170 resultados para [INFO] Computer Science [cs]
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
Resumo:
This paper describes an innovative approach to establish a CS curriculum, aiming flexibility and minimization of the time spent in the classrooms. This approach has been developed at the Paulista State University - Unesp - at São José do Rio Preto, and is producing very interesting results. The load reduction is achieved through a series of fundamental core and breadth courses that precede depth courses in specific areas. The flexibility comes as a side effect of the depth courses, which can be adapted without any changes in the core courses. In the following pages we fully describe our motivations, actions and results.
Resumo:
This paper describes an innovative approach to develop the understanding about the relevance of mathematics to computer science. The mathematical subjects are introduced through an application-to-model scheme that lead computer science students to a better understanding of why they have to learn math and learn it effectively. Our approach consists of a single one semester course, taught at the first semester of the program, where the students are initially exposed to some typical computer applications. When they recognize the applications' complexity, the instructor gives the mathematical models supporting such applications, even before a formal introduction to the model in a math course. We applied this approach at Unesp (Brazil) and the results include a large reduction in the rate of students that abandon the college and better students in the final years of our program.
Resumo:
New information and communication technologies may be useful for providing more in-depth knowledge to students in many ways, whether through online multimedia educational material, or through online debates with colleagues, teachers and other area professionals in a synchronous or asynchronous manner. This paper focuses on participation in online discussion in e-learning courses for promoting learning. Although an important theoretical aspect, an analysis of literature reveals there are few studies evaluating the personal and social aspects of online course users in a quantitative manner. This paper aims to introduce a method for diagnosing inclusion and digital proficiency and other personal aspects of the student through a case study comparing Information System, Public Relations and Engineering students at a public university in Brazil. Statistical analysis and analysis of variances (ANOVA) were used as the methodology for data analysis in order to understand existing relations between the components of the proposed method. The survey methodology was also used, in its online format, as a research instrument. The method is based on using online questionnaires that diagnose digital proficiency and time management, level of extroversion and social skills of the students. According to the sample studied, there is no strong correlation between digital proficiency and individual characteristics tied to the use of time, level of extroversion and social skills of students. The differences in course grades for some components are partly due to subject 'Introduction to Economics' being offered to freshmen in Public Relations, whereas subject 'Economics in Engineering' is offered in the final semesters of Engineering and Information Systems courses. Therefore, the difference could be more tied to the respondent's age than to the course. Information Systems students were observed to be older, with access to computers and Internet at the workplace, compared to the other students who access the Internet more often from home. This paper presents a pilot study aimed at conducting a diagnosis that permits proposing actions for information and communication technology to contribute towards student education. Three levels of digital inclusion are described as a scale to measure whether information technology increases personal performance and professional knowledge and skills. This study may be useful for other readers interested in themes related to education in engineering. © 2013 IEEE.
Resumo:
This article describes a methodological approach to conditional reasoning in online asynchronous learning environments such as Virtual-U VGroups, developed by SFU, BC, Canada, consistent with the notion of meaning implication: If part of a meaning C is embedded in B and a part of a meaning B is embedded in A, then A implies C in terms of meaning [Piaget 91]. A new transcript analysis technique was developed to assess the flows of conditional meaning implications and to identify the occurrence of hypotheses and connections among them in two human science graduate mixed-mode online courses offered in the summer/spring session of 1997 by SFU. Flows of conditional meaning implications were confronted with Virtual-U VGroups threads and results of the two courses were compared. Findings suggest that Virtual-U VGroups is a knowledge-building environment although the tree-like Virtual-U VGroups threads should be transformed into neuronal-like threads. Findings also suggest that formulating hypotheses together triggers a collaboratively problem-solving process that scaffolds knowledge-building in asynchronous learning environments: A pedagogical technique and an built-in tool for formulating hypotheses together are proposed. © Springer Pub. Co.
Resumo:
O presente trabalho é o estudo dos aspectos da metodologia projetual, face às novas tecnologias da informática, Inteligência Artificial (Sistemas Especialistas) e CAD, consideradas as reais possibilidades de automatização no processo de concepção em Design. Esse artigo propõe uma metodologia para a construção de sistema inteligente capaz de auxiliar o designer nas tarefas projetuais. A indústria de calçados foi utilizada como estudo de caso para a aplicação da metodologia, onde as reais possibilidades de automação são verificadas.
Resumo:
On-line learning methods have been applied successfully in multi-agent systems to achieve coordination among agents. Learning in multi-agent systems implies in a non-stationary scenario perceived by the agents, since the behavior of other agents may change as they simultaneously learn how to improve their actions. Non-stationary scenarios can be modeled as Markov Games, which can be solved using the Minimax-Q algorithm a combination of Q-learning (a Reinforcement Learning (RL) algorithm which directly learns an optimal control policy) and the Minimax algorithm. However, finding optimal control policies using any RL algorithm (Q-learning and Minimax-Q included) can be very time consuming. Trying to improve the learning time of Q-learning, we considered the QS-algorithm. in which a single experience can update more than a single action value by using a spreading function. In this paper, we contribute a Minimax-QS algorithm which combines the Minimax-Q algorithm and the QS-algorithm. We conduct a series of empirical evaluation of the algorithm in a simplified simulator of the soccer domain. We show that even using a very simple domain-dependent spreading function, the performance of the learning algorithm can be improved.
Resumo:
Investigates the relationship between Information Architecture in digital environments with Intellectual Property Rights. The work is justified by the need to better understand the emerging dynamics of Digital Information and Communication Law Technologies and Intellectual Property Rights. Three areas of knowledge are directly related to the study: Information Science, Law and Computer Science. The methodology used in the investigative process is aligned with the qualitative approach. With respect to the technical procedures the research is classified as bibliographic or secondary sources. The results showed that the current Brazilian legislation does not provide the adequate mechanisms necessary to protect the intellectual property rights associated to an Information Architecture project to its holders.
Resumo:
Os objetivos deste estudo foram desenvolver um sistema computacional que efetue o dimensionamento e a evolução de rebanhos bovinos e criar uma ferramenta que possibilite ao usuário efetuar simulações em um sistema de produção de carne e/ou leite. Foi utilizada a linguagem CA Clipper. As rotinas foram desenvolvidas de forma conversacional, com acesso aos diversos programas, por meio de menus auto-explicativos. O sistema desenvolvido pode auxiliar o técnico e o pecuarista no dimensionamento e na evolução de um rebanho bovino com precisão e considerável rapidez; possibilita ao usuário efetuar inúmeras simulações; e constitui -se em importante ferramenta no auxílio da tomada de decisões.
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
This work describes a ludic proposal for programming learning of industrial robots to be developed by groups of engineering students. Two projects are presented: Tic-tac-toe Opponent Robot and Environmentalist Robot. The first project use competitive search techniques of the Artificial Intelligence, computational vision, electronic and pneumatic concepts for ability decision making for a robotic agent on the tic-tae-toe game. The second project consists of a game that contains a questions and answers database about environmental themes. An algorithm selects the group of questions to be answered by the player, analyses the answers and sends the result to a industrial robot through serial port. According with the player performance, the robot makes congratulation movements and giving a gift to the winner player. Otherwise, the robot makes movements, disapproving the player performance.
Resumo:
This paper presents a technique to share the data stored in an object-oriented database aimed at designing environments. This technique shares data between two related databases, called the Original and Product databases, and is composed of three processes: data separation, evolution and integration. Whenever a block of data needs to be shared, it is spread into both databases, resulting in a block on the original database, and another into the Product database, with special links between them controlled by the Object Manager. These blocks do not need to be maintained identical during the evolution phase of the sharing process. Six types of links were defined, and by choosing one, the designer control the evolution and reintegration of the block in both databases. This process uses the composite object concept as the unit of control. The presented concepts can be applied to any data model with support to composite objects.
Resumo:
In this paper we describe a scheduler simulator for real-time tasks, RTsim, that can be used as a tool to teach real-time scheduling algorithms. It simulates a variety of preprogrammed scheduling policies for single and multi-processor systems and simple algorithm variants introduced by its user. Using RTsim students can conduct experiments that will allow them to understand the effects of each policy given different load conditions and learn which policy is better for different workloads. We show how to use RTsim as a learning tool and the results achieved with its application on the Real-Time Systems course taught at the B.Sc. on Computer Science at Paulista State University - Unesp - at Rio Preto.
Resumo:
This article has the purpose to review the main codes used to detect and correct errors in data communication specifically in the computer's network. The Hamming's code and the Ciclic Redundancy Code (CRC) are presented as the focus of this article as well as CRC hardware implementation. Each code is reviewed in details in order to fill the gaps in the literature and to make it accessible to the computer science and engineering students as well as to anyone who may be interested in learning the technique to treat error in data communication.
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We have recently proposed an extension to Petri nets in order to be able to directly deal with all aspects of embedded digital systems. This extension is meant to be used as an internal model of our co-design environment. After analyzing relevant related work, and presenting a short introduction to our extension as a background material, we describe the details of the timing model we use in our approach, which is mainly based in Merlin's time model. We conclude the paper by discussing an example of its usage. © 2004 IEEE.
Resumo:
The communication between user and software is a basic stage in any Interaction System project. In interactive systems, this communication is established by the means of a graphical interface, whose objective is to supply a visual representation of the main entities and functions present in the Virtual Environment. New ways of interacting in computational systems have been minimizing the gap in the relationship between man and computer, and therefore enhancing its usability. The objective of this paper, therefore, is to present a proposal for a non-conventional user interface library called ARISupport, which supplies ARToolKit applications developers with an opportunity to create simple GUI interfaces, and provides some of the functionality used in Augmented Reality systems. © Springer-Verlag Berlin Heidelberg 2005.