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Journal articles on the topic 'Visual programming tools'

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1

Landay, James A. "Tools review: Serius—a visual programming environment." Journal of Visual Languages & Computing 2, no. 3 (1991): 297–303. http://dx.doi.org/10.1016/s1045-926x(06)80010-8.

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Voluiko, Maryna Mykolaivna, and Yurii Oleksiiovych Onykiienko. "Visual Programming Tools for Creating Video Effects." Electronic and Acoustic Engineering 2, no. 4 (2019): 46–51. http://dx.doi.org/10.20535/2617-0965.2019.2.4.163663.

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3

Vasilopoulos, Ioannis V., and Paul van Schaik. "Koios: Design, Development, and Evaluation of an Educational Visual Tool for Greek Novice Programmers." Journal of Educational Computing Research 57, no. 5 (2018): 1227–59. http://dx.doi.org/10.1177/0735633118781776.

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This article discusses the design and implementation of a new programming tool for Greek novices as a means to improve introductory programing instruction in Greece. We implemented Koios, a new highly interactive and visual programming tool for Greek novices, based on the body of research in the field of psychology of programming. The main contribution of this article is the empirical demonstration of the benefit of this tool in novice programming, compared with two other popular programming tools for Greek novices. The results show that users of Koios performed significantly better than users of the other two programming tools.
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Hu, Yue, Cheng-Huan Chen, and Chien-Yuan Su. "Exploring the Effectiveness and Moderators of Block-Based Visual Programming on Student Learning: A Meta-Analysis." Journal of Educational Computing Research 58, no. 8 (2020): 1467–93. http://dx.doi.org/10.1177/0735633120945935.

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Block-based visual programming tools, such as Scratch, Alice, and MIT App Inventor, provide an intuitive and easy-to-use editing interface through which to promote programming learning for novice students of various ages. However, very little attention has been paid to investigating these tools’ overall effects on students’ academic achievement and the study features that may moderate the effects of block-based visual programming from a comprehensive perspective. Thus, the present study carried out a meta-analysis to systemically examine 29 empirical studies (extracting 34 effect sizes) using experimental or quasi-experiments involving the programming learning effects of employing block-based visual programming tools to date (until the end of 2019). The results showed a small to medium significant positive overall mean effect size (fixed-effect model g = 0.37; random-effects model g = 0.47) of the use of these block-based visual programming tools with respect to students’ academic achievement. Furthermore, the overall mean effect size was significantly affected by the educational stage, programming tool used, experimental treatment, and school location. Discussions and implications based on the findings are provided.
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Spies, Wayne, Lee Wittenberg, Robert Workman, and Baarry Burd. "Visual programming tools in the C.S. curriculum (panel)." ACM SIGCSE Bulletin 29, no. 1 (1997): 388–89. http://dx.doi.org/10.1145/268085.268240.

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Falgenti, Kursehi. "Studi Komparatif Program Visual Dinamis untuk Pembelajaran Algoritma dan Pemograman Berorientasi Objek." Journal of Applied Computer Science and Technology 1, no. 1 (2020): 38–43. http://dx.doi.org/10.52158/jacost.v1i1.53.

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As beginners, many first-year students have difficulty understanding object-oriented programming material. To help students learn algorithmic and object-oriented programming material researchers have developed visual programming (PV). Visual programming is a tool to facilitate learning programming. The concept of learning to use PV visualizes the work processes of algorithms and programming. This research aims to compare three dynamic PV tools for object-oriented learning programming that are the most studied. To determine the PV to be compared, a survey was conducted in an online journal database, such as IEEE explore, ACM, and several well-known online publishers. From the survey results, three dynamic PVs were chosen, most widely discussed, namely Jeliot 3, Ville and Jive. All three tools are installed and studied. Comparison results show that each dynamic PV has advantages on certain characteristics. The instructor can choose visual programming by considering the advantages of each PV.
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Paramonov, A. V. "ADVANCED TOOLS OF DECLARATIVE PLC PROGRAMMING USING VISUAL MODELS." Scientific and Technical Volga region Bulletin 8, no. 5 (2018): 239–41. http://dx.doi.org/10.24153/2079-5920-2018-8-5-239-241.

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Moustaka, Eleni, and Antonia Plerou. "Visual Programming Tools Implementation for Educational Cultural Heritage Promotion." European Journal of Engineering Research and Science, CIE (March 8, 2018): 60. http://dx.doi.org/10.24018/ejers.2018.0.cie.646.

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Nowadays, mobile devices are considered to be a powerful and portable tool for assisting people dealing with daily life issues. With the advance of mobile technology, the issue of mobile learning has been broadly explored in e-learning research. Several researchers and educators use pedagogical and technical strengths of mobile technology into learning environments. In this paper, an educational mobile-based application is described in order to promote Corfu’s Old town cultural heritage. The proposed educational mobile based application was pilot-tested in forty-five postgraduate students at Ionian University during cultural heritage courses. The students used a mobile-based educational environment in order to augment their heritage cultural perception and knowledge. The case study results suggest an enhanced perception of the educational content as well as a significantly increased acceptance of the education approach within the role of mobile technology in higher education.
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Figueroa, Pablo A. "Visual Programming for Virtual Reality Applications Based on InTml." Journal on Interactive Systems 3, no. 1 (2012): 1. http://dx.doi.org/10.5753/jis.2012.607.

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This paper presents our work on a visual programming environment (VPE) for portable, implementation-independent, virtual reality (VR) applications. Previously, we have defined InTml, the Interaction Techniques Markup Language , a domain specific language for VR applications, and some initial, command-line based development tools. By using the concept of Model Driven Development (MDD) and with the aid of tools from the Eclipse Graphical Modeling Project (GMF), we built an IDE for VR applications, that allows the visual description of components, application creation, and code generation to targeted runtime environments in C++, Java, and ActionScript. We report some advantages and shortcomings in this approach for tool development, some results from our preliminary user studies and lessons learned. In general, an MDD based approach to VPE is challenging both in terms of learning curve and usability of the final IDE.
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TÓTH, TOMÁŠ, and GABRIELA LOVÁSZOVÁ. "VISUAL VS. TEXTUAL PROGRAMMING: A CASE STUDY ON MOBILE APPLICATION PROGRAMMING BY TEENAGERS." AD ALTA: 11/01 11, no. 1 (2021): 337–47. http://dx.doi.org/10.33543/1101337347.

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Choosing the right way of programming can prevent learning difficulties, contribute to increasing students’ motivation to learn, and make teaching process more effective. The article is focused on assessing which way of programming, visual or textual, is appropriate for intermediate and advanced learners in the context of creating mobile applications. Three ways of programming were examined during an extracurricular programming course for teenagers aged 12-18 with previous programming experience and positive attitude to programming. The course was aimed at programming mobile applications. MIT App Inventor 2 as a visual programming tool and Android Studio with Java as a textual programming tool were chosen. Due to the gap between two programming tools, the method of transition from visual to textual programming using Java Bridge Code Generator and Java Bridge Library as mediators was implemented. The research results are based on the analysis of data obtained from participatory observations, interviews with students, questionnaires and source codes of applications created by students. The case study shows a difference in students’ performance between visual and textual programming in favour of visual programming. However, the difference in students' attitudes toward visual and textual programming was the opposite in favour of textual programming, regardless of age and learning performance. These results suggest that App Inventor visual programming environment is advantageous at the beginning of learning programming, but may be perceived as too limited and not enough motivating for intermediate and advanced students, even though programming in Android Studio professional text-based environment is too challenging for them.
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Jia, Ying, Be Jun Shen, Tian Yu Yu, and Jian Gang Zhu. "An End-User Oriented Visual Programming Language." Applied Mechanics and Materials 513-517 (February 2014): 2141–44. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.2141.

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With the promotion of IT applications and the rise of Web 2.0, mass users' individual requirements continue to emerge. How to quickly meet increasing development and maintenance requirements has been a critical problem of software development. Is it possible for end-users to develop software? This paper chooses Web information systems as the research field, studies the end-user programming technology, and designs an end-user oriented visual domain-specific language VUDSL for university Web information systems. VUDSL programming tools are also implemented, to support end-users without the knowledge of software engineering to develop target information systems by visual programming.
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Kanika, Shampa Chakraverty, and Pinaki Chakraborty. "Tools and Techniques for Teaching Computer Programming: A Review." Journal of Educational Technology Systems 49, no. 2 (2020): 170–98. http://dx.doi.org/10.1177/0047239520926971.

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Courses on computer programming are included in the curricula of almost all engineering disciplines. We surveyed the research literature and identified the techniques that are commonly used by instructors for teaching these courses. We observed that visual programming and game-based learning can enhance computational thinking and problem-solving skills in students and may be used to introduce them to programming. Robot programming may be used to attract students to programming, but the success of this technique is subjected to the availability of robots. Pair and collaborative programming allows students to learn from one another and write efficient programs. Assessment systems help instructors in evaluating programs written by students and provide them with timely feedback. Furthermore, an analysis of citations showed that Scratch is the most researched tool for teaching programming. We discuss how these techniques may be used to teach introductory courses, advanced courses, and massive open online courses on programming.
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Spinellis, Diomidis. "Unix tools as visual programming components in a GUI-builder environment." Software: Practice and Experience 32, no. 1 (2001): 57–71. http://dx.doi.org/10.1002/spe.428.

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Raksha, Serhii, Pavlo Anofriev, and Oleksii Kuropiatnyk. "Simulation modelling of the rolling stock axle test-bench." E3S Web of Conferences 123 (2019): 01032. http://dx.doi.org/10.1051/e3sconf/201912301032.

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Wheelset axles are essential parts of railway and mine site rolling stock. For fatigue testing of axles, various test-benches are designed to implement the cyclic loads. The effectiveness of test-bench vibration analysis grows with the use of numerical approach and simulation models created with the aid of visual programming tools. The purpose of the work is to develop and assess the proposed simulation models of test-bench dynamics created with the aid of visual programming tools. Based on mathematical models, the test-bench simulation models of the lever system vibration have been developed. Simulation models are created with the aid of Simulink visual programming tools running under Matlab system. For modelling the components of Simulink, the SimMechanics and DSP System Toolbox Libraries are used. The comparative analysis of proposed models has been made. For the first time, with the aid of Simulink visual programming tools, the set of test-bench vibration simulation models has been obtained in steady-state and transient motion modes for linear task formulation. The proposed S-models allow automation and visualization of the motion dynamics study for test-bench components in order to determine their rational elastic-weight, kinematic and dynamic behavior. Simulation of vibrations was carried out using design parameters of the test-bench metal framework.
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15

Nguyen, Vinh T., Kwanghee Jung, and Tommy Dang. "BlocklyAR: A Visual Programming Interface for Creating Augmented Reality Experiences." Electronics 9, no. 8 (2020): 1205. http://dx.doi.org/10.3390/electronics9081205.

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State-of-the-art tools for creating augmented reality (AR) applications often depend on a specific programming language and the deployed target devices. The typing syntax of a program is error-prone, and device dependency makes it difficult to share newly created AR applications. This paper presents BlocklyAR, a novel web-based visual programming interface for creating and generating an AR application. This tool is intended for non-programmers (young learners and enthusiasts) who are interested in making an AR application. The goals of this tool are: (1) to help young learners and enthusiasts express their programming ideas without memorizing syntax, (2) to enable users to perceive their expressions, (3) to enable learners to generate an AR application with minimal effort, and (4) to support users by allowing them to share newly created AR applications with others. BlocklyAR uses Blockly for creating a palette of commands and AR.js for transcribing commands into AR experience. The applicability of BlocklyAR was demonstrated through a use case where an existing AR application was recreated by using our tool. The result showed that our tool could yield an equivalent product. We evaluated the visual tool with the help of 66 users to gather perspectives on the specific benefits of employing BlocklyAR in producing an AR application. The technology acceptance model was adapted to assess an individual’s acceptance of information technology.
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Syschikov, Alexey, Boris Sedov, Konstantin Nedovodeev, and Vera Ivanova. "OpenVX Integration Into the Visual Development Environment." International Journal of Embedded and Real-Time Communication Systems 9, no. 1 (2018): 20–49. http://dx.doi.org/10.4018/ijertcs.2018010102.

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The OpenVX standard has appeared as an answer from the computer vision community to the challenge of accelerating vision applications on embedded heterogeneous platforms. It is designed to leverage the computer vision hardware potential with functional and performance portability. As long as VIPE has a powerful model of computation, it can incorporate various other models. This allows to extend facilities of a language or framework that is based on the model to be incorporated with visual programming support and provide access to the existing performance analysis and deployment tools. The authors present OpenVX integration into the VIPE IDE. VIPE addresses the need to design OpenVX graphs in a natural visual form with automatic generation of a full-fledged program, shielding a programmer from writing a bunch of boilerplate code. To the best of the authors' knowledge, this is the first use of a graphical notation for OpenVX programming. Using VIPE to develop OpenVX programs also enables the performance analysis tools.
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17

Collao, Jorge, Fidel Lozano-Galant, José Antonio Lozano-Galant, and Jose Turmo. "BIM Visual Programming Tools Applications in Infrastructure Projects: A State-of-the-Art Review." Applied Sciences 11, no. 18 (2021): 8343. http://dx.doi.org/10.3390/app11188343.

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The Building Information Modeling (BIM) methodology improves architectural and infrastructure projects by digitizing their processes throughout their life cycle stages, such as design, construction, management, monitoring, and operation. In recent years, the automation of these processes has been favored by the use of visual programming (VP) tools that have replaced conventional programming languages for visual schemes. The use of these tools in architectural projects is becoming increasing popular. However, this is not the case in infrastructure projects, for which the use of VP algorithms remains scarce. The aim of this work is to encourage both scholars and engineers to implement VP tools in infrastructure projects. For this purpose, this work reviews, for the first time in the literature, the state-of-the-art and future research trends of VP tools in infrastructure projects.
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18

Valanides, Nicos. "TECHNOLOGICAL TOOLS: FROM TECHNICAL AFFORDANCES TO EDUCATIONAL AFFORDANCES." Problems of Education in the 21st Century 76, no. 2 (2018): 116–20. http://dx.doi.org/10.33225/pec/18.76.116.

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Modern technology is transforming in an accelerating rate our physical, economic, cultural and educational environments. The new generation of learners, both adults and students of all ages, is surrounded by a multitude of technological tools, and these tools (computers, robots, software, internet etc.) are used ubiquitously not only in learning environments, but in daily life as well. Today’s children are furthermore characterized as “digital natives” and are clearly distinguished from their teachers and adults who constitute the generation of “digital immigrants” (Prensky, 2001). Visual programming languages, specifically designed for young learners, provide additional programming tools that are integrated in robotics education as well, while additional advances provide support to the idea of following the STEM (Science, Technology and Engineering and Mathematics) approach.
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Simkin, Mark G., and Nancy A. Bagranoff. "Accounting And Visual Basic: Whats The Connection?" Review of Business Information Systems (RBIS) 4, no. 4 (2000): 17–26. http://dx.doi.org/10.19030/rbis.v4i4.5409.

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It is not enough today for accountants simply to know how to use word processing and spreadsheet software. In the knowledge age, accounting professionals must use infor-mation technology to the fullest. The ability to create, process, understand, and distri-bute information often determines work productivity, ratings on job performance evaluations, and even ultimate career successes. Accounting graduates with superior information technology (IT) skills are highly recruited, valued, and rewardedthese are the employees who are best able to perform the computer tasks required by their professional responsibilities. This paper reviews some reasons why todays accountants must be familiar with programming concepts in general, and Visual Basic (VB) in par-ticular. It also reviews those VB programming tools that are especially useful to accounting applications.
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Wang, Hai Qiao, Bei Bei Sun, Xiao Lan Ge, Hong Yan Qin, Xun Mei Han, and Cai Min Yu. "Research of the Parametric Re-Development System Based on Pro/E." Applied Mechanics and Materials 101-102 (September 2011): 41–44. http://dx.doi.org/10.4028/www.scientific.net/amm.101-102.41.

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The Pro/Toolkit secondary development tools and Visual C++ programming language are used in the second development of the Pro/E, which can realize the parametric design of machine tool’s parts. Input the parameters, the system will automatically generate 3D models. This system can reduce the time of machine tool design and development, and improve the design efficiency. The information management module system can realize the management of machine tool important design parameters, which greatly lightened designers’ workload. This paper develops the parameterization design of supporting stand for the example, and introduces this development mentality and its key technologies in detail.
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Shen, Xiajiong, and Jun Gu. "Integrating flexibility and interactivity in bioinformatics visual programming tools with Focus+Context algorithm." International Journal of Data Mining and Bioinformatics 4, no. 1 (2010): 109. http://dx.doi.org/10.1504/ijdmb.2010.030970.

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Dillon, Edward, Monica Anderson-Herzog, and Marcus Brown. "Studying the Novice’s Perception of Visual Vs. Command Line Programming Tools in CS1." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 56, no. 1 (2012): 605–9. http://dx.doi.org/10.1177/1071181312561126.

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23

Momodahi, Juhuria, Yudi Klaus Patiro, Eliyah Acantha M. Sampetoding, and Esther Sanda Manapa. "Rancang Bangun Sistem Informasi Keuangan Badan Ta’mirul Masjid Nursalam Bantik Beo Kabupaten Kepulauan Talaud." JTIM : Jurnal Teknologi Informasi dan Multimedia 3, no. 1 (2021): 14–20. http://dx.doi.org/10.35746/jtim.v3i1.127.

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The role of computers in data processing to produce an information system is very influential in an organization or institution. The involvement of computer technology tools is very helpful in carrying out data processing activities, especially the making of financial reports at BTM at the Nu Salam Bantik Mosque. In recording the receipt and expenditure of shalawat money, problems often occur such as missing or scattered data, torn, and takes a long time. As a result, financial information becomes inaccurate because it is still done manually without involving computer technology. The research conducted discusses the Making and Development of the Financial Information System for the Ta'mirul Mosque of Nur Saalam Bantik. In designing an application, it is carried out by means of insight techniques, observation and literature study. This study is to create an application for the Development of Financial Information Systems for the Ta'mirul Mosque of Nur Salam Bantik using Microsoft Visual Basic 6.0 (VB). Microsoft Visual Basic apart from being referred to as a programming language (Program Language), Visual Basic is also often referred to as a tool (Tool) to produce windows application programs. In general, there are several benefits that can be obtained from using the Microsoft Visual Basic program itself. Computer at Mosque using OS Windows, So the applications created are programming tools that make it easy to use controls for database design.
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Oliveira, Nuno, Varanda Pereira, Rangel Henriques, Cruz Da, and Bastian Cramer. "VisualLISA: A visual environment to develop attribute grammars." Computer Science and Information Systems 7, no. 2 (2010): 265–89. http://dx.doi.org/10.2298/csis1002265o.

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The focus of this paper is on crafting a new visual language for attribute grammars (AGs), and on the development of the associated programming environment. We present a solution for rapid development of VisualLISA editor using DEViL. DEViL uses traditional attribute grammars, to specify the language's syntax and semantics, extended by visual representations to be associated with grammar symbols. From these specifications a visual programming environment is automatically generated. In our case, the environment allows us to edit a visual description of an AG that is automatically translated into textual notations, including an XML-based representation for attribute grammars (XAGra), and is intended to be helpful for beginners and rapid development of small AGs. XAGra allows us to use VisualLISA with other compiler-compiler tools.
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BUCOLO, M., A. BUSCARINO, L. FORTUNA, M. FRASCA, and M. G. XIBILIA. "FROM DYNAMICAL EMERGING PATTERNS TO PATTERNS IN VISUAL ART." International Journal of Bifurcation and Chaos 18, no. 01 (2008): 51–81. http://dx.doi.org/10.1142/s021812740802015x.

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In this communication the relationship between emerging patterns generated by using CNN Universal Machine and patterns appearing in visual art masterpieces is discussed. The template based programming tools are outlined and a gallery of impressive examples is presented. The paper remarks the impressive role of Cellular Nonlinear Networks in covering the gap among art, science and information technology.
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BANYASAD, OMID, and PHILIP T. COX. "Integrating design synthesis and assembly of structured objects in a visual design language." Theory and Practice of Logic Programming 5, no. 6 (2005): 601–21. http://dx.doi.org/10.1017/s1471068404002285.

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Computer Aided Design systems provide tools for building and manipulating models of solid objects. Some also provide access to programming languages so that parametrised designs can be expressed. There is a sharp distinction, therefore, between building models, a concrete graphical editing activity, and programming, an abstract, textual, algorithm-construction activity. The recently proposed Language for Structured Design (LSD) was motivated by a desire to combine the design and programming activities in one language. LSD achieves this by extending a visual logic programming language to incorporate the notions of solids and operations on solids. Here we investigate another aspect of the LSD approach, namely, that by using visual logic programming as the engine to drive the parametrised assembly of objects, we also gain the powerful symbolic problem-solving capability that is the forté of logic programming languages. This allows the designer/programmer to work at a higher level, giving declarative specifications of a design in order to obtain the design descriptions. Hence LSD integrates problem solving, design synthesis, and prototype assembly in a single homogeneous programming/design environment. We demonstrate this specification-to-final-assembly capability using the masterkeying problem for designing systems of locks and keys.
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Nofriansyah, Dicky, and Hendriktio Freizello. "Python Application: Visual Approach of Hopfield Discrete Method for Hiragana Images Recognition." Bulletin of Electrical Engineering and Informatics 7, no. 4 (2018): 609–14. http://dx.doi.org/10.11591/eei.v7i4.691.

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Python is a dynamic object-oriented programming language. Python provides strong support for integration with other programming languages and other tools. Python programming is rarely used in the field of artificial intelligence, especially artificial neural networks. This research focuses on running Python programming to recognize hiragana letters. In learning the character of Hiragana, one can experience difficulties because of the many combinations of vowels that form new letters by different means of reading and meaning. Discrete Hopfield network is a fully connected, that every unit is attached to every other unit. This network has asymmetrical weights. At Hopfield Network, each unit has no relationship with itself. Therefore it is expected that a computer system that can help recognize the Hiragana Images. With this pattern recognition Application of Hiragana Images, it is expected the system can be developed further to recognize the Hiragana Images quickly and precisely.
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Steingartner, William. "On some innovations in teaching the formal semantics using software tools." Open Computer Science 11, no. 1 (2020): 2–11. http://dx.doi.org/10.1515/comp-2020-0130.

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AbstractIn this work we discuss the motivation for innovations and need of a teaching tool for the visualization of the natural semantics method of imperative programming languages. We present the rôle of the teaching software, its design, development and use in the teaching process. Our software module is able to visualize the natural semantics evaluation of programs. It serves as a compiler with environment that can visually interpret simple programming language Jane statements and to depict them into a derivation tree that represents the semantic method of natural semantics. A formal definition of programming language Jane used in the teaching of formal semantics and production rules in natural semantics for that language are shown as well. We present, how the presented teaching tool can provide particular visual steps in the process of finding the meaning of well-structured input program and to depict complete natural-semantic representation of an input program.
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Romanchenko, Tatyana Nikolaevna. "Creating an electronic textbook in EXCEL using the VBA programming language." Программные системы и вычислительные методы, no. 1 (January 2020): 18–30. http://dx.doi.org/10.7256/2454-0714.2020.1.32244.

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The author gives the presentation of the content and structural components of an electronic textbook using Excel and the programming language Visual Basic for Applications using an example of a textbook fragment. The methods of presenting theoretical material, modeling with a visual demonstration, automatic verification of the results of assignments, automatic visual display of the results of mastering the topic using the built-in Excel functions are described in detail. The codes of programs for automatic presentation of individual tasks, automatic data modeling based on built-in Excel functions and building a scatter chart with smooth curves are given. The research methodology is based on testing the capabilities of MS Excel and the built-in programming language Visual Basic for Applications to solve the tasks. In contrast to the tools available today for creating electronic educational resources, such a textbook is easily modifiable, allows you to change the scripts of the educational process, in addition to test tasks, present students with sets of individual tasks, and adapt tasks to the level of students. In addition, it is an effective didactic tool for simultaneously mastering the Excel spreadsheet processor and discipline that requires modeling or performing complex calculations and routine operations.
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Kagan, E. M. "Prospects and opportunities for visual programming technologies and tools application in educating at school." RUDN Journal of Informatization in Education 15, no. 1 (2018): 18–28. http://dx.doi.org/10.22363/2312-8631-2018-15-1-18-28.

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Naps, Thomas L., and Jeremy Stenglein. "Tools for visual exploration of scope and parameter passing in a programming languages course." ACM SIGCSE Bulletin 28, no. 1 (1996): 305–9. http://dx.doi.org/10.1145/236462.236561.

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32

Biazzo, Stefano, Alberto Fabris, and Roberto Panizzolo. "Virtual Visual Planning: A Methodology to Assess Digital Project Management Tools." International Journal of Applied Research in Management and Economics 3, no. 4 (2020): 1–10. http://dx.doi.org/10.33422/ijarme.v3i4.505.

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In contemporary Project Management literature and practice, it is possible to distinguish two paradigms: the algorithmic-rational paradigm and the relational paradigm. The algorithmic-rational paradigm is characterized by a sequence of programming methodologies that constitute the classic corpus of knowledge on Project Management (WBS, CPM, PERT, Gantt diagrams). Following the diffusion of Agile methods, dissatisfaction with the algorithmic-rational paradigm has spread and a Visual Planning approach, based on the decentralization of planning and control and the abandonment of algorithmic techniques (such as CPM and Gantt diagrams) in favour of simpler, visual and physical tools, has become increasingly established. Visual Planning is the concrete manifestation of a relational project management paradigm. In this work, through an analysis of the key practices characterizing Visual Planning, we have identified the five fundamental principles that define this approach to project management. Then, to structure and guide the choice of a software application that can support Visual Planning, we have (1) identified several features which allow distinguishing one software from another, and (2) created a correlation matrix between the core principles of Visual Planning and the software features. Through this matrix, it is possible to evaluate and measure the adherence of project management software applications to the logic and practices of physical Visual Planning.
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Florea, Emilia Roxana, and Cristina Neculache. "Basic Architecture and Relationships of a Turning Tools Database." Applied Mechanics and Materials 760 (May 2015): 187–92. http://dx.doi.org/10.4028/www.scientific.net/amm.760.187.

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Cutting tools selection is a very important and time consuming activity in production systems. It influences parts quality, productivity and timing, therefore production cost. Computer-based approach is conditioned by programming structures and information concentrated in databases. This paper presents the basic architecture and relationships for a tool selection management system in turning processes, which is under development. Relational implementation defined by internal links, is highlighted. The system is constructed using macros and Microsoft Visual Basic. Considering input data provided by user, different solutions for machines, toolholders and indexable inserts are generated. The database is designed to support manufacturing requests.
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Al-Obaidi, Hassan Nouri, and Ali A. Rashead Al-Azawy. "VISUAL DESIGN TOOL FOR ELECTROSTATIC LELSES." JOURNAL OF ADVANCES IN PHYSICS 5, no. 2 (2014): 778–89. http://dx.doi.org/10.24297/jap.v5i2.1954.

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Current research presents a visual-computational tool to design and investigate round electrostatic lenses in sense of analysis procedure. The finite elements methods is adopted to find the electrostatic potential in the lens region. Laplace’s equation is first replaced by a certain functional which physically represent the electric energy stored in the electric field. This functional is then minimized at each mesh point with respect to the nearest eight ones. This minimization process is proved to be entirely equivalent to solving Laplace’s equation. The requirement that the functional being minimized is then yields a set of nine point equations which inter relate the potentials at adjacent mesh points. Finally this set of equations is solved to find the electrostatic potential at each mesh point in the region of the lens under consideration. The procedure steps mention above are coded to program written in visual basic. Hence an interface tool for analyzing and designing electrostatic lenses has been built up. Designing results proved that the introduced tools has an excellent outputs in comparison with the others written in not visual programming languages. Furthermore it easier for researchers and designer to use such a tool over their counterpart ones.
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Kostyuk, A. M., and S. S. Yarova. "DEVELOPMENT OF ALGORITHMIC THINKING IN PRESCHOOL AND PRIMARY SCHOOL STUDENTS AT PROGRAMMING AND ROBOTICS CLASSES." Informatics in school, no. 4 (July 3, 2020): 59–64. http://dx.doi.org/10.32517/2221-1993-2020-19-4-59-64.

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The article considers the features of the continuous development of algorithmic thinking in preschoolers and primary school students at programming and robotics classes. The expediency of using various software and hardware tools for preschoolers and primary school students, such as Gigo Kids First Coding & Robotics, the freeware PictoMir, the LEGO Education WeDo robotic kit, and the object-oriented visual programming environment Scratch, is described. Practical tips for using these products are provided.
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Dina, Nasa Zata, Eto Wuryanto, and Rachman Sinatriya Marjianto. "Evaluation on the Effectiveness of Visual Learning Environment on Programming Course From Students’ Perspectives." IIUM Engineering Journal 20, no. 1 (2019): 100–107. http://dx.doi.org/10.31436/iiumej.v20i1.993.

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ABSTRACT: This paper discusses the effectiveness of visual learning environment which is used to help students in university to study programming course. The visual learning environment which is used in this study is Greenfoot and Alice. The main goal of this article is to obtain the correlation between students‘ satisfaction level and their grades in studying programming course using visual learning environment tools. The participants were conducted on 110 students who took programming course during their first year. A survey was sent to students about their satisfaction level in learning programming course. Two-variable correlation analysis, significance test and descriptive analysis were conducted to find out the relationship between students' learning satisfaction level and their grades in programming course. This study discusses the student perspectives that are summarized in ten questions. There is a significant correlation between independent and dependent variables. The ? value is 2.09 which proves that the independent variable in the form of student's learning satisfaction level is useful to obtain better assessment of their grades. Based on their perspectives, it is found that visual learning environment tools have more significant influence in improving the students‘ grade than traditional learning method. Further research is needed to find out other impact factors.
 ABSTRAK: Makalah ini membincangkan keberkesanan persekitaran pembelajaran visual yang digunakan untuk membantu pelajar di universiti untuk mempelajari kursus pengaturcaraan. Persekitaran pembelajaran visual yang digunakan dalam kajian ini ialah Greenfoot dan Alice. Matlamat utama artikel ini adalah untuk mendapatkan korelasi antara tahap kepuasan pelajar dan gred mereka dalam mengkaji kursus pengaturcaraan menggunakan alat-alat persekitaran pembelajaran visual. Para peserta telah diadakan pada 110 orang pelajar yang mengambil kursus pengaturcaraan pada tahun pertama mereka. Satu tinjauan telah dihantar kepada pelajar tentang tahap kepuasan mereka dalam pembelajaran kursus pengaturcaraan. Analisis korelasi dua-pembolehubah, ujian penting dan analisis deskriptif telah dijalankan untuk mengetahui hubungan antara tahap kepuasan belajar pelajar dan gred mereka dalam kursus pengaturcaraan. Kajian ini membincangkan perspektif pelajar yang diringkaskan dalam sepuluh soalan. Terdapat korelasi yang signifikan antara pembolehubah bebas dan bergantung. Nilai ? ialah 2.09 yang membuktikan bahawa pemboleh ubah bebas dalam bentuk tahap kepuasan pembelajaran pelajar adalah berguna untuk mendapatkan penilaian yang lebih baik dari gred mereka. Berdasarkan perspektif mereka, didapati alat persekitaran pembelajaran visual mempunyai pengaruh yang lebih besar dalam meningkatkan gred pelajar daripada kaedah pembelajaran tradisional. Kajian lanjut diperlukan untuk mengetahui faktor-faktor kesan yang lain.
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Martyniuk, Tetiana, Maksym Mykytiuk, and Mykola Zaitsev. "FEATURES OF ANALYSIS OF MULTICHANNEL AUDIO SIGNALSFEATURES OF ANALYSIS OF MULTICHANNEL AUDIO SIGNALS." ГРААЛЬ НАУКИ, no. 2-3 (April 9, 2021): 302–5. http://dx.doi.org/10.36074/grail-of-science.02.04.2021.061.

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The rapid growth of audio content has led to the need to use tools for analysis and quality control of audio signals using software and hardware and modules. The fastest-growing industry is software and programming languages.The Python programming language today has the most operational and visual capabilities for working with sound. When developing programs for computational signal analysis, it provides the optimal balance of high and low-level programming functions. Compared to Matlab or other similar solutions, Python is free and allows you to create standalone applications without the need for large, permanently installed files and a virtual environment.
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Guo, Hong Tao, and Wei Guo Zhang. "Design of Gear Parameters Visual System Based on LISP." Applied Mechanics and Materials 539 (July 2014): 42–46. http://dx.doi.org/10.4028/www.scientific.net/amm.539.42.

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Article use Visual LISP development tools and DCL dialog technology, which implements the standard straight teeth, a two-dimensional cylindrical gear parametric drawing on AutoCAD platform, with easy to operate and improve design efficiency. We achieved that using the dialog box design input parameters, and gear parts of the design calculations, parameters proofreading and all kinds of gear design drawing different structures by programming. The output is fully automated computer-aided design system. The results show that the design of the system significantly improves the efficiency of the part design.
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Putina, A. S. "CREATING GROUP PROJECTS IN SCRATCH 3.0." Informatics in school, no. 6 (September 17, 2019): 55–58. http://dx.doi.org/10.32517/2221-1993-2019-18-6-55-58.

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The article discusses the problems of organizing group work in education, in particular, group work in the Scratch visual programming environment, where it is possible to use tools that help in teamwork — Backpack, Remix, Scratch Studio. An example of creating a project by a group of students is given.
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Ebejer, Oriana. "Is Block-Based Programming an Effective Teaching Tool?" MCAST Journal of Applied Research & Practice 5, no. 1 (2021): 40–65. http://dx.doi.org/10.5604/01.3001.0015.0182.

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Block-based Programming (BBP) is used as a teaching tool and has gained popularity with young people who start to learn computer programming. BBP hides the programming complexity and allows the user to write programs via a simple, visual interface. In this study, MCAST students’ opinions about BBP are compared to more traditional programming methods. This includes whether they think introducing programming through BBP at Level 2 is the right approach. This research is important to MCAST’s computing curricula to remain relevant to the students’ needs. The research participants are students who joined MCAST form Level 2 and have now completed Level 3 or a higher qualification. Twenty independent variables related to BBP have been identified from secondary data. These factors include: BBP is fun and media rich, it simplifies complex programming concepts, it has poor debugging tools, and it targets a younger audience. These factors are presented to the research participants via an online survey, which they answered using a five-point Likert scale (from Strongly Disagree to Strongly Agree). The participants were also asked some questions specifically on BBP to measure how much they value BBP as a teaching tool at their level. Out of 73 students who were contacted 32 responded to the survey. A test question was planted in the survey to check for consistency; one answer did not pass the validity test and was removed from the dataset. The data collected from the 31 surveys was analysed using SPSS. A dimensionality reduction technique (Principal Component Analysis) was then applied to the dataset to reduce the number of independent variables. The rotation matrix suggested that the variables may be reduced to five (from 20). Almost all the participants approve of BBP as the ideal approach with Level 2 students, but they also suggest that a text-based programming language should be introduced as well. Based on this research it is suggested to keep using BBP as a pedagogical tool but change the specific current tool used in class, Scratch, to one which offers a translation of the visual steps to text-based. Alternatively, complement the BBP tool with a text-based one.
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Howard, A. M., Chung Hyuk Park, and S. Remy. "Using Haptic and Auditory Interaction Tools to Engage Students with Visual Impairments in Robot Programming Activities." IEEE Transactions on Learning Technologies 5, no. 1 (2012): 87–95. http://dx.doi.org/10.1109/tlt.2011.28.

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Gonçalves, Luan Luiz, and Flávio Luiz Schiavoni. "Creating Digital Musical Instruments with libmosaic-sound and Mosaicode." Revista de Informática Teórica e Aplicada 27, no. 4 (2020): 95–107. http://dx.doi.org/10.22456/2175-2745.104342.

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Music has been influenced by digital technology over the last few decades. With the computer and the Digital Musical Instruments, the musical composition could trespass the use of acoustic instruments demanding to musicians and composers a sort of computer programming skills for the development of musical applications. In order to simplify the development of musical applications several tools and musical programming languages arose bringing some facilities to lay-musicians on computer programming to use the computer to make music. This work presents the development of a Visual Programming Language (VPL) to develop DMI applications in the Mosaicode programming environment, simplifying sound design and making the creation of digital instruments more accessible to digital artists. It is also presented the implementation of libmosaic-sound library, which supported the VPL development, for the specific domain of Music Computing and DMI creation.
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Cai, Zong Wen, and Artde D. Kin Tak Lam. "A Study on Mandelbrot Sets to Generate Visual Aesthetic Fractal Patterns." Applied Mechanics and Materials 311 (February 2013): 111–16. http://dx.doi.org/10.4028/www.scientific.net/amm.311.111.

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The fractal pattern is a highly visual aesthetic image. This article describes the generation method of Mandelbrot set to generate fractal art patterns. Based on the escape time algorithm on complex plane, the visual aesthetic fractal patterns are generated from Mandelbrot sets. The generated program development, a pictorial information system, is integrated through the application of Visual Basic programming language and development integration environment. Application of the development program, this article analyzes the shape of the fractal patterns generated by the different power orders of the Mandelbrot sets. Finally, the escape time algorithm has been proposed as the generation tools of highly visual aesthetic fractal patterns.
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Вохмин, А. А., О. А. Евдокимова, and А. А. Малявко. "VISUAL-GRAPHIC PROGRAMMING SYSTEM BASED ON DEVELOPMENT OF BLOCK DIAGRAMS OF ALGORITHMS. CONVERTING PROGRAMS TEXTS IN DIFFERENT PROGRAMMING LANGUAGES INTO BLOCK DIAGRAMS AND BACK." Южно-Сибирский научный вестник, no. 3(37) (June 30, 2021): 49–57. http://dx.doi.org/10.25699/sssb.2021.37.3.013.

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В работе представлены результаты исследований и разработки средств визуально-графического проектирования сложных алгоритмов в виде блок-схем в целом и, в частности, интерфейсной компоненты таких средств – конвертора текстов программ на различных языках программирования во внутреннее структурно-вложенное представление и обратно в тексты. Визуально-графическое представление алгоритмов лучше воспринимается человеком-разработчиком, чем традиционное текстовое представление, поэтому развитию подобных систем программирования в последнее время уделяется определенное внимание. Однако реализация максимально удобных для человека технологий создания и редактирования блок-схем сопряжена с необходимостью решения ряда сложных задач формирования и адекватного отображения управляющих структур, используемых в популярных языках программирования. Проведен анализ таких структур для наиболее популярных по разным метрикам языков программирования, представлены его результаты и предложен способ выявления и преобразования управляющих структур во внутреннее представление визуально-графического редактора. Описаны основные алгоритмы работы конвертора текстов программ как в прямом, так и в обратном направлениях. The paper presents the results of research and development of tools for visual and graphic design of complex algorithms in the form of block diagrams in general and, in particular, the interface component of such tools - a converter of programs texts in various programming languages ​​into an internal structurally nested representation and back into texts. The visual-graphical representation of algorithms is better perceived by a human developer than the traditional textual representation, therefore, some attention has been paid to the development of such programming systems in recent years. However, the implementation of the most human-friendly technologies for creating and editing block diagrams is associated with the need to solve a number of complex problems of forming and adequately displaying control structures used in popular programming languages. The analysis of such structures for the most popular programming languages ​​in terms of various metrics is carried out, its results are presented, and a method for identifying and transforming control structures into an internal representation of a visual-graphic editor is proposed. The main algorithms for the operation of the program text converter both in forward and backward directions are described.
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Valverde, Sergi. "Visualizing the Evolution of Programming Languages." Leonardo 50, no. 5 (2017): 505. http://dx.doi.org/10.1162/leon_a_01280.

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The study of cultural evolutionary patterns, particularly when dealing with artifacts, is constrained by a lack of powerful quantitative methods. In this work, the project team shows that a simple network approach can reconstruct phylogenetic trees from existing databases of recorded artifact influences. They created novel network tools to visualize the large-scale evolution of programming languages. The simple idea of trees of influence can be extended to many other fields beyond the study of programming languages, offering a new theoretical framework to rigorously quantify cultural and technological evolution.
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Pradal, Christophe, Samuel Dufour-Kowalski, Frédéric Boudon, Christian Fournier, and Christophe Godin. "OpenAlea: a visual programming and component-based software platform for plant modelling." Functional Plant Biology 35, no. 10 (2008): 751. http://dx.doi.org/10.1071/fp08084.

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The development of functional–structural plant models requires an increasing amount of computer modelling. All these models are developed by different teams in various contexts and with different goals. Efficient and flexible computational frameworks are required to augment the interaction between these models, their reusability, and the possibility to compare them on identical datasets. In this paper, we present an open-source platform, OpenAlea, that provides a user-friendly environment for modellers, and advanced deployment methods. OpenAlea allows researchers to build models using a visual programming interface and provides a set of tools and models dedicated to plant modelling. Models and algorithms are embedded in OpenAlea ‘components’ with well defined input and output interfaces that can be easily interconnected to form more complex models and define more macroscopic components. The system architecture is based on the use of a general purpose, high-level, object-oriented script language, Python, widely used in other scientific areas. We present a brief rationale that underlies the architectural design of this system and we illustrate the use of the platform to assemble several heterogeneous model components and to rapidly prototype a complex modelling scenario.
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Rojas-Sola, José Ignacio, Gloria del Río-Cidoncha, Rafael Ortíz-Marín, and José María López-Pedregal. "Design and Development of Sheet-Metal Elbows Using Programming with Visual Basic for Applications in CATIA." Symmetry 13, no. 1 (2020): 33. http://dx.doi.org/10.3390/sym13010033.

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This article introduces an innovative application of Visual Basic for Applications (VBA) (Visual Basic macro language) developed in CATIA (Computer-Aided Three-Dimensional Interactive Application), computer-aided manufacturing and engineering design software. Said application enables the three-dimensional (3D) representation and development to be obtained on a plane of the surfaces of cylindrical and conical elbows utilised to join two conduits, since CATIA lacks tools for the design of elements of metal fabrication. The application permits the geometric and dimensional parameters necessary for the creation and development of the analysed elbows to be introduced via a keyboard. Once these values have been entered and it has been verified that the design of the elbow is possible, then the application is programmed within the CATIA “Wireframe and Surface Design” module to obtain the 3D representation of said elbows, and the development of their surface is projected in the CATIA “Drafting” module. Consequently, the incorporation of this tool into CATIA software could increase technical-design productivity by eliminating certain intermediate operations, such as symmetry, and through improving the geometry training of less skilled users.
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Knyazeva, Natalia, and Daria Levina. "Using algorithmic design tools at the stage of building operation." E3S Web of Conferences 164 (2020): 02002. http://dx.doi.org/10.1051/e3sconf/202016402002.

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Nowadays automation tools for separate construction processes and transmission of information model between different software frameworks are being developed. Prominent among these are plugins for nodes or visual programming, which are used to solve specific challenges. The procedures of solving them are considered to be possible variants for BIM-scenarios usage. The main goal of the study is demonstration of an example of using algorithmic design for the object operation stage. In this article we formulated and analyzed BIM-scenarios for the building operation stage at the building technical condition monitoring sub-stage and we offered to use tools for algorithmic design to automate implementation of processes of a considered scenario and also formed the main conclusions for the presented study.
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Borges, Clemente, and José Macías. "Facilitating the interaction with data warehouse schemas through a visual web-based approach." Computer Science and Information Systems 11, no. 2 (2014): 481–501. http://dx.doi.org/10.2298/csis131130032b.

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In most respects, there are implicit drawbacks concerning representation and interaction with data in relational-database applications. On the one hand, there is a lack of expressiveness and ease of use in the user interfaces that handle such data. On the other hand, there is an implicit need for interactive end-user visual tools to query data and avoid dependency on programming languages. The main aim of this work is to study the problem of database interaction and usability, comparing existing solutions and providing a new approach that overcomes existing problems. We propose a web-based tool that manipulates Data Warehouse schemas by using a visual language to represent the database structure and providing several visualization techniques that facilitate the interaction and creation of queries involving different levels of complexity. We based our research on an End-User Development approach that has been evaluated to obtain some initial usability indicators.
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Stevens, Laura, David Kao, Jennifer Hall, Carsten Görg, Kaitlyn Abdo, and Erik Linstead. "ML-MEDIC: A Preliminary Study of an Interactive Visual Analysis Tool Facilitating Clinical Applications of Machine Learning for Precision Medicine." Applied Sciences 10, no. 9 (2020): 3309. http://dx.doi.org/10.3390/app10093309.

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Accessible interactive tools that integrate machine learning methods with clinical research and reduce the programming experience required are needed to move science forward. Here, we present Machine Learning for Medical Exploration and Data-Inspired Care (ML-MEDIC), a point-and-click, interactive tool with a visual interface for facilitating machine learning and statistical analyses in clinical research. We deployed ML-MEDIC in the American Heart Association (AHA) Precision Medicine Platform to provide secure internet access and facilitate collaboration. ML-MEDIC’s efficacy for facilitating the adoption of machine learning was evaluated through two case studies in collaboration with clinical domain experts. A domain expert review was also conducted to obtain an impression of the usability and potential limitations.
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