126 resultados para Network programming


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Learning management systems are routinely used for presenting, solving and grading exercises with large classes. However, teachers are constrained to use questions with pre-defined answers, such as multiple-choice, to automatically correct the exercises of their students. Complex exercises cannot be evaluated automatically by the LMS and require the coordination of a set of heterogeneous systems. For instance, programming exercises require a specialized exercise resolution environment and automatic evaluation features, each provided by a different type of system. In this paper, the authors discuss an approach for the coordination of a network of eLearning systems supporting the resolution of exercises. The proposed approach is based on a pivot component embedded in the LMS and has two main roles: 1) provide an exercise resolution environment, and 2) coordinate communication between the LMS and other systems, exposing their functions as web services. The integration of the pivot component in the LMS relies on Learning Tools Interoperability (LTI). This paper presents an architecture to coordinate a network of eLearning systems and validate the proposed approach by creating such a network integrated with LMS from two different vendors.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Mestrado em Engenharia Eletrotécnica e de Computadores - Área de Especialização de Telecomunicações

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The present generation of eLearning platforms values the interchange of learning objects standards. Nevertheless, for specialized domains these standards are insufficient to fully describe all the assets, especially when they are used as input for other eLearning services. To address this issue we extended an existing learning objects standard to the particular requirements of a specialized domain, namely the automatic evaluation of programming problems. The focus of this paper is the definition of programming problems as learning objects. We introduce a new schema to represent metadata related to automatic evaluation that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the evaluation engine; or the roles of different assets - tests cases, program solutions, etc. This new schema is being used in an interoperable repository of learning objects, called crimsonHex.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Standards for learning objects focus primarily on content presentation. They were already extended to support automatic evaluation but it is limited to exercises with a predefined set of answers. The existing standards lack the metadata required by specialized evaluators to handle types of exercises with an indefinite set of solutions. To address this issue we extended existing learning object standards to the particular requirements of a specialized domain. We present a definition of programming problems as learning objects that is compatible both with Learning Management Systems and with systems performing automatic evaluation of programs. The proposed definition includes metadata that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the valuation engine; and the roles of different assets - tests cases, program solutions, etc. We present also the EduJudge project and its main services as a case study on the use of the proposed definition of programming problems as learning objects.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Neste trabalho pretende-se introduzir os conceitos associados às redes neuronais e a sua aplicação no controlo de sistemas, neste caso na área da robótica autónoma. Foi utilizado um AGV de modo a testar experimentalmente um controlo através de uma rede neuronal artificial. A grande vantagem das redes neuronais artificiais é estas poderem ser ensinadas a funcionarem como se pretende. A partir desta caraterística foram efetuadas duas abordagens na implementação do AGV disponibilizado. A primeira abordagem ensinava a rede neuronal a funcionar como o controlo por lógica difusa que foi implementado no AGV aquando do seu desenvolvimento. A segunda abordagem foi ensinar a rede neuronal artificial a funcionar a partir de dados retirados de um controlo remoto simples implementado no AGV. Ambas as abordagens foram inicialmente implementadas e simuladas no MATLAB, antes de se efetuar a sua implementação no AGV. O MATLAB é utilizado para efetuar o treino das redes neuronais multicamada proactivas através do algoritmo de treino por retropropagação de Levenberg-Marquardt. A implementação de uma rede neuronal artificial na primeira abordagem foi implementada em três fases, MATLAB, posteriormente linguagem de programação C no computador e por fim, microcontrolador PIC no AGV, permitindo assim diferenciar o desenvolvimento destas técnicas em várias plataformas. Durante o desenvolvimento da segunda abordagem foi desenvolvido uma aplicação Android que permite monitorizar e controlar o AGV remotamente. Os resultados obtidos pela implementação da rede neuronal a partir do controlo difuso e do controlo remoto foram satisfatórios, pois o AGV percorria os percursos testados corretamente, em ambos os casos. Por fim concluiu-se que é viável a aplicação das redes neuronais no controlo de um AGV. Mais ainda, é possível utilizar o sistema desenvolvido para implementar e testar novas RNA.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This work is a contribution to the e-Framework, arguably the most prominent e-learning framework today, and consists of the definition of a service for the automatic evaluation of programming exercises. This evaluation domain differs from trivial evaluations modelled by languages such as the IMS Question & Test Interoperability (QTI) specification. Complex evaluation domains justify the development of specialized evaluators that participate in several business processes. These business processes can combine other type of systems such as Programming Contest Management Systems, Learning Management Systems, Integrated Development Environments and Learning Object Repositories where programming exercises are stored as Learning Objects. This contribution describes the implementation approaches used, more precisely, behaviours & requests, use & interactions, applicable standards, interface definition and usage scenarios.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

São vários os factores sociais e económicos que valorizam a aplicação de tecnologias de domótica em edifícios. No caso particular dos edifícios residenciais, a tendência dos seus utilizadores é a instalação de sistemas de controlo da segurança, do ambiente, de mecanismos de rega e de alarmes. Assim, seguindo a premissa do marketing, que identifica como uma boa prática a projecção de produtos / serviços que satisfaçam as necessidades inventariadas pelos seus utilizadores, este trabalho assenta na criação de um sistema domótico, controlado remotamente através de uma aplicação Android, que pretende, numa primeira instância, o controlo das lâmpadas de uma habitação. Neste trabalho é utilizado o protocolo KNX.TP para a comunicação dos dispositivos de domótica existentes no ISEP, que constituem o ambiente domótico deste trabalho. De forma a implementar o controlo remoto destes dispositivos via internet, este trabalho foca-se no desenvolvimento de uma interface IP-KNX, usando como hardware de controlo, um Arduino Mega 2560, uma placa de interface Ethernet para Arduino, a placa de integração KNX, e um servidor web com a linguagem PHP instalada. Para efeitos de demonstração, foi criada uma aplicação para o SO Android que controla as lâmpadas da rede KNX. Neste trabalho foram utilizadas várias linguagens de programação: C++ no firmware do Arduino, PHP no servidor web e JAVA + XML na aplicação Android.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Vishnu is a tool for XSLT visual programming in Eclipse - a popular and extensible integrated development environment. Rather than writing the XSLT transformations, the programmer loads or edits two document instances, a source document and its corresponding target document, and pairs texts between then by drawing lines over the documents. This form of XSLT programming is intended for simple transformations between related document types, such as HTML formatting or conversion among similar formats. Complex XSLT programs involving, for instance, recursive templates or second order transformations are out of the scope of Vishnu. We present the architecture of Vishnu composed by a graphical editor and a programming engine. The editor is an Eclipse plug-in where the programmer loads and edits document examples and pairs their content using graphical primitives. The programming engine receives the data collected by the editor and produces an XSLT program. The design of the engine and the process of creation of an XSLT program from examples are also detailed. It starts with the generation of an initial transformation that maps source document to the target document. This transformation is fed to a rewrite process where each step produces a refined version of the transformation. Finally, the transformation is simplified before being presented to the programmer for further editing.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The e-Framework is arguably the most prominent e-learning framework currently in use. For this reason it was selected as basis for modelling a programming exercises evaluation service. The purpose of this type of evaluator is to mark and grade exercises in computer programming courses and in programming contests. By exposing its functions as services a programming exercise evaluator is able to participate in business processes integrating different system types, such as Programming Contest Management Systems, Learning Management Systems, Integrated Development Environments and Learning Object Repositories. This paper formalizes the approaches to be used in the implementation of a programming exercise evaluator as a service on the e-Framework.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The LMS plays an indisputable role in the majority of the eLearning environments. This eLearning system type is often used for presenting, solving and grading simple exercises. However, exercises from complex domains, such as computer programming, require heterogeneous systems such as evaluation engines, learning objects repositories and exercise resolution environments. The coordination of networks of such disparate systems is rather complex. This work presents a standard approach for the coordination of a network of eLearning systems supporting the resolution of exercises. The proposed approach use a pivot component embedded in the LMS with two roles: provide an exercise resolution environment and coordinate the communication between the LMS and other systems exposing their functions as web services. The integration of the pivot component with the LMS relies on the Learning Tools Interoperability. The validation of this approach is made through the integration of the component with LMSs from two vendors.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Several standards appeared in recent years to formalize the metadata of learning objects, but they are still insufficient to fully describe a specialized domain. In particular, the programming exercise domain requires interdependent resources (e.g. test cases, solution programs, exercise description) usually processed by different services in the programming exercise life-cycle. Moreover, the manual creation of these resources is time-consuming and error-prone leading to what is an obstacle to the fast development of programming exercises of good quality. This paper focuses on the definition of an XML dialect called PExIL (Programming Exercises Interoperability Language). The aim of PExIL is to consolidate all the data required in the programming exercise life-cycle, from when it is created to when it is graded, covering also the resolution, the evaluation and the feedback. We introduce the XML Schema used to formalize the relevant data of the programming exercise life-cycle. The validation of this approach is made through the evaluation of the usefulness and expressiveness of the PExIL definition. In the former we present the tools that consume the PExIL definition to automatically generate the specialized resources. In the latter we use the PExIL definition to capture all the constraints of a set of programming exercises stored in a learning objects repository.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The concept of Learning Object (LO) is crucial for the standardization on eLearning. The latest LO standard from IMS Global Learning Consortium is the IMS Common Cartridge (IMS CC) that organizes and distributes digital learning content. By analyzing this new specification we considered two interoperability levels: content and communication. A common content format is the backbone of interoperability and is the basis for content exchange among eLearning systems. Communication is more than just exchanging content; it includes also accessing to specialized systems and services and reporting on content usage. This is particularly important when LOs are used for evaluation. In this paper we analyze the Common Cartridge profile based on the two interoperability levels we proposed. We detail its data model that comprises a set of derived schemata referenced on the CC schema and we explore the use of the IMS Learning Tools Interoperability (LTI) to allow remote tools and content to be integrated into a Learning Management System (LMS). In order to test the applicability of IMS CC for automatic evaluation we define a representation of programming exercises using this standard. This representation is intended to be the cornerstone of a network of eLearning systems where students can solve computer programming exercises and obtain feedback automatically. The CC learning object is automatically generated based on a XML dialect called PExIL that aims to consolidate all the data need to describe resources within the programming exercise life-cycle. Finally, we test the generated cartridge on the IMS CC online validator to verify its conformance with the IMS CC specification.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Learning computer programming requires solving programming exercises. In computer programming courses teachers need to assess and give feedback to a large number of exercises. These tasks are time consuming and error-prone since there are many aspects relating to good programming that should be considered. In this context automatic assessment tools can play an important role helping teachers in grading tasks as well to assist students with automatic feedback. In spite of its usefulness, these tools lack integration mechanisms with other eLearning systems such as Learning Management Systems, Learning Objects Repositories or Integrated Development Environments. In this paper we provide a survey on programming evaluation systems. The survey gathers information on interoperability features of these systems, categorizing and comparing them regarding content and communication standardization. This work may prove useful to instructors and computer science educators when they have to choose an assessment system to be integrated in their e-Learning environment.