983 resultados para programming language processing


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This paper analyzes difficulties with the introduction of object-oriented concepts in introductory computing education and then proposes a two-language, two-paradigm curriculum model that alleviates such difficulties. Our two-language, two-paradigm curriculum model begins with teaching imperative programming using Python programming language, continues with teaching object-oriented computing using Java, and concludes with teaching object-oriented data structures with Java.

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The large upfront investments required for game development pose a severe barrier for the wider uptake of serious games in education and training. Also, there is a lack of well-established methods and tools that support game developers at preserving and enhancing the games’ pedagogical effectiveness. The RAGE project, which is a Horizon 2020 funded research project on serious games, addresses these issues by making available reusable software components that aim to support the pedagogical qualities of serious games. In order to easily deploy and integrate these game components in a multitude of game engines, platforms and programming languages, RAGE has developed and validated a hybrid component-based software architecture that preserves component portability and interoperability. While a first set of software components is being developed, this paper presents selected examples to explain the overall system’s concept and its practical benefits. First, the Emotion Detection component uses the learners’ webcams for capturing their emotional states from facial expressions. Second, the Performance Statistics component is an add-on for learning analytics data processing, which allows instructors to track and inspect learners’ progress without bothering about the required statistics computations. Third, a set of language processing components accommodate the analysis of textual inputs of learners, facilitating comprehension assessment and prediction. Fourth, the Shared Data Storage component provides a technical solution for data storage - e.g. for player data or game world data - across multiple software components. The presented components are exemplary for the anticipated RAGE library, which will include up to forty reusable software components for serious gaming, addressing diverse pedagogical dimensions.

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Thesis (Ph.D.)--University of Washington, 2016-08

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Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia Informática e de Computadores

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Atualmente, sensores remotos e computadores de alto desempenho estão sendo utilizados como instrumentos principais na coleta e produção de dados oceanográficos. De posse destes dados, é possível realizar estudos que permitem simular e prever o comportamento do oceano por meio de modelos numéricos regionais. Dentre os fatores importantes no estudo da oceanografia, podem ser destacados àqueles referentes aos impactos ambientais, de contaminação antrópica, utilização de energias renováveis, operações portuárias e etc. Contudo, devido ao grande volume de dados gerados por instituições ambientais, na forma de resultados de modelos globais como o HYCOM (Hybrid Coordinate Ocean Model) e dos programas de Reanalysis da NOAA (National Oceanic and Atmospheric Administration), torna-se necessária a criação de rotinas computacionais para realizar o tratamento de condições iniciais e de contorno, de modo que possam ser aplicadas a modelos regionais como o TELEMAC3D (www.opentelemac.org). Problemas relacionados a baixa resolução, ausência de dados e a necessidade de interpolação para diferentes malhas ou sistemas de coordenadas verticais, tornam necessária a criação de um mecanismo computacional que realize este tratamento adequadamente. Com isto, foram desenvolvidas rotinas na linguagem de programação Python, empregando interpoladores de vizinho mais próximo, de modo que, a partir de dados brutos dos modelos HYCOM e do programa de Reanalysis da NOAA, foram preparadas condições iniciais e de contorno para a realização de uma simulação numérica teste. Estes resultados foram confrontados com outro resultado numérico onde, as condições foram construídas a partir de um método de interpolação mais sofisticado, escrita em outra linguagem, e que já vem sendo utilizada no laboratório. A análise dos resultados permitiu concluir que, a rotina desenvolvida no âmbito deste trabalho, funciona adequadamente para a geração de condições iniciais e de contorno do modelo TELEMAC3D. Entretanto, um interpolador mais sofisticado deve ser desenvolvido de forma a aumentar a qualidade nas interpolações, otimizar o custo computacional, e produzir condições que sejam mais realísticas para a utilização do modelo TELEMAC3D.

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International audience

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Human relationships have long been studied by scientists from domains like sociology, psychology, literature, etc. for understanding people's desires, goals, actions and expected behaviors. In this dissertation we study inter-personal relationships as expressed in natural language text. Modeling inter-personal relationships from text finds application in general natural language understanding, as well as real-world domains such as social networks, discussion forums, intelligent virtual agents, etc. We propose that the study of relationships should incorporate not only linguistic cues in text, but also the contexts in which these cues appear. Our investigations, backed by empirical evaluation, support this thesis, and demonstrate that the task benefits from using structured models that incorporate both types of information. We present such structured models to address the task of modeling the nature of relationships between any two given characters from a narrative. To begin with, we assume that relationships are of two types: cooperative and non-cooperative. We first describe an approach to jointly infer relationships between all characters in the narrative, and demonstrate how the task of characterizing the relationship between two characters can benefit from including information about their relationships with other characters in the narrative. We next formulate the relationship-modeling problem as a sequence prediction task to acknowledge the evolving nature of human relationships, and demonstrate the need to model the history of a relationship in predicting its evolution. Thereafter, we present a data-driven method to automatically discover various types of relationships such as familial, romantic, hostile, etc. Like before, we address the task of modeling evolving relationships but don't restrict ourselves to two types of relationships. We also demonstrate the need to incorporate not only local historical but also global context while solving this problem. Lastly, we demonstrate a practical application of modeling inter-personal relationships in the domain of online educational discussion forums. Such forums offer opportunities for its users to interact and form deeper relationships. With this view, we address the task of identifying initiation of such deeper relationships between a student and the instructor. Specifically, we analyze contents of the forums to automatically suggest threads to the instructors that require their intervention. By highlighting scenarios that need direct instructor-student interactions, we alleviate the need for the instructor to manually peruse all threads of the forum and also assist students who have limited avenues for communicating with instructors. We do this by incorporating the discourse structure of the thread through latent variables that abstractly represent contents of individual posts and model the flow of information in the thread. Such latent structured models that incorporate the linguistic cues without losing their context can be helpful in other related natural language understanding tasks as well. We demonstrate this by using the model for a very different task: identifying if a stated desire has been fulfilled by the end of a story.

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The current study investigated the cognitive workload of sentence and clause wrap-up in younger and older readers. A large number of studies have demonstrated the presence of wrap-up effects, peaks in processing time at clause and sentence boundaries that some argue reflect attention to organizational and integrative semantic processes. However, the exact nature of these wrap-up effects is still not entirely clear, with some arguing that wrap-up is not related to processing difficulty, but rather is triggered by a low-level oculomotor response or the implicit monitoring of intonational contour. The notion that wrap-up effects are resource-demanding was directly tested by examining the degree to which sentence and clause wrap-up affects the parafoveal preview benefit. Older and younger adults read passages in which a target word N occurred in a sentence-internal, clause-final, or sentence-final position. A gaze-contingent boundary change paradigm was used in which, on some trials, a non-word preview of word N+1 was replaced by a target word once the eyes crossed an invisible boundary located between words N and N+1. All measures of reading time on word N were longer at clause and sentence boundaries than in the sentence-internal position. In the earliest measures of reading time, sentence and clause wrap-up showed evidence of reducing the magnitude of the preview benefit similarly for younger and older adults. However, this effect was moderated by age in gaze duration, such that older adults showed a complete reduction in the preview benefit in the sentence-final condition. Additionally, sentence and clause wrap-up were negatively associated with the preview benefit. Collectively, the findings from the current study suggest that wrap-up is cognitively demanding and may be less efficient with age, thus, resulting in a reduction of the parafoveal preview during normal reading.

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A poster of this paper will be presented at the 25th International Conference on Parallel Architecture and Compilation Technology (PACT ’16), September 11-15, 2016, Haifa, Israel.

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Secure Multi-party Computation (MPC) enables a set of parties to collaboratively compute, using cryptographic protocols, a function over their private data in a way that the participants do not see each other's data, they only see the final output. Typical MPC examples include statistical computations over joint private data, private set intersection, and auctions. While these applications are examples of monolithic MPC, richer MPC applications move between "normal" (i.e., per-party local) and "secure" (i.e., joint, multi-party secure) modes repeatedly, resulting overall in mixed-mode computations. For example, we might use MPC to implement the role of the dealer in a game of mental poker -- the game will be divided into rounds of local decision-making (e.g. bidding) and joint interaction (e.g. dealing). Mixed-mode computations are also used to improve performance over monolithic secure computations. Starting with the Fairplay project, several MPC frameworks have been proposed in the last decade to help programmers write MPC applications in a high-level language, while the toolchain manages the low-level details. However, these frameworks are either not expressive enough to allow writing mixed-mode applications or lack formal specification, and reasoning capabilities, thereby diminishing the parties' trust in such tools, and the programs written using them. Furthermore, none of the frameworks provides a verified toolchain to run the MPC programs, leaving the potential of security holes that can compromise the privacy of parties' data. This dissertation presents language-based techniques to make MPC more practical and trustworthy. First, it presents the design and implementation of a new MPC Domain Specific Language, called Wysteria, for writing rich mixed-mode MPC applications. Wysteria provides several benefits over previous languages, including a conceptual single thread of control, generic support for more than two parties, high-level abstractions for secret shares, and a fully formalized type system and operational semantics. Using Wysteria, we have implemented several MPC applications, including, for the first time, a card dealing application. The dissertation next presents Wys*, an embedding of Wysteria in F*, a full-featured verification oriented programming language. Wys* improves on Wysteria along three lines: (a) It enables programmers to formally verify the correctness and security properties of their programs. As far as we know, Wys* is the first language to provide verification capabilities for MPC programs. (b) It provides a partially verified toolchain to run MPC programs, and finally (c) It enables the MPC programs to use, with no extra effort, standard language constructs from the host language F*, thereby making it more usable and scalable. Finally, the dissertation develops static analyses that help optimize monolithic MPC programs into mixed-mode MPC programs, while providing similar privacy guarantees as the monolithic versions.

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In the context of computer numerical control (CNC) and computer aided manufacturing (CAM), the capabilities of programming languages such as symbolic and intuitive programming, program portability and geometrical portfolio have special importance -- They allow to save time and to avoid errors during part programming and permit code re-usage -- Our updated literature review indicates that the current state of art presents voids in parametric programming, program portability and programming flexibility -- In response to this situation, this article presents a compiler implementation for EGCL (Extended G-code Language), a new, enriched CNC programming language which allows the use of descriptive variable names, geometrical functions and flow-control statements (if-then-else, while) -- Our compiler produces low-level generic, elementary ISO-compliant Gcode, thus allowing for flexibility in the choice of the executing CNC machine and in portability -- Our results show that readable variable names and flow control statements allow a simplified and intuitive part programming and permit re-usage of the programs -- Future work includes allowing the programmer to define own functions in terms of EGCL, in contrast to the current status of having them as library built-in functions

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O presente trabalho pretende apresentar e descrever a metodologia processual e respectivas relexões que sustentam a criação de um artefato digital interativo construído de forma a que alguns dos elementos bidimensionais que o constituem sejam manipuladas de forma a que criem ao jogador a ilusão de tridimensionalidade. Em 1992 a Id Software com o jogo Wolfenstein 3D, introduziu uma referência visual à tridimensionalidade, utilizando para o efeito tecnologia 2D, a qual, através de um sistema de redimensionamento e posicionamento de imagens, consegui transmitir a noção de tridimensionalidade, utilizando na altura um tipo de jogo em primeira pessoa, ou seja, o jogador experiência uma campo visual que visa reproduzir a própria experiência do mundo táctil na relação que dispõe entre os espaços e objetos. Através do Processing, uma linguagem de programação que assenta no Java, estes objetivos conceptuais serão reproduzidos, que procuram, por um lado, transmitir esta aparente ilusão de tridimensionalidade e por outro não utilizar um tipo de artefacto digital que proporciona uma jogabilidade em primeira pessoa mas sim possibilitam ao jogador uma experiência visual que aborda todo o espaço em que é lhe permitido circular, no qual é lhe exposto as adversidades que precisa de superar para progredir. Para que isto seja possível o jogador assume o papel de um personagem e através da sua interação com o artefato, vai ediicando uma narrativa visual que visa o seu envolvimento com a temática representada. Como tema é utilizada uma representação da busca pelo Sarcófago do faraó da 18ª Dinastia Tutankamón (1332 - 1323 AC) pelo explorador britânico Howard Carter (1874 - 1939) cuja expedição no Vales do Reis em 1922 constitui ainda hoje a mais célebre descoberta arqueológica relacionada com Antigo Egipto. Ao longo desta Dissertação são abordados temas que visam resoluções tanto no campo técnico e tecnológico, através da programação e sua linguagem, como no campo visual e estético que visa uma conexão consciente com a temática a representar e a ser experienciada

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One of the prominent questions in modern psycholinguistics is the relationship between the grammar and the parser. Within the approach of Generative Grammar, this issue has been investigated in terms of the role that Principles of Universal Grammar may play in language processing. The aim of this research experiment is to investigate this topic. Specifically, this experiment aims to test whether the Minimal Structure Principle (MSP) plays a role in the processing of Preposition-Stranding versus Pied-Piped Constructions. This investigation is made with a self-paced reading task, an on-line processing test that measures participants’ unconscious reaction to language stimuli. Monolingual English speakers’ reading times of sentences with Preposition-Stranding and Pied-Piped Constructions are compared. Results indicate that neither construction has greater processing costs, suggesting that factors other than the MSP are active during language processing.

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Code patterns, including programming patterns and design patterns, are good references for programming language feature improvement and software re-engineering. However, to our knowledge, no existing research has attempted to detect code patterns based on code clone detection technology. In this study, we build upon the previous work and propose to detect and analyze code patterns from a collection of open source projects using NiPAT technology. Because design patterns are most closely associated with object-oriented languages, we choose Java and Python projects to conduct our study. The tool we use for detecting patterns is NiPAT, a pattern detecting tool originally developed for the TXL programming language based on the NiCad clone detector. We extend NiPAT for the Java and Python programming languages. Then, we try to identify all the patterns from the pattern report and classify them into several different categories. In the end of the study, we analyze all the patterns and compare the differences between Java and Python patterns.