Dissertations / Theses on the topic 'Visual programming (Computer)'
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Roberts, Mike. "Visual programming for transputer systems." Thesis, City University London, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278422.
Full textBeaumont, Mark Alexander Edward. "The application of visual programming techniques to the low-level programming process." Thesis, University of Liverpool, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366720.
Full textLindgren, Sebastian. "A Mobile Graph-Like Visual Programming Language." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-36249.
Full textZetterström, Andreas. "Visual Compositional-Relational Programming." Thesis, Uppsala University, Computer Systems Sciences, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-126895.
Full textIn an ever faster changing environment, software developers not only need agile methods, but also agile programming paradigms and tools. A paradigm shift towards declarative programming has begun; a clear indication of this is Microsoft's substantial investment in functional programming. Moreover, several attempts have been made to enable visual programming. We believe that software development is ready for a new paradigm which goes beyond any existing declarative paradigm: visual compositional-relational programming. Compositional-relational programming (CRP) is a purely declarative paradigm -- making it suitable for a visual representation. All procedural aspects -- including the increasingly important issue of parallelization -- are removed from the programmer's consideration and handled in the underlying implementation. The foundation for CRP is a theory of higher-order combinatory logic programming developed by Hamfelt and Nilsson in the 1990's. This thesis proposes a model for visualizing compositional-relational programming. We show that the diagrams are isomorphic with the programs represented in textual form. Furthermore, we show that the model can be used to automatically generate code from diagrams, thus paving the way for a visual integrated development environment for CRP, where programming is performed by combining visual objects in a drag-and-drop fashion. At present, we implement CRP using Prolog. However, in future we foresee an implementation directly on one of the major object-oriented frameworks, e.g. the .NET platform, with the aim to finally launch relational programming into large-scale systems development.
Mehandjiev, Nikolay Dimitrov. "User enhanceability for information systems through visual programming." Thesis, University of Hull, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.389464.
Full textGee, David Malcolm. "A visual programming language for real-time systems." Thesis, Northumbria University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386684.
Full textBell, Michael A. "The application of visual programming to courseware authoring." Thesis, University of Liverpool, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307630.
Full text廖境培 and King-pui Liu. "Vision-aided intelligent operation of robots: visual programming, automatic replanning and visual feedback." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1995. http://hub.hku.hk/bib/B31212542.
Full textLiu, King-pui. "Vision-aided intelligent operation of robots : visual programming, automatic replanning and visual feedback /." Hong Kong : University of Hong Kong, 1995. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19671477.
Full textRodgers, Peter James. "A visual language for database programming using graph rewriting." Thesis, Birkbeck (University of London), 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.264187.
Full textTouchton, Robert A. "Interaction and Interdependency of Software Engineering Methods and Visual Programming." UNF Digital Commons, 1995. http://digitalcommons.unf.edu/etd/217.
Full textPrice, Kellie W. "Using Visual Technologies in the Introductory Programming Courses for Computer Science Majors." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/276.
Full textTomizawa, Takaaki. "Pictogram: The Design and Implementation of a New Visual Programming Language." NSUWorks, 1999. http://nsuworks.nova.edu/gscis_etd/884.
Full textLe, Hoang Duc Khanh Computer Science & Engineering Faculty of Engineering UNSW. "Visual dataflow language for image processing." Awarded by:University of New South Wales. Computer Science & Engineering, 2007. http://handle.unsw.edu.au/1959.4/40776.
Full textLee, Chi-yeung. "A visual approach to configuration management." Thesis, University of Ulster, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241728.
Full textMsiska, Mwawi Fred. "A visual programming environment for authoring ASD therapy tools." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/17939.
Full textENGLISH ABSTRACT: 3D virtual environments can be used as therapy tools in patients with autism spectrum disorders (ASDs); however, the development of such tools is time-consuming. A 3D virtual environment development platform for such tools has been developed specifically for the South African context, because of the language and culture sensitivity of these therapy tools. The 3D virtual environment development platform has a Lua scripting interface for specifying logic in the virtual environments. Lua is a textual programming language, and presents a challenge to ASDs therapists’ ability to create therapy tools without engaging an expert programmer. The aim of this research was to investigate the design and implementation of a visual programming environment to support non-expert programmers in scripting within the 3D virtual environment development platform. Various visual program representation techniques, reported in the literature, were examined to determine their appropriateness for adoption in our design. A visual programming language based on the “building-block” approach was considered the most suitable. The research resulted in the development of a visual script editor (VSE), based on an open source framework called the OpenBlocks library. The VSE successfully alleviated the syntax burden that textual programming languages place on non-expert programmers. The fitness of purpose of our VSE was exemplified in a sample 3D virtual environment that was scripted using the VSE. Despite the success, we argue that the applicability of the “building-block” approach is limited to domain-specific programming languages due to the absence of visual expressions for defining user-defined types, and for specifying hierarchy.
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Williams, Alexandra L. Gilbert Juan E. "SimBuilder Science an approach to enhancing reading literacy through visual programming /." Auburn, Ala., 2006. http://repo.lib.auburn.edu/2006%20Summer/Theses/WILLIAMS_ALEXANDRIA_34.pdf.
Full textGarcia, Mariano. "Effects of levels of abstractness of icons used to represent programming language constructs." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/8171.
Full textOdhabi, Hamad I. "Java Iconic Visual Environment for Simulation (JIVESim)." Thesis, Brunel University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.285049.
Full textFreeman, Samuel David. "Exploring visual representation of sound in computer music software through programming and composition." Thesis, University of Huddersfield, 2013. http://eprints.hud.ac.uk/id/eprint/23318/.
Full textUsher, Michelle M. "A concurrent visual language based on Petri nets." Thesis, University of Liverpool, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366506.
Full textPierson, Graham C. "Code maintenance and design for a visual programming language graphical user interface." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPierson.pdf.
Full textLau-Kee, David Andrew. "Visual and by-example interactive systems for non-programmers." Thesis, University of York, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.238670.
Full textChattratichart, Jarinee. "Usability issues and design principles for visual programming languages." Thesis, Brunel University, 2003. http://bura.brunel.ac.uk/handle/2438/9217.
Full textPursel, Eugene Ray. "Synthetic vision : visual perception for computer generated forces using the programmable graphics pipeline /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPursel.pdf.
Full textThesis Advisor(s): Christian J. Darken. Includes bibliographical references (p. 93-95). Also available online.
Gordon, Christopher Todd. "A visual language for ADA program unit specifications." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06232009-063007/.
Full textMorris, Andrew Justin. "A visual approach to the development of spatial query languages for geographic information systems." Thesis, University of South Wales, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.289419.
Full textArmstrong, Kris A. "The Separation Principle – A Principle for Programming Language Design." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1373382351.
Full textCorreia, Joaquin Steve. "Agent-based target detection in 3-dimensional environments /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Mar%5FCorreia.pdf.
Full textThesis Advisor(s): Christian J. Darken. Includes bibliographical references (p. 45-46). Also available online.
Molley, Sean. "Ta Da! - The Text Adventure Design Assistant a Visual Tool for the Development of Adventure Games." TopSCHOLAR®, 1997. http://digitalcommons.wku.edu/theses/347.
Full textDaly, Tebring. "Influence of Alice 3: Reducing the Hurdles to Success in a Cs1 Programming Course." Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc271795/.
Full textTsegaye, Melekam Asrat. "A model for a context aware machine-based personal memory manager and its implementation using a visual programming environment." Thesis, Rhodes University, 2007. http://hdl.handle.net/10962/d1006563.
Full textPoloni, Leonardo. "Aprendizagem de programação mediada por uma linguagem visual: possibilidade de desenvolvimento do pensamento computacional." reponame:Repositório Institucional da UCS, 2018. https://repositorio.ucs.br/handle/11338/3753.
Full textThe present work sought to identify and analyze the forms of mediation made possible by Scratch in the process of teaching programming learning in High School. For this, it took as a guiding question: how does Scratch can mediate programming learning in High School with a view to the development of computational thinking from the Vygotskian theory? The theoretical framework was based on the socio-interactionist theory of Vygotsky (2007), in the concepts of computational thinking and computer programming, aspiring to the formation of citizens for the XXI century, supported by the three dimensions of the Brennan and Resnick framework (2012): computational concepts, practices, and perspectives. The methodological course was delineated by a case study. To create it, an introductory computar programming workshop was organized for first-year students of the Technical High School of a teaching institution in the state of Rio Grande do Sul. The corpus consisted of students' reflection books, the programs created by the students to solve each task, the researcher's notes and the post-workshop questionnaire. The analysis of the corpus, in the search to understand and explain the context of the students, acting in the workshop and using Scratch, performed the following steps: tabulation of the data of the pre-workshop questionnaires; submission of programs created by students to solve each task to Dr. Scratch's analysis; analysis by the researcher of the programs created by the students based on the Brennan and Resnick framework; and, joint analysis of the students' notebooks, the researcher's notes and the post-workshop questionnaires, articulating with the results of the previous steps to construct the answer to the research question. The results show that the Scratch environment has the potential to mediate programming learning, providing a friendly, dynamic and motivating environment with m icroworld characteristics. They also indicate that the role of the teacher needs to be resized. Teacher needs to act as a mediator, as suggested by the Vygotskian theory, creating strategies and interventions that have the potential to lead the student to give meaning to the actions developed in the Scratch environment. We can also say, based on the study developed, that in this context, students can develop skills related to computational thinking and interact with autonomy.
Leppan, Ronald George. "The impact of an in-depth code comprehension tool in an introductory programming module." Thesis, Nelson Mandela Metropolitan University, 2008. http://hdl.handle.net/10948/847.
Full textAlafaireet, Hussain. "Exploring the use of a commercial game engine for the development of educational software." Diss., Rolla, Mo. : Missouri University of Science and Technology, 2009. http://scholarsmine.mst.edu/thesis/pdf/Alafaireet_09007dcc806bfca9.pdf.
Full textVita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
Nie, Chunsheng. "A visual language for part21 file based on express data model." Ohio University / OhioLINK, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1172603859.
Full textKwinana, Zukhanye N. "Email meets issue-tracking: a prototype implementation." Thesis, Rhodes University, 2006. http://hdl.handle.net/10962/d1005644.
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McClure, Kerry S. "The use of object-oriented tools in the development of a pilot's vision simulation program to aid in the conceptual design of aircraft." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-07292009-090340/.
Full textDe, Oliveira Clarissa C. "Designing educational programming tools for the blind: mitigating the inequality of coding in schools." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22653.
Full textRenholm, Filip, Fredrik Möller, Isak Jansson, Klara Gustafsson, Lara Leo Johansson, Eriksson Linus Bodeström, Ludwig Thaung, and Vendela Egondotter. "CodeBuddy : Development of a programming assistance marketplace as a web application." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148726.
Full textHasslund, Mikael. "Analysis and improvement of tools used in a game-pipeline." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12548.
Full textTools development is a sometimes overlooked process that is crucial for developing high quality games. The experience of the users will vary which makes usability an important issue as well as having good guidelines for communications and development of user interfaces. This report presents the development process of two different tools used in production of high-quality projects at Avalanche Studios and describes both the added functionality as well as the methods used to provide them.
Programmering av verktyg är en process som ofta är förbisedd men som är mycket viktig för utvecklingen av hög-kvalitativa spel. Den varierande kunskapsnivån hos användare gör att det är viktigt att fokusera på användarbarheten samt även ha bra riktlinjer för kommunikationer och utvecklingen av användargränssnitt. Den här rapporten presenterar hela utvecklingsprocessen av två olika verktyg som används vid utveckling av högkvalitativa projekt vid Avalanche Studios, och går igenom både ny funktionalitet samt även använda metoder för att uppnå detta.
Hartman, Nathaniel. "Examining Sonic Relationships in a Visual Context." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339115456.
Full textOgilvie, Christine Rose. "The impact of video modeling and peer mentoring of social skills for middle school students with autism spectrum disorders in inclusive settings." Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002306.
Full textFrisk, Maxim. "Utvärdering av visuell programmering för mobila enheter i Unreal Engine 4 : ETT ARBETE UTFÖR VID SPELFÖRETAGET STAKKR AB." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186414.
Full textDetta examensarbete har genomförts på företaget Stakkr AB i Stockholm. Stakkr har övervägt att flytta över sin befintliga C++ kod till det visuella programmeringsspråk Blueprints i Unreal Engine 4. Målet med detta examensarbete har varit att undersöka om prestandan i Blueprints är lämplig för mobilspel samt att tillhandahålla Stakkr en lämplighetsutvärdering av att skriva kod i Blueprints och undersöka hur bra den presterar jämfört med språkstandarden C++. bedömningen av lämpligheten utfördes genom att genomföra en översättning av två befintliga C++ klasser till Blueprints, en bedömning av att utveckla i Blueprints har gjorts och prestandatester har utförts mellan de befintliga C++ gentemot de utvecklade Blueprintklasserna. Metoden för utförandet av bedömningen var att arbeta agilt i korta och strukturerade iterationer. Bedömningen från lämplighetsundersökningen visade att det var användarvänligt att utveckla i Blueprints. Dock presterade Blueprintklasserna sämre än de befintliga C++ klasser. Anledningen till varför Blueprints presterar sämre har identifierats och rekommendationer gällande detta har tagits fram.
Johnston, Christopher Troy. "VERTIPH : a visual environment for real-time image processing on hardware : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Systems Engineering at Massey University, Palmerston North, New Zealand." Massey University, 2009. http://hdl.handle.net/10179/1219.
Full textCorreia, J. Steve. "Agent-based target detection in 3-dimensional environments." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2300.
Full textVisual perception modeling is generally weak for game AI and computer generated forces (CGF), or agents, in computer games and military simulations. Several tricks and shortcuts are used in perceptual modeling. The results are, under certain conditions, unrealistic behaviors that negatively effect user immersion in games and call into question the validity of calculations in fine resolution military simulations. By determining what the computer-generated agent sees using methods similar to that used to generate the human players' screen view in 3- D virtual environments, we hope to present a method that can more accurately model human visual perception, specifically the major problem of a entity "hiding in plain sight"
Lieutenant, United States Navy
Christoforidis, Constantin. "Optimizing your data structure for real-time 3D rendering in the web : A comparison between object-oriented programming and data-oriented design." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20048.
Full textDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
Mojadadi, Abdul Rahman. "The influence of interfaces on the understanding of Mathematics in secondary schools in Afghanistan." Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_9996_1306737536.
Full texthe focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the researc
Trenhago, Paulo Roberto. "Ambiente de Realidade Virtual Automático para Visualização de Dados Biológicos." Laboratório Nacional de Computação Científica, 2009. http://www.lncc.br/tdmc/tde_busca/arquivo.php?codArquivo=207.
Full textThis work describes the development of a software structure that currently controls the CAVE at LNCC, as well as its use for biological data visualization. This work also includes the adaptation and configuration of the InstantReality framework considering all particularities of the CAVE built at LNCC, which amongst other things does not have square walls all around (two walls have a particular shape). In order to accompish this task we make use of the emerging X3D technology. This work also proposes a process for fast development of biological data visualization. Such process has been used to develop a series of sample applications, which included geometric description of parts of the human cardiovascular system as well as other structures such as parts of worms and other creatures, visualization of proteine models and virus envelops both relying or not on some programming language. This work also introduces important aspects of complex surface visualization and describes the implementation of a GPU based ilumination model. Additionally, some justifications are presented regarding the use of Virtual Reality as a tool for bioinformatics visuzalization or biologic applications. Finally, this work evaluates the CAVE prototype, considering each of its components, in the light of the results achieved in the biologic visualization applications developed. Problems are identified and further improvements are proposed.
Svensson, Daniel. "Evaluation of development platforms : building financial online applications." Thesis, Linköpings universitet, PELAB - Laboratoriet för programmeringsomgivningar, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69511.
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