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1

Abidin, Sita Zaleha Zainal. "Interaction and interest management in a scripting language." Thesis, Swansea University, 2006. https://cronfa.swan.ac.uk/Record/cronfa42324.

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Interaction management is concerned with the protocols that govern interactive activities among multiple users or agents in networked collaborative environments. Interest management is concerned with the relevance-based data filtering in networked collaborative environments. The main objective of the former is to structure interactive activities according to the requirements of the application concerned, while the main objective of the latter is to provide secured data transmission of a subset of information relevant to each recipient. The research in these two important aspects of networked software has largely been carried out in specific application domains such as online meetings, online groupware and online games. This thesis is concerned with the design and implementation of high-level language constructs for interaction and interest management. The work that has been undertaken includes: an abstract study of interactive activities and data transmission in networked collaborative environments through a large number of variations of the noughts and crosses game; the design of a set of language constructs for specifying a variety of interaction protocols; the design of a set of language constructs for specifying secured data sharing with relevance-based filtering; the implementation of these language constructs in the form of a major extension of a scripting language JACIE (Java-based Authoring Language for Collaborative Interactive Environments); the development of two demonstration applications, namely e-leaming on Simulation of Network Trouble Shooting and online Bridge, using the extended JACIE for demonstrating the technical feasibility and usefulness of the design. These high-level language constructs support a class of complicated software features in networked collaborative applications, such as turn management, interaction timing, group formation, dynamic protocol changes, distributed data sharing, access control, authentication and information filtering. They enable programmers to implement such features in an intuitive manner without involving low-level system programming directly, which would otherwise require the knowledge and skills of experienced network programmers.
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Haji-Ismail, Abdul Samad. "JACIE : a scripting language for Internet-based multimedia collaborative applications." Thesis, Swansea University, 2001. https://cronfa.swan.ac.uk/Record/cronfa42685.

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The Internet has opened the opportunity for geographically dispersed computer users to concurrently interact, collaborate and socialise in a virtual group environment. It has shifted the nature of Internet users from "individualistic net-surfers" to "active collaborative teamworkers". But developing Internet-based collaborative applications is very laborious, tedious and time consuming. Besides patience, knowledge and skill in low-level network programming are required especially for managing interactions and communications. This thesis presents a research on the construction of a development tool for collaborative multimedia applications. The tool, named JACIE (Java-based Authoring language for Collaborative Interactive Environments), is a script language which has been developed to support rapid implementation of a wide range of network-based interactive and collaborative applications. In particular, it facilitates the management of interaction and communication through simple communication primitives such as channels and interaction protocols, hence hiding much network programming from programmers. JACIE also features a template-based programming style, a single program for both client and server, and platform-independence by using Java as the target language. A compiler prototype has been developed that translates JACIE codes to Java. Several sample applications have been implemented in JACIE and are discussed in the thesis. The major research contribution is a high-level abstraction language for collaborative multimedia applications that simplifies many programming tasks. JACIE can be a useful multimedia software engineering tool well-suited for a wide range of collaborative applications, be they stand-alone client/server applications or Web-based client/server applets.
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Winn, Andrea Michelle. "Multimedia workshop, enhancing usability in multimedia authoring with a visual scripting language." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ39710.pdf.

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4

Сокорчук, І. П. "Спосіб роботи із бінарними даними у скриптових мовах програмування на Unix-сумісних платформах." Thesis, Харківський національний університет радіоелектроніки (ХНУРЕ), 2017. http://openarchive.nure.ua/handle/document/4894.

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This article describes a method of processing binary data in scripting languages. The author offers his own way of handling the data. In the proposed method, the script processes the text description of binary data but not the binary data. In the next stage, a special post processor converts the text description in binary data and transmits them to the processing of the following software modules. The article describes one of the versions of the textual description and additional functions of post processor intended to setting data format, calculating, generating and creating additional custom data. The author used the proposed solution in practice in the industrial computer systems.
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Gomez, Norberto Jr. "The Art of Perl: How a Scripting Language (inter)Activated the World Wide Web." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/472.

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In 1987, computer programmer and linguist Larry Wall authored the general-purpose, high-level, interpreted, dynamic Unix scripting language, Perl. Borrowing features from C and awk, Perl was originally intended as a scripting language for text-processing. However, with the rising popularity of the Internet and the advent of Tim Berners-Lee’s World Wide Web (Web), in the 1990s, Perl soon became the glue-language for the Internet, due in large part to its relationship to the Hypertext Transfer Protocol (HTTP) and the Common Gateway Interface (CGI). Perl was the go-to language for on the fly program writing and coding, gaining accolades from the likes of publisher Tim O’Reilly and hackers alike. Perl became a favorite language of amateur Web users, whom net artist Olia Lialina calls barbarians, or the indigenous. These users authored everything from database scripts to social spaces like chatrooms and bulletin boards. Perl, while largely ignored today, played a fundamental role in facilitating those social spaces and interactions of Web 1.0, or what I refer to as a Perl-net. Thus, Perl informed today’s more ubiquitous digital culture, referred to as Web 2.0, and the social web. This project examines Perl’s origin which is predicated on postmodern theories, such as deconstructionism and multiculturalism. Perl’s formal features are differentiated from those of others, like Java. In order to defend Perl’s status as an inherently cultural online tool, this project also analyzes many instances of cultural artifacts: script programs, chatrooms, code poetry, webpages, and net art. This cultural analysis is guided by the work of contemporary media archaeologists: Lialina and Dragan Espenschied, Erkki Huhtamo and Jussi Parikka. Lastly, the present state of digital culture is analyzed in an effort to re-consider the Perl scripting language as a relevant, critical computer language, capable of aiding in deprogramming the contemporary user.
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Lind, Fredrik. "Visual Scripting for AR Board Games in Thrymd." Thesis, Luleå tekniska universitet, Datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86071.

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In recent years, the interest in Augmented Reality (AR) applications for entertainment and productivity has grown. One company exploring this technology is LAZER WOLF STUDIOS, the developers behind Thrymd: an AR-driven board games platform powered by the Unity engine.  This paper details the development of a visual scripting framework, meant to provide end users with a means of developing their own games for the platform, without significant programming or background knowledge required. A graph-based visual language was implemented in a custom Unity editor window, in order to maintain a familiar and consistent feel for users. The graph consists of a series of branching, interconnected nodes which pass data in-between each other, and execute in succession. The graph is serialized as a Unity asset, and can easily be interacted with through regular C# scripts.  A small number of nodes were implemented, but for the system to be viable, more are needed. For that reason, extensibility was a core ideal; creating new node types must be fast and painless. As with any script layer, performance is generally worse than compiled code. Further work is needed to improve user experience.
Intresset för användandet av Augmenterad Verklighet (AR) för underhållning och produktivitetssyften har ökat på senare tid. LAZER WOLF STUDIOS är utvecklarna bakom Thrymd, en AR-driven brädspelsplattform byggd i spelmotorn Unity.  Denna rapport dokumenterar utvecklingsprocessen av ett visuellt skriptramverk byggt med avsikt att låta slutanvändare utveckla sina egna spel till plattformen utan större förkunskapskrav. Ett graf-baserat visuellt skriptspråk implementerades i en skräddarsydd editormiljö inuti Unity, för att bibehålla en bekant och konsekvent användarupplevelse. Grafen består av en serie förgrenande, sammankopplade noder som skickar data mellan varann och exekveras i sekvens. Grafen sparas som en resurs på hårddisken och är lätt att interagera med genom traditionella C#-skript i Unity.  Ett mindre antal noder implementerades, men fler krävs för att systemet ska vara brukbart. Av detta skäl designades språket med vidareutveckling i åtanke, då det måste vara enkelt att skapa nya noder. Som med de flesta skriptspråk är prestandan överlag sämre än kompilerad kod. Ytterligare arbete krävs för att förbättra användarupplevelsen.
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Herrera, Polo Pablo C., and Universidad Peruana de Ciencias Aplicadas (UPC). "Reutilizando códigos como mecanismo de información y conocimiento: Programación en arquitectura." SIGraDi 2012, 2012. http://hdl.handle.net/10757/604769.

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Differently from other regions in the Planet, since 2010, in Latin America textual programming language (Rhinoscripting) is being replaced by its visual equivalent (Grasshopper). This is a consequence of our preference for an interactive platform, and because our design problems are not as complex, so we aim to control geometrical problems or aspects belonging to an product scale instead of an architectural one. Problems emerging when creating code could be improved by modifying and reusing existing solutions as a starting point, since learning would not be centered in the object but in the process of creating it, using a suitable instrument.
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Franzoni, Filippo. "Studio ed integrazione di un motore di scripting in un sistema embedded industriale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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La tesi descrive il lavoro svolto presso l'azienda Datalogic Automation S.r.l. nell'ambito di un progetto di estensione di un sistema di lettura di codici a barre già realizzato su firmware. L'obiettivo è rendere più flessibile la configurazione del sistema attraverso una sua estensione mediante script engine, al fine di esprimere ed estendere le possibilità di configurazione ad oggi disponibili ed evitare modifiche nel codice applicativo. Dopo aver descritto gli strumenti utilizzati ed illustrato esempi di casi reali che sollevano il problema, vengono esaminati i motivi per cui un linguaggio di scripting può essere la soluzione cercata, facendo un confronto con altre alternative. Vengono poi presentati i linguaggi scelti in questo progetto, le loro caratteristiche e la descrizione dei loro interpreti. Si procede con l'analisi architetturale del sistema, studiando la struttura delle entità coinvolte e i loro meccanismi di interazione e sottolineando i cambiamenti introdotti dall'integrazione di uno script engine. A questo, segue la descrizione dell'implementazione di un dimostratore delle funzionalità dello script engine, con una certa enfasi sugli aspetti di estendibilità che lo caratterizzano. Vengono poi illustrate le fasi di integrazione del componente nel sistema principale con i relativi test, fino a presentare il codice degli script che risolvono gli esempi di casi reali. Infine, vengono fatte alcune considerazioni sull'uso dello script engine nel prodotto finale e dei rischi che ne possono derivare. Seguono delle proposte di estensione sia delle funzionalità dello script engine, tramite inclusione di librerie esterne, sia del suo scopo, ipotizzando un refactoring che coinvolga tutto il sistema. Il fine è quello di utilizzare il linguaggio di scripting come strumento di espressione dell'interazione tra i suoi componenti.
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Lenk, Peter. "Návrh a implementace systému pro výměnu statistických informací o síťovém provozu mezi přístupové body WLAN sítě." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219472.

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This thesis explores the possibilities of implementation of methods for data acquisition in wireless access point MikroTik while using virtualized OpenWRT system. First part of the paper contains short introduction into device’s features and extention of the features by virtualizing the operation system. Design and implementation of the scripts for average load of interfaces data acquisition is in the second part of the paper. The next part deals with the transmission of the gathered data and implementation of the proposed programs in C language. The last part of the paper covers the implementation of a complete program to collect, send and receive data with the option of parameters configuration, and automatic acquisition of the configuration.
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Binkis, Mikas. "Scenarijų panaudojimas mokymosi sistemose." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2007. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2007~D_20070111_010919-40719.

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Today popular learning management systems (LMS) lack interactivity. Interactivity is very important in the learning process, because it‘s a great mean of interest and motivation. The level of interactivity could be increased by using scripts, but some of the modern scripting languages are not universal, and the majority are too hard to comprehend for non-IT specialists. That’s why a brand new scripting language has been created. It can be integrated to an open-source PHP based LMS and because of it‘s simplicity and usage of native language in syntax is rather easy to learn for non-IT staff. Experiments showed that it‘s rather convenient, compared to other similar languages and it’s speed does not slow down the process of webpage generation to an extent a user would notice. It’s also capable of performing basic mathematical and other scientific task modeling, making the language sufficient for common use. The script language has some of the complex template language properties, so it can be also used as a tool of managing content rendering. Practical integration of the script language with “Google Maps” service and VRML showed that it can be expanded to the required extent. Further works with this language may include expansion of syntax and implementation of AJAX technology.
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Ravichandran, Shruthi. "A user-friendly programming framework for wireless sensor networks." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52248.

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Wireless sensor networks (WSNs) are increasingly being used for monitoring physical environments in lieu of tethered monitoring systems. Being power efficient and wirelessly accessible, WSNs find applications in a variety of domains like health, structural and climate monitoring systems. Despite such diverse use cases, more than often, WSNs are used by researchers with basic or no prior programming experience. Consequently, more time is spent learning to program the sensors than collecting and analysing domain-specific data. To cater to this generic user base, a multi-platform user-friendly programming framework for WSNs has been developed. This framework provides: 1) a visual network comparison tool that analyzes packet traces of two networks to generate a juxtaposed visual comparison of contrasting network characteristics, 2) a scripting language based on the TinyOS sensor network platform that aims at reducing code size and improving programming efficacy, and 3) a visual programming tool with basic sensor drag-and-drop modules for generating simple WSN programs. These tools were also developed to serve as a gentle introduction to the WSN programming environment for middle and high school students. In the absence of resources (sensors), the framework also allows programmers to verify program functionality by remotely simulating and verifying program behaviour in the OMNeT simulation environment.
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Militão, Filipe David Oliveira. "Design and implementation of a behaviorally typed programming system for web services." Master's thesis, FCT - UNL, 2008. http://hdl.handle.net/10362/1792.

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do Grau de Mestre em Engenharia Informática.
The growing use of the Internet as a global infrastructure for communication between distributed applications is leading to the development of a considerable amount of technologies to ease the deployment, description and data exchange among services and thus improve their interoperability. There is also a growing interest in the use of the “software as a service” business model where a software vendor develops and hosts applications to be used by its clients over the Internet. The use of these Web Services is provided through an API describing the interface of the service that can hide how the service provider hosts the application. This approach allows for the creation of an abstraction layer that offers additional capabilities without increasing the maintenance cost usually linked to the management of those machines (like software and hardware updates or just application/system configuration). However, the main tools provided by the standards and existing technology to combine these services usually only account for limited automatic verification techniques (based on standard signature checking of methods in interface descriptions) and thus relying the behavioral compatibility among services to the programmer. The programmer then becomes dependent on the quality of the documentation and the development time available to manually (and without formal guarantees) assure the correctness of the code. In this thesis, we propose a behavioral type system, in the context of yak, a prototype scripting language for web services, that enhances traditional typecheckers by allowing to statically check the correct usage of services (as remote or local objects). Our language uses behavioral annotations in the protocol descriptions, similar to regular expressions, that are translated to deterministic finite automatons during the typechecking phase. The intent of this work is to ease the creation and deployment of Web Services by providing a friendly integration of behavioral type concepts within a practical programming language, so to make the use of these services (with behavioral descriptions) transparent and effortless to the programmer. We also provide a full implementation of the interpreter, behavioral typechecker and run-time support system for the yak language, that may be used to develop prototypical systems and experiment with web services and behavioral types
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MUHAMMAD, HISHAM HASHEM. "A STUDY N APIS FOR SCRIPTING LANGUAGES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=9497@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Um cenário comum atualmente é o de aplicações desenvolvidas usando duas linguagens de programação a fim de otimizar partes onde o desempenho é crítico e permitir extensibilidade através de scripts escritos pelo usuário. Há várias formas de se obter esse tipo de interoperabilidade; idealmente, entretanto, uma linguagem deve prover uma interface de acesso externo (foreign language interface, FLI) que permita ao programador receber e enviar tanto chamadas como dados para outra linguagem. Este trabalho discute as principais questões envolvendo o projeto de APIs para integração de ambientes de execução de linguagens em aplicações C. Apresentamos os principais problemas enfrentados na interação entre código executando em um ambiente com características inerentemente dinâmicas como o de uma linguagem de script com código C. Comparamos aqui as abordagens empregadas por cinco linguagens no tratamento da comunicação entre os espaços de dados de C e do ambiente de execução embutido e as conseqüências destas abordagens no gerenciamento de memória, bem como no compartilhamento de código entre a aplicação C e o da linguagem de script. Ilustramos as diferenças das APIs destas linguagens e o impacto destas no código resultante de uma aplicação C através de um estudo de caso. Diferentes linguagens de script são embutidas como plugins de uma mesma biblioteca, que por sua vez expõe a aplicações clientes uma API genérica de scripting. Assim, o código de cada plugin permite observar de forma clara e isolada os procedimentos adotados em cada linguagem para chamada de funções, registro de funçoes C e conversão de dados entre os ambientes.
Applications written in two programming languages, in order to optimize parts where performance is critical or to obtain extensibility through userwritten scripts, are commonplace nowadays. There are several ways to obtain this kind of interoperability; ideally, however, a language should provide a foreign language interface (FLI), allowing the programmer to send and receive both data and function calls to the external language. This work discusses the main issues involving the design of APIs for the integration of language environments within C applications. We present the main problems faced in the interaction between code executed in an environment with inherently dynamic characteristics such as a scripting language and C code. We compare the approaches employed by five languages when handling communication between the data spaces of C and the embedded runtime environment and the consequences of these approaches in memory management, as well as sharing of code between the C application and that from the scripting language. We illustrate the differences of the APIs of those languages and their impact in the resulting code of a C application through a case study. Different scripting languages were embedded as plugins for a library, which on its turn exposes to client applications a generic scripting API. This way, the code of each plugin allows us to observe in a clear and isolated way the procedures adopted by each language for function calls, registration of C functions and conversion of data between the environments.
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PONTE, THIAGO COSTA. "LUACHARM: A HYBRID MODEL USING SCRIPTING LANGUAGES FOR PARALEL PROGRAMMING." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=30276@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
Nos últimos anos, as linguagens de script ganharam muita importância em diversas áreas da computação. Uma das áreas onde essas linguagens ainda são pouco exploradas é na área de computação paralela. A computação paralela sempre foi fortemente associada a computação científica, mas recentemente ela ganhou uma nova importância com a popularização de processadores multi-core. Com esse crescimento se torna necessário o surgimento de novos paradigmas de programação paralela para facilitar o desenvolvimento e dinamizar as aplicações, e linguagens de script podem ser usadas para isso, trazendo dinamismo, simplicidade e flexibilidade às aplicações. Esta dissertação visa estudar um modelo híbrido de programação entre duas linguagens de programação, Lua e Charm plus plus.
Recently, scripting languages have become very important in many fields of computer science. One area in which these languages have not been explored is paralel programming. Paralel programming has always been strongly associated with scientific usage, but recently, with the growth in popularity of multi core systems, it has gained a new field of action. With this change, the development of new programming paradigms of paralel programming become necessary in order to make development easier and applications more dynamic. Scripting languages may be used for this, bringing dynamics, flexibility and simplicity to aplications. This dissertation aims to study a hybrid programming model with two programming languages, Charm plus plus and Lua.
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Young, Sarah J. "Reading, narrating, scripting : psycho-poetic strategies in Dostoevskii's Idiot." Thesis, University of Nottingham, 2001. http://eprints.nottingham.ac.uk/11030/.

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The thesis examines the role played by the characters in the structuring of Dostoevskii's novel Idiot. Taking into account the author's lack of a fixed plan for the novel, it assumes a future as yet uncreated and susceptible to being influenced and shaped by the characters. It identifies the concept of ‘scripting', incorporating the strategies used by the protagonists to orchestrate their own lives and those of others, and thus to take control of the text, and the impulses behind these strategies. Both aspects are used to explore two connected issues; self-other interactions, connected primarily to the strategies employed, and the questions of faith and doubt faced by the characters, which are grounded in the same impulses as scripting. The concept of presentness links both areas. By looking in detail at the hero's and heroine's ideas and actions, how they affect each other and the other protagonists, the thesis examines how they steer the direction of the narrative and their primary motivation in doing so. Widening the focus to explore the implications of this analysis on the ethical and narrational planes, the thesis draws together the strands of scripting, presentness, self-other interactivity and problems of faith and doubt in order to discuss the nature of the ethical and narrational ideals posited by the novel, and the role these themes play in creating a sense of unity in the text, despite its unusual structuring.
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Wang, Lingyun. "Qualitative Analysis of the Usability of Three Contemporary Scripting Languages: Perl, Python and Tcl." [Johnson City, Tenn. : East Tennessee State University], 2001. http://etd-submit.etsu.edu/etd/theses/available/etd-0712101-083723/restricted/Wang7242001.pdf.

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Sobreira, Péricles de Lima. "T2/ediT2 : un modèle / système flexible et facile à utiliser pour l'édition et mise en oeuvre de scénarios d'apprentissage." Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENM081/document.

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La question générale envisagée dans cette recherche est le développement d'une représentation de scénarios d'apprentissage adaptable et facile à utiliser sous la forme d'une table (considéré comme un artefact de facile manipulation par les enseignants), associée à un modèle informatique sous la forme d'en arbre (comme un moyen d'intégrer des services avancés). Cette représentation permet à des enseignants sans entraînement méthodologique et ayant des compétences technologiques de base d'éditer et mettre en œuvre des scénarios d'apprentissage à partir d'une interface graphique intuitive et flexible. Bien que cette thèse soit centrée sur des scénarios collaboratifs, l'approche basée sur un modèle table-arbre (nommé T2) que nous proposons présente un intérêt plus général. Dans une première phase, nous avons développé à partir de ce modèle un éditeur de scénarios d'apprentissage (nommé ediT2) proposant des notions de modélisation utilisées dans les scénarios collaboratifs. Dans une seconde phase, nous avons considéré des questions de généralisation à travers l'extension de l'implémentation initiale, de telle manière à permettre aux utilisateurs d'éditer les notions et leurs attributs. Nous avons examiné à travers des études et expériences comment des enseignants ont utilisé notre proposition en tenant en compte comme objectifs/critères d'évaluation: (1) son expressivité pédagogique, i.e., si des éditeurs basés sur tables peuvent représenter une large gamme de scénarios d'apprentissage ; (2) sa facilité et son intuitivité ; (3) son expressivité informatique, i.e., si l'approche permet l'implémentation de services demandant des manipulations informatiques complexes ; et (4) sa flexibilité informatique, i.e., s'il est facile d'adapter l'éditeur à des besoins locaux
The general issue considered in this research is the development of an adaptable and easy-to-use representation of learning scenarios in the form of a table (considered as an artefact of easy manipulation by teachers) associated with a computational model as a tree (as a way to integrate advanced services). In this way, teachers with basic technological skills and without methodological training can edit and operationalize learning scenarios from flexible and friendly graphical interfaces. Although this thesis has its focus on CSCL scripts, the table-tree-based approach (named T2) presents a more general interest. In a first moment, we implemented from this model a learning scenario editor (named ediT2) using notions from CSCL scripts. In a second moment, we considered generalization issues through the extension of the initial implementation, in order to allow teachers to edit their own notions and respective attributes. We investigated from different studies and experiments how teachers used our proposal considering as objectives/evaluation criteria the following features: (1) pedagogical expressiveness (can table-based editors represent a wide range of learning scenarios?); (2) usability (do teachers find the editor easy to use and intuitive?); (3) computational expressiveness (does the approach allow implementation of advanced services?), and; (4) computational flexibility (is the editor easy to adapt to local needs?)
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Gregárek, Ondřej. "Správa vývojové dokumentace přes WWW II." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2008. http://www.nusl.cz/ntk/nusl-217294.

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Document server is a web application controllable by way of web browser. It is meant to serve for the management of development documentation. The application is divided to the four basic parts: Requirements, Products, Tests and Test Run. The section Requirements serves for inserting requirements for products. Product is produced on the basis of these needs and registered in part Products. Test setting is created in the part Tests according to requirements from the part Requirements. Particular products are then tested. The part Test Run registers records of these tests. These are parts of the application: management of users, connecting supplements to records, printing and exportation of data to different formats, saving history of records, filtration and sorting of entries, etc. All the data is saved in the database MySQL. The application is written in scripting language PHP. Data is presented by template system Smarty. The output is in language XHTML. Cascading style CSS is used to formatting. This work describes development of the application. First it is dealing with the proposal of the database, connection and structure of particular tables. The function of the programme is explained in detail at the same time, which is essential for the correct proposal of the database. The application is based on the database. The selected structure of files and relations of scripts to library functions are shown. The template system and the interface for access of the programme to the database are explained. The most attention is paid to the description of solving important functions of the application, i.e. listing of records, their pagination, filtration, sorting and operation with them: saving, browsing, copying, confirmation and work with history, category and problems by upkeep of consistent tree and export of data to various formats. It is always outlined the problem, the idea of solving and the description of appropriate scripts. Samples of source code are also included for better understanding of complicated algorithms.
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Isaksson, Patrik, and Mikael Lindmark. "En analys av fem skriptspråk - Egenskaper och utveckling." Thesis, Karlstad University, Division for Information Technology, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-166.

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Sammanfattning

Skriptspråk har under det senaste decenniet fått en ökad spridning, både gällande användare och gällande användningsområden. Från att huvudsakligen ha använts till enklare dagliga administratörsuppgifter används idag skriptspråken inom många områden där tidigare enbart

systemspråk var ett alternativ. Denna uppsats undersöker och granskar fem skriptspråk: PHP, Perl, Ruby, Tcl och PostScript. Målet är att undersöka språkens egenskaper och se på skillnader språken emellan. Vi jämför också skriptspråken mot systemspråket C, som dock inte granskas för sig. Vi utför ett test där quicksort-algoritmen används för att sortera ett antal element som läses in från fil. Ett testskript skrivs i varje språk, och dess effektivitet och expressivitet jämförs.

Vi kommer i denna uppsats fram till att definitionen för skriptspråk, och det som skiljer skriptspråk från systemspråk, är skriptspråkens avsaknad av ett separat kompileringssteg. En annan viktig aspekt är skriptspråkens användning av dynamisk typbindning för variabler. De

tester vi gjort visar att inget av skriptspråken kan mäta sig med systemspråket C vad gäller exekveringstid, däremot är de bättre gällande expressivitet. Av skriptspråken är Perl det språk som är snabbast och PostScript det språk som är långsammast.


Abstract

During the last decade, scripting languages have seen an increase in both number of users and areas of development. Earlier, scripting languages were mainly used for everyday system administration tasks. Nowadays, scripting languages are used in areas where previously only

system languages were an alternative. In this dissertation, five scripting languages are compared and reviewed. The languages are: PHP, Perl, Ruby, Tcl, and PostScript. The goal is to examine characteristics of the languages and illustrate the differences between them. We also compare the scripting languages against the system language C, which is not examined in this dissertation. We perform a test where the quicksort algorithm is used to sort a number of elements which are read from file. A test script is written in every language, and their efficiency and expressiveness are compared.

In this dissertation we come to the conclusion that the definition of scripting languages, and the main difference between scripting languages and system languages, is the absence of a separate compiling stage for scripting languages. We also consider the use of dynamic typing regarding variables to be an important aspect of scripting languages. The tests have shown that scripting languages can not compete with the system language C regarding efficiency of execution, but the scripting languages have a higher level of expressiveness. Perl is fastest among the scripting languages and PostScript is the slowest.

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Shirazi, Erfan, Mattias Håkansson, and Christian Abels. "A performance and installation research in web server solutions for small e-commerce systems." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1469.

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This thesis investigates two different web server solutions. One is a commercial, proprietary solution known as the Windows solution that consists of Windows Server 2003, IIS and ASP. The other is a free, open source solution consisting of FreeBSD, Apache and PHP. The both solutions had the database MySQL as a common component. The hypothesis that was used in this investigation is as follows: IIS on Windows Server is not better than Apache on FreeBSD for e-commerce systems. To answer the hypothesis two empirical comparisons were conducted. One was a response time experiment testing two symmetrical web shops developed for the both solutions. For this response time test a stress test application was developed. The second comparison was a case study in the ease of installation of the two different solutions. The third empirical research method was a survey that was conducted among Swedish web hotel administrators. The survey identifies various factors that play a part when choosing one of the solutions. Open source users prefer performance, security and costs of software while Windows users prefer required knowledge, usability and compatibility. By analysing our result it is shown that the hypothesis is verified proving that an open source solution reports better performance because it has lower response times than the Windows solution. The results from the case study show that Windows is the easiest solution to install.
Den här uppsatsen undersöker två olika webbservrar lösningar. En är kommersiell patentskyddad lösning känd som Windows lösningen som består av Windows Server 2003, IIS och ASP. Den andra lösningen är en gratis open source lösning som består av FreeBSD, Apache och PHP. Båda lösningarna har databasen MySQL som en jämensam komponent. Hypotesen som användes i denna forskning är; IIS på Windows Server är inte bättre än Apache på FreeBSD för e-handel system. För att kunna besvara hypotesen gjordes två empirisk jämförelsen. En var respons tid experiment som testade två symmetriska webb shops som var utvecklad av oss för bägge lösningarna. För detta experiment utvecklades en stress test program. Den andra jämförelsen var en fallstudie i lätthet av installation av dessa två lösningar. Den tredje forsknings metoden är en undersökning bland svensk webb hotell administratörer. Undersökningen identifierar olika faktorer som spelar roll när man väljer en av lösningarna. Open source användare föredrar prestanda, säkerhet och kostnad av mjukvara medan Windows användare föredrar obligatorisk kunskap, användbarhet och jämförbarhet. Genom analys av våra resultat har vi visat att vår hypotes är verifierad och detta bevisar att open source lösningen har bättre prestanda genom att den har lägre respons tid än Windows lösningen. Resultatet av fallstudien visar att Windows är lättare att installera.
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Ward, Brian Douglas. "A scripting language for handheld computers /." 2002. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:3060278.

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Liao, Mao-Yung, and 廖茂詠. "A Scripting Language for Extensible Animation." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/96586535257375208919.

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碩士
國立政治大學
資訊科學學系
92
Character animations on most virtual environment systems are canned motions created off-line through motion capture techniques. The motions are then en-coded and transmitted with a fixed format and played at the client side. The rigid specification format for computer animation and multimedia presentation in general has greatly affected the development of 3D contents. In this thesis, we propose an XML-based scripting language, called eXtensible Animation Markup Language (XAML). The language is designed to describe character animations at various command levels and to compose a new animation from existing ani-mation clips. Furthermore, one can use plug-in, embeding or translation to in-corporate other customized scripting languages or new functions into XAML. We have implemented an animation engine in Java that can interpret the script-ing language and render 3D animations based on the user’s interactive XAML commands or the provided application programming interface. In addition, we have designed a speech-enabled multi-user virtual environment system based on XAML to verify the feasibility and effectiveness of such a language.
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WU, YU-CHIN, and 巫有欽. "Development of Wireless Network Scripting Language System." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/96328673989363887549.

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碩士
國立臺灣大學
資訊工程學研究所
89
The ubiquity of mobile communication system integrated with rich contents of the Internet is an important trend in the recent years. However, limitations of the mobile communication devices obstruct the applicability of the HTML/HTTP architecture in the Internet. According to that, WAP Forum proposed the WAP architecture to meet the need of the mobile Internet. WML is the contents of network resources in WAP architecture whereas WMLScript is the client-side web scripting language in the WAP architecture for promoting the interactivity of WML documents. WMLScript is based on ECMAScript and is modified to agree with the characteristics of wireless network. The main modification is that a WMLScript file will be compiled down to bytecode by a WMLScript compiler in a WAP gateway before it is transmitted to wireless network such that the need of network bandwidth can be reduced. In the client side, a WMLScript interpreter plays the role of interpreting the bytecode and executing it. In this paper we discusses the designing issues of WMLScript interpreter and its solutions, involving how to design the data structure to save memory, how to design replacement strategy of the cache to reduce the need of requesting bytecode from the server and proposing a state diagram of WMLScript interpreter to demonstrate its execution process. Furthermore, we implement WMLScript interpreter on a mobile phone and Palm. Through the implementation we can figure out what problems will occur while porting WMLScript interpreter between different platforms and how to solve these problems. Besides, in this paper we propose a mechanism for WMLScript compiler about how to design the mapping table between the libraries and its binary codes such that we can dynamically add new function in WMLScript libraries and every device can possess some specific libraries. In this way WMLScript will become more flexible.
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Adler, Daniel. "Dynamic Language Bindings for C Libraries with emphasis on their application to R." Doctoral thesis, 2012. http://hdl.handle.net/11858/00-1735-0000-0001-BC19-3.

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25

Trenton, Marcus. "Quest Patterns for Story-Based Video Games." Master's thesis, 2009. http://hdl.handle.net/10048/535.

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As video game designers focus on immersive interactive stories, the number of game object interactions grows exponentially. Most games use manually-programmed scripts to control object interactions, although automated techniques for generating scripts from high-level specifications are being introduced. For example, ScriptEase provides designers with generative patterns that inject commonly-occurring interactions into games. ScriptEase patterns generate scripts for the game Neverwinter Nights. A kind of generative pattern, the quest pattern, generates scripting code controlling the plot in story-based games. I present my additions to the quest pattern architecture (meta quest points and abandonable subquests), a catalogue of quest patterns, and the results of two studies measuring their effectiveness. These studies show that quest patterns are easy-to-use, substantially reduce plot scripting errors, and their catalogue is highly-reusable between games. These studies demonstrate ScriptEase generative quest patterns are a desirable alternative to manual plot scripting in commercial, story-based games.
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"Qualitative Analysis of the Usability of Three Contemporary Scripting Languages: Perl, Python and Tcl." East Tennessee State University, 2001. http://etd-submit.etsu.edu/etd/theses/available/etd-0712101-083723/.

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Пархоменко, Олександр Олександрович. "Розробка інтерпретатора скриптової мови." Магістерська робота, 2020. https://dspace.znu.edu.ua/jspui/handle/12345/5071.

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Пархоменко О. О. Розробка інтерпретатора скриптової мови : кваліфікаційна робота магістра спеціальності 121 "Інженерія програмного забезпечення" / наук. керівник C. І. Гоменюк. Запоріжжя : ЗНУ, 2020. 59 с.
UA : Робота викладена на 59 сторінках друкованого тексту, містить 32 рисунки, 5 таблиць, 7 джерел, 3 додатки. Об’єкт дослідження: процес розробки трансляторів, розуміння інструментів та методів, які лежать у основі побудови інтерпретаторів. Предмет дослідження: розробка інтерпретатора, побудованого для розробленої скриптової мови. Мета роботи: розробити інтерпретатор скриптової мови. Метод дослідження: аналітичний, порівняльний. У кваліфікаційній роботі розглядається процес створення програмного забезпечення, а саме інтерпретатора для розробленної скриптової мови. Розглянуто основні види скриптових мов, відмінність інтерпретатора від компілятора та існуючі види інтерпретаторів на даний момент. Проаналізовано вільне поширюване програмне забезпечення, за допомогою якого розроблено інтерпретатор та скриптову мову. Результати можуть бути використані у практичній діяльності, під час написання базових скриптів.
EN : The work is presented on 59 pages of printed text, 32 figures, 5 tables, 7 references, 3 supplements. The object of research is the process of developing translators, understanding the tools and methods that underlie the construction of interpreters. The subject of research is the development of its own interpreter, built for its own scripting language. The purpose of the work is to develop a scripting language interpreter. The methods of research are analytical, comparative. The qualification work considers the process of creating software, namely an interpreter for the developed scripting language. The main types of scripting languages, the difference between the interpreter and the compiler and the existing types of interpreters at the moment are considered. Free distributed software was analyzed, with the help of which an interpreter and a scripting language were developed. The results can be used in practice, when writing basic scripts.
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Ψιστάκης, Ιωσήφ. "Μελέτη των διερμηνευτών (scripting languages) που χρησιμοποιούνται στο παγκόσμιο ιστό, το διαδίκτυο, την εικονική πραγματικότητα και σε σχετικές τεχνολογίες και ανάπτυξη πιλοτικού συστήματος δικτυοκεντρικού διερμηνευτή." Thesis, 2009. http://nemertes.lis.upatras.gr/jspui/handle/10889/2626.

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Τα σύγχρονα υπολογιστικά περιβάλλοντα χαρακτηρίζονται από έντονη χρήση διερμηνευτών (scripting languages). Μεταξύ άλλων, διερμηνευτές χρησιμοποιούνται για τη διαχείριση συστήματων (bash, powershell, msi), την αυτοματοποίηση διαδικασιών σε εφαρμογές (Microsoft Office, Alias Maya, Sonar, AutoCad), τη δημιουργία ψηφιακών παιχνιδιών (UnrealScript, LUA) αλλά και για την ανάπτυξη εφαρμογών για τον Παγκόσμιο Ιστό. Ειδικά για τη περίπτωση του Διαδικτύου, φαίνεται ότι η εξέλιξη του Παγκόσμιου Ιστού είναι συνυφασμένη με την παράλληλη εξέλιξη των διερμηνευτών: νέες γλώσσες δημιουργούνται ώστε να υποστηρίξουν νέες τεχνολογίες. Σήμερα, πολλές ετερογενείς τεχνολογίες αλληλεπιδρούν ώστε εξυπηρετητής και φυλλομετρητής να παράγουν και να παρουσιάσουν διαδραστικό περιεχόμενο στο χρήστη. Από τη μεριά του εξυπηρετητή, χρησιμοποιούνται γλώσσες όπως οι Php, Jsp και Asp.Net. Το περιεχόμενο που παράγεται παρουσιάζεται στο χρήστη με τη χρήση γλωσσών όπως οι html, Javascript και Actionscript. Οι διερμηνευτές γίνονται όλο και πιο διαδεδομένοι, καθώς προσφέρουν ευελιξία στην ανάπτυξη του κώδικα, ανεξαρτησία από την υπολογιστική αρχιτεκτονική και μειωμένους χρόνους ανάπτυξης, αφού δεν απαιτείται μεταγλώττιση ενώ το συντακτικό είναι απλο¬ποιημένο. Για τη βελτίωση της απόδοσης, οι σύγχρονοι διερμηνευτές χρησιμοποιούν Just-in-time compilation τεχνικές: ουσιαστικά μετατρέπουν το πηγαίο κώδικα σε ενδιάμεσο κώδικα, άμεσα εκτελέσιμο από μια μηχανή εκτέλεσης (ιδεατή μηχανή). Αυτό δυσχεραίνει περαιτέρω το διαχωρισμό μεταξύ διερμηνευτή και μεταγλωττιστή. Λόγω των παραπάνω χαρακτηριστικών και κυρίως λόγω της ανεξαρτησίας τους από την αρχιτεκτονική, οι διερμηνευτές αποτελούν τη βάση για τη συντριπτική πλειοψηφία των Εφαρμογών Ιστού. Εντούτοις, καθώς η πολυπλοκότητα των διαδικτυακών εφαρμογών αυξάνεται, η χρήση των υπαρχόντων τεχνολογιών επιβραδύνει σημαντικά την ανάπτυξη: Για μια απλή δυναμική ιστοσελίδα απαιτείται η συγγραφή κώδικα σε τουλάχιστον τρεις γλώσσες: Κάθε στοιχείο της εφαρμογής (βάση δεδομένων, εξυπηρετητής, πελάτης) προγραμματίζεται σε διαφορετικό γλωσσικό περιβάλλον. Ο προγραμματιστής καλείται να διαχειριστεί την επικοινωνία και αλληλεπίδραση των ετερογενών στοιχείων αυτών και να επιλύσει τυχόν ασυμβατότητες. Ένα μεγάλο μέρος του χρόνου ανάπτυξης μιας εφαρμογής καταναλώνεται στη διαχείριση αυτού του ετερογενούς συστήματος. Με την άφιξη νέων τεχνολογιών, όπως για παράδειγμα οι Ajax, Silverlight, JavaFX, η διαχείριση των εγγενών προβλημάτων του συστήματος αυτού δυσχεραίνεται ακόμη περισσότερο. Στα πλαίσια της εργασίας αυτής διερευνώνται οι κυριότερες σύγχρονες τεχνολογίες διερμηνευτών για ανάπτυξη εφαρμογών, με έμφαση στις τεχνολογίες Ιστού. Κάθε γλώσσα αναλύεται ξεχωριστά και σχολιάζονται οι ιδιαιτερότητες και τα ειδικά χαρακτηριστικά της. Παράλληλα εντοπίζονται τα εγγενή προβλήματα ασυμβατότητας που συναντώνται στο υπάρχον μοντέλο ανάπτυξης και παρουσιάζεται ένα εναλλακτικό, ενοποιημένο μοντέλο ανάπτυξης διαδικτυακών εφαρμογών, το οποίο ομαδοποιεί και απλοποιεί τις προγραμματιστικές διαδικασίες των συστημάτων πελάτη και εξυπηρετητή.
Scripting languages find many applications in modern computing environments. Scripts are used in various scenarios, including system administration (bash, powershell, msi), job automation (Microsoft Office, Alias Maya, Sonar, AutoCad), logic programming in computer entertainment and of course in Internet Applications. Internet technologies are the primary example application of scripts (interpreters in general): a connection between scripts and the development of the World Wide Web can be observed: new scripting systems arise to support newly developed technologies. In modern internet applications, different technologies co-exist and interact so that the server and the client can present interactive content to the end user. On the server side, technologies like Php, Jsp and As[.Net are used. The resulting content is presented on the client side with technologies such as html/xml, Javascript, Flex and Actionscript. Scripting Languages (interpreters) are becoming increasingly popular, as they offer versatility, platform-independence and reduced development times, since they feature a simplified syntax and they do not require complex compilation procedures. To increase performance, modern Scripting systems feature Just-In-Time compilation techniques, effectively creating a compiled version of their input source code. This version of the code can be easily executed by the system’s Virtual Machine (Execution Engine). Such techniques blur the borders between Compilers and Interpreters. The features detailed above make interpreters the ideal solution for web application development, mainly because they are inherently cross-platform. Most of the available web-technologies expose an interpreted language system. However, as the complexity in modern web-applications and related technologies increases, current scripting systems are becoming a bottleneck in the development process: To develop a proper dynamic web page, the programmer will be required to use at least three different languages: A language for accessing the data base (sql), a language to program the server side of the application (Php, Jsp, Asp) and a set of languages to present content to the end user (javascript). It is up to the programmer to orchestrate the various scripts and manage any incompatibilities arising, when using those independent systems. This hampers the development process, as extra effort is taken to manage the programming environment rather than actually develop the program. With new technologies, like Silverlight, Ajax and Flex arising, managing inherent incompatibilities becomes even more difficult. To tackle the increased development complexity, a new web application development paradigm is explored and the features of the corresponding language are detailed, as is a simple implementation scheme. A study of available mainstream scripting languages, with a focus in Web development, is also presented. Each language is presented with a description of its key features and syntax and a comparison with similar development systems.
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Yang, Yi. "Code optimization and detection of script conflicts in video games." Master's thesis, 2009. http://hdl.handle.net/10048/586.

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Thesis (M. Sc.)--University of Alberta, 2009.
Title from PDF file main screen (viewed on Sept. 8, 2009). "A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta." Includes bibliographical references.
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Desai, Neesha. "Using Describers to simplify ScriptEase." Master's thesis, 2009. http://hdl.handle.net/10048/607.

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Thesis (M. Sc.)--University of Alberta, 2009.
Title from PDF file main screen (viewed on Oct. 2, 2009). "A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta." Includes bibliographical references.
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31

Stoop, Werner. "An investigation into the feasibility of monitoring a call centre using an emotion recognition system." Diss., 2010. http://hdl.handle.net/2263/25254.

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In this dissertation a method for the classification of emotion in speech recordings made in a customer service call centre of a large business is presented. The problem addressed here is that customer service analysts at large businesses have to listen to large numbers of call centre recordings in order to discover customer service-related issues. Since recordings where the customer exhibits emotion are more likely to contain useful information for service improvement than “neutral” ones, being able to identify those recordings should save a lot of time for the customer service analyst. MTN South Africa agreed to provide assistance for this project. The system that has been developed for this project can interface with MTN’s call centre database, download recordings, classify them according to their emotional content, and provide feedback to the user. The system faces the additional challenge that it is required to classify emotion notwith- standing the fact that the caller may have one of several South African accents. It should also be able to function with recordings made at telephone quality sample rates. The project identifies several speech features that can be used to classify a speech recording according to its emotional content. The project uses these features to research the general methods by which the problem of emotion classification in speech can be approached. The project examines both a K-Nearest Neighbours Approach and an Artificial Neural Network- Based Approach to classify the emotion of the speaker. Research is also done with regard to classifying a recording according to the gender of the speaker using a neural network approach. The reason for this classification is that the gender of a speaker may be useful input into an emotional classifier. The project furthermore examines the problem of identifying smaller segments of speech in a recording. In the typical call centre conversation, a recording may start with the agent greeting the customer, the customer stating his or her problem, the agent performing an action, during which time no speech occurs, the agent reporting back to the user and the call being terminated. The approach taken by this project allows the program to isolate these different segments of speech in a recording and discard segments of the recording where no speech occurs. This project suggests and implements a practical approach to the creation of a classifier in a commercial environment through its use of a scripting language interpreter that can train a classifier in one script and use the trained classifier in another script to classify unknown recordings. The project also examines the practical issues involved in implementing an emotional clas- sifier. It addresses the downloading of recordings from the call centre, classifying the recording and presenting the results to the customer service analyst. AFRIKAANS : n Metode vir die klassifisering van emosie in spraakopnames in die oproepsentrum van ’n groot sake-onderneming word in hierdie verhandeling aangebied. Die probleem wat hierdeur aangespreek word, is dat kli¨entediens ontleders in ondernemings na groot hoeveelhede oproepsentrum opnames moet luister ten einde kli¨entediens aangeleenthede te identifiseer. Aangesien opnames waarin die kli¨ent emosie toon, heel waarskynlik nuttige inligting bevat oor diensverbetering, behoort die vermo¨e om daardie opnames te identifiseer vir die analis baie tyd te spaar. MTN Suid-Afrika het ingestem om bystand vir die projek te verleen. Die stelsel wat ontwikkel is kan opnames vanuit MTN se oproepsentrum databasis verkry, klassifiseer volgens emosionele inhoud en terugvoering aan die gebruiker verskaf. Die stelsel moet die verdere uitdaging kan oorkom om emosie te kan klassifiseer nieteenstaande die feit dat die spreker een van verskeie Suid-Afrikaanse aksente het. Dit moet ook in staat wees om opnames wat gemaak is teen telefoon gehalte tempos te analiseer. Die projek identifiseer verskeie spraak eienskappe wat gebruik kan word om ’n opname volgens emosionele inhoud te klassifiseer. Die projek gebruik hierdie eienskappe om die algemene metodes waarmee die probleem van emosie klassifisering in spraak benader kan word, na te vors. Die projek gebruik ’n K-Naaste Bure en ’n Neurale Netwerk benadering om die emosie van die spreker te klassifiseer. Navorsing is voorts gedoen met betrekking tot die klassifisering van die geslag van die spreker deur ’n neurale netwerk. Die rede vir hierdie klassifisering is dat die geslag van die spreker ’n nuttige inset vir ’n emosie klassifiseerder mag wees. Die projek ondersoek ook die probleem van identifisering van spraakgedeeltes in ’n opname. In ’n tipiese oproepsentrum gesprek mag die opname begin met die agent wat die kli¨ent groet, die kli¨ent wat sy of haar probleem stel, die agent wat ’n aksie uitvoer sonder spraak, die agent wat terugrapporteer aan die gebruiker en die oproep wat be¨eindig word. Die benadering van hierdie projek laat die program toe om hierdie verskillende gedeeltes te isoleer uit die opname en om gedeeltes waar daar geen spraak plaasvind nie, uit te sny. Die projek stel ’n praktiese benadering vir die ontwikkeling van ’n klassifiseerder in ’n kommersi¨ele omgewing voor en implementeer dit deur gebruik te maak van ’n programeer taal interpreteerder wat ’n klassifiseerder kan oplei in een program en die opgeleide klassifiseerder gebruik om ’n onbekende opname te klassifiseer met behulp van ’n ander program. Die projek ondersoek ook die praktiese aspekte van die implementering van ’n emosionele klassifiseerder. Dit spreek die aflaai van opnames uit die oproep sentrum, die klassifisering daarvan, en die aanbieding van die resultate aan die kli¨entediens analis, aan. Copyright
Dissertation (MEng)--University of Pretoria, 2010.
Electrical, Electronic and Computer Engineering
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