-time collaboration support for lightweight IDEs. In this study, we contribute a novel real-time collaborative programming environment named CoVSCode that supports unconstrained and flexible real-time collaboration based on Visual Studio Code, one of the most popular and widely used lightweight IDEs. We present design objectives and rationales, the workflow and functional design from collaborating programmers’ perspectives, major technical issues and solutions, and prototype implementation, as well as a set of experimental evaluations that have demonstrated the technical feasibility and good performance of the prototype system. All approaches, techniques and solutions derived in this work are generic, which can also be applied in building real-time collaborative programming environments for other lightweight IDEs.
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39

Nandika, Reza, Era Madona, Laxsmy Devy, Adi Chandranata, and Yultrisna Yultrisna. "Wireless Sensor Network Based Server Room Temperature Monitoring System." JECCOM: International Journal of Electronics Engineering and Applied Science 1, no. 1 (2023): 16–22. http://dx.doi.org/10.30630/jeccom.1.1.16-22.2023.

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A remote temperature monitoring system has been created in the server room using LoRa technology which is based on preventing overheating on servers which can affect the performance of components in the server. The research objective is to design and implement a new LoRa-based server room monitoring system design. The targets of this research are (a) creating a system prototype, (b) programming the system with the help of Arduino IDE, (c) measuring system performance. The research method starts from making a prototype and measuring system performance. The results of system performance measurements, testing on LoRa showed the best RSSI results of -56 dBm, temperature data from 17°C -19°C and humidity from 55% to 59% in the server room. Overall the tool can function well.
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40

WEIRICH, STEPHANIE. "Type-safe run-time polytypic programming." Journal of Functional Programming 16, no. 6 (2006): 681–710. http://dx.doi.org/10.1017/s0956796806005879.

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Polytypic programming is a way of defining type-indexed operations, such as map, fold and zip, based on type information. Run-time polytypic programming allows that type information to be dynamically computed – this support is essential in modern programming languages that support separate compilation, first-class type abstraction, or polymorphic recursion. However, in previous work we defined run-time polytypic programming with a type-passing semantics. Although it is natural to define polytypic programs as operating over first-class types, such a semantics suffers from a number of drawbacks. This paper describes how to recast that work in a type-erasure semantics, where terms represent type information in a safe manner. The resulting language is simple and easy to implement – we present a prototype implementation of the necessary machinery as a small Haskell library.
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41

Osorio C., Román, José A. Romero, Mario Peña C., and Ismael López-Juárez. "Inteligent Line Follower Mini-Robot System." International Journal of Computers Communications & Control 1, no. 2 (2006): 73. http://dx.doi.org/10.15837/ijccc.2006.2.2287.

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This paper shows a prototype development of an intelligent line follower mini-robot system, the objective is to recognize, understand and modify the actual performance of the movements of the robot during its pathway by way of getting information in real time from different magnetic sensors implemented in the system and based in a V2X digital compass, microcontroller and odometric measurements. The paper shows as well, the system characterization of the V2X sensor (digital compas) and the cost-benefit of the prototype implementation and performance. The programming techniques and easy operation is detailed too.
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42

M., Z. Aihsan, I. Ahmad N., A. Mustafa W., A. Rahman N., and A. Soo J. "Development of square wave inverter using DC/DC boost converter." International Journal of Power Electronics and Drive System (IJPEDS) 10, no. 2 (2019): 636–44. https://doi.org/10.11591/ijpeds.v10.i2.pp636-644.

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This paper proposes an alternative topology of an inverter to the existing topologies available in the market. A prototype is intended with the purpose of investigates the possibility of designing an inverter using two Boost Converters. This project initialized with a series of simulations using Matlab in order to determine the feasibility of the proposed topology. The next step is the design and development of the proposed prototype where suitable electronics components are chosen based on the simulation result. A PIC microcontroller is used to control the proposed prototype where a control scheme is created based on the programming in the microcontroller. The performance of the proposed prototype has been verified to be optimum by several practical testing using different values of capacitor, inductor and duty cycle. Lastly, data and analysis are presented in a proper mannered way. In the end, this project intends to produce stepped-up square wave output voltage waveform by proper controlling of two Boost Converters.
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43

Febriannisa, Ditha, and Leonardi Paris Hasugian. "Perancangan E-learning pada SMK Negeri 1 Bandung." Jurnal ULTIMA InfoSys 8, no. 2 (2018): 62–68. http://dx.doi.org/10.31937/si.v8i2.613.

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The quality of education will affect the quality of the nation and state. Indonesia is a country whose quality of education still low, to improve education in Indonesia needed an educational system that is responsive to changes and demands of the times. E-learning for SMK Negeri 1 Bandung is intended to facilitate students and teachers in sharing material and digital information that can be accessed anytime and anywhere. This web-based application is designed using Object Oriented Programming (OOP) with Unified Modeling Language (UML) tools. And using prototype system development method that aims to in the process of design and the end result of the application made can be used in accordance with the needs of SMK Negeri 1 Bandung. With the construction of this e-learning students and teachers can share information whenever and wherever.
 Index Term―E-learning, Object Oriented Programming, and Prototype.
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44

Sidhu, Gaganpreet, Seshasai Srinivasan, and Nasim Muhammad. "Challenge-based and Competency-based Assessments in an Undergraduate Programming Course." International Journal of Emerging Technologies in Learning (iJET) 16, no. 13 (2021): 17. http://dx.doi.org/10.3991/ijet.v16i13.23147.

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In this work, we investigate an optimal assessment strategy to measure student learning in the first-year undergraduate engineering course at X-Department at X University. Specifically, we evaluate and compare challenge-based and competency-based assessment strategies. In the challenge-based approach, the students are required to design a C++-based application that meet the required design objectives. The competency-based assessment involves assessing learning by asking a variety of pointed questions pertaining to a single or a small group of concepts. After studying the performance of 207 students, we found that in the challenge-based assessment, due to the complex nature of the questions that assess numerous concepts simultaneously, students who are not very thorough with even one or two concepts fared very poorly since they were unable to finish the challenge and present a functional prototype of the program. On the other hand, the competency-based assessment allowed for a more balanced approach in which the students’ learning was reflected more accurately by their performance in the various assessments.
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45

Namruddin, Respaty, Syahrul, and Lu’mu. "An Entrepreneurial Skills Model for Project-Based Learning in Programming." Asian Journal of Education and Social Studies 50, no. 3 (2024): 25–39. http://dx.doi.org/10.9734/ajess/2024/v50i31277.

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This research aims to: 1) analyse the development needs of the Project Based-Learning based Entrepreneurial Skills Programming model; 2) design a model that supports the integration of entrepreneurial skills into programming learning; 3) assess the validity of the Project Based-Learning based Entrepreneurial Skills Programming model; 4) pilot the model to evaluate the effectiveness of teaching and developing entrepreneurial skills; 5) examine the effectiveness of the Entrepreneurial Skills Programming model; and 6) identify student responses to the Entrepreneurial Skills Programming model. These skills are important to equip students with relevant and appropriate abilities for the dynamic world of work and rapid technological development. The method used is Research and Development (R&D) with a 4D development model approach: Define, Design, Develop, and Disseminate. Data were collected through literature studies, field surveys, and in-depth interviews with stakeholders. The research stages included needs identification, model design, prototype development, and model dissemination. The validity and reliability of the instruments were tested using the Validity Coefficient (Va) and percentage of agreement (PA). The results showed that the developed entrepreneurship model was effective in improving students' entrepreneurial skills, evidenced by the significant improvement in students' learning outcomes and their positive response to the model. The model is considered to add value and increase students' enthusiasm for learning. This confirms the importance of integrating entrepreneurial skills in programming learning to prepare students for the challenges of today's world of work.
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46

Mir, Mazedur Rahaman, Mahfuj Esheta, Mahfuzul Haque Md., Shekdar Riaj, and Ziaul Islam Khondoker. "Educational Robot for Learning Programming through Blockly based Mobile Application." Journal of Technological Science & Engineering (JTSE) 1, no. 2 (2020): 21–25. https://doi.org/10.5281/zenodo.4011578.

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Education is progressing to get ready students for the up-to-date sociotechnical advancements. An expanding at-tempt to familiarize programming and other science, technology, engineering, and mathematics (STEM)-oriented subjects into the fundamental set of courses of primary and secondary education is emerging globally. Learning through robot has been considered as a powerful teaching instrument in the recent decade. This paper proposes a prototype of an educational robot that can be programmed by a mobile application through Bluetooth communication with drag and drop block-based programming interfaces well-known as Blockly. It will not directly teach any programming language but it will develop a learner’s logic developing capability which will work as the backbone of learning any programming language. Hardware development consists of micro-controller, motor, battery, sensors, etc. modules for the execution of the given instructions. The proposed educational robot has the capability to increase the learner’s skills of problem-solving, logical thinking, and divergent-thinking. Overall it offers an alternative method of learning which can be called learning through playing.
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47

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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48

Nurhasan, Usman, Anugrah Nur Rahmanto, Faiz Usbah Mubarok, and Almira Rahma Sabita. "THE IMPLEMENTATION OF AUTOMATED ASSESSMENT PLATFORM IN ASYNCHRONOUS LEARNING FOR INDEPENDENT LEARNING OF GAME PROGRAMMING USER INTERFACE FOR STUDENTS AT TELKOM MALANG VOCATIONAL HIGH SCHOOL." Abdi Dosen : Jurnal Pengabdian Pada Masyarakat 8, no. 1 (2024): 167–77. https://doi.org/10.32832/abdidos.v8i1.2165.

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The rapid development of the gaming industry has prompted the integration of programming education into vocational education curricula, yet manual assessment of student projects remains a significant constraint. This study proposes a C#-based game programming interface with automatic assessment using unit testing. Students receive learning materials from teachers for self-directed study, employing interface development methods based on Test-Driven Development (TDD) principles and prototype research methods. Research results demonstrate the success of automated assessment, enhancing the efficiency of student evaluations and the quality of game programming education. Academic data confirms improved student learning outcomes. Advantages of automated assessment include time efficiency for teachers, consistency, prompt feedback, support for self-directed learning, TDD implementation, and overall enhancement of learning quality. Data analysis of programming modules (MP) and test modules (MT) indicates the effectiveness of the C#-based game programming interface with TDD. Automated assessment eliminates the burden of manual correction, allowing teachers to focus on pedagogical aspects. Consistency is evident in uniform outcomes across all modules. Prompt feedback provides students with instant improvement opportunities, while self-directed learning support and TDD implementation are reflected in the success of test modules. In conclusion, this innovation effectively addresses assessment challenges in game programming education within vocational settings.
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49

Lazzarini, Victor, Damián Keller, and Marcelo Soares Pimenta. "Prototyping of Ubiquitous Music Ecosystems." Journal of Cases on Information Technology 17, no. 4 (2015): 73–85. http://dx.doi.org/10.4018/jcit.2015100105.

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This paper focuses on the prototyping stage of the design cycle of ubiquitous music ecosystems. The authors present three case studies of prototype deployments for creative musical activities. The first case exemplifies a ubimus system for synchronous musical interaction using a hybrid Java-JavaScript development platform, mow3s-ecolab. The second case study makes use of the HTML5 Web Audio library to implement a loop-based sequencer. The third prototype—a sine-wave oscillator—provides an example of using the Chromium open-source sand-boxing technology Portable Native Client (PNaCl) platform for audio programming on the web. This new approach involved porting the Csound language and audio engine to the PNaCl web technology. The PNaCl Csound environment provides programming tools for ubiquitous audio applications that go beyond theWeb Audio framework. The limitations and advantages of the three approaches proposed—the hybrid Java/JavaScript environment, the HTML5 audio library and the PNaCl Csound infrastructure—are discussed in the context of rapid prototyping of ubimus ecosystems.
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50

Tabaković, Slobodan, Saša Živanović, Milan Zeljković, and Zoran Dimić. "Configuring a new educational machine tool based on hybrid kinematic mechanism." Tehnika 76, no. 5 (2021): 603–12. http://dx.doi.org/10.5937/tehnika2105603t.

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The paper shows the configuration of a new educational machine based on hybrid kinematics mechanism. The concept of a three-axis O-X hybrid mechanism is described, consisting of a single serial translational axis and a two-axis parallel mechanism that can operate in two variants, with extended form O and crossed form X-joints of the parallel mechanism. The virtual prototype of the machine was configured in a CAD/CAM environment, where simulations of the mechanism's operation were performed. A programming system for machine has been prepared that also enables program verification. An open architecture control system based on the LinuxCNC platform has been configured for control of the machine. The trial work of the machine was performed in order to verify the realized prototype and control.
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