893 resultados para Computer Science, Software Engineering


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The main purpose of this work is the development of computational tools in order to assist the on-line automatic detection of burn in the surface grinding process. Most of the parameters currently employed in the burning recognition (DPO, FKS, DPKS, DIFP, among others) do not incorporate routines for automatic selection of the grinding passes, therefore, requiring the user's interference for the choice of the active region. Several methods were employed in the passes extraction; however, those with the best results are presented in this article. Tests carried out in a surface-grinding machine have shown the success of the algorithms developed for pass extraction. Copyright © 2007 by ABCM.

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Using robots for teaching is one approach that has gathered good results on Middle-School, High-School and Universities. Robotics gives chance to experiment concepts of a broad range of disciplines, principally those from Engineering courses and Computer Science. However, there are not many kits that enables the use of robotics in classroom. This article describes the methodologies to implement tools which serves as test beds for the use of robotics to teach Computer Science and Engineering. Therefore, it proposes the development of a flexible, low cost hardware to integrate sensors and control actuators commonly found on mobile robots, the development of a mobile robot device whose sensors and actuators allows the experimentation of different concepts, and an environment for the implementation of control algorithms through a computer network. This paper describes each one of these tools and discusses the implementation issues and future works. © 2010 IEEE.

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This paper describes a program for the automatic generation of code for Intel's 8051 microcontroller. The code is generated from a place-transition Petri net specification. Our goal is to minimize programming time. The code generated by our program has been observed to exactly match the net model. It has also been observed that no change is needed to be made to the generated code for its compilation to the target architecture. © 2011 IFAC.

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Hundreds of Terabytes of CMS (Compact Muon Solenoid) data are being accumulated for storage day by day at the University of Nebraska-Lincoln, which is one of the eight US CMS Tier-2 sites. Managing this data includes retaining useful CMS data sets and clearing storage space for newly arriving data by deleting less useful data sets. This is an important task that is currently being done manually and it requires a large amount of time. The overall objective of this study was to develop a methodology to help identify the data sets to be deleted when there is a requirement for storage space. CMS data is stored using HDFS (Hadoop Distributed File System). HDFS logs give information regarding file access operations. Hadoop MapReduce was used to feed information in these logs to Support Vector Machines (SVMs), a machine learning algorithm applicable to classification and regression which is used in this Thesis to develop a classifier. Time elapsed in data set classification by this method is dependent on the size of the input HDFS log file since the algorithmic complexities of Hadoop MapReduce algorithms here are O(n). The SVM methodology produces a list of data sets for deletion along with their respective sizes. This methodology was also compared with a heuristic called Retention Cost which was calculated using size of the data set and the time since its last access to help decide how useful a data set is. Accuracies of both were compared by calculating the percentage of data sets predicted for deletion which were accessed at a later instance of time. Our methodology using SVMs proved to be more accurate than using the Retention Cost heuristic. This methodology could be used to solve similar problems involving other large data sets.

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This paper presents the development history and specification of a 3D game engine titled "Spark Engine". The term "engine" is used to describe a complex graphics software suite that streamlines application development and provides efficient rendering functionality. A game engine specifically provides tools to simplify game development. Spark Engine is fully shader driven and is built on top of Microsoft's XNA Framework. It is a reusable and flexible platform that can be used to build any type of graphics application ranging from gaming to simulation. The engine was released as open source software under the New BSD License with an interest in furthering its development.

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El presente trabajo fin de grado, que, a partir de ahora, denominaré TFG, consiste en elaborar una monitorización de programas concurrentes en lenguaje Java, para que se visualicen los eventos ocurridos durante la ejecución de los dichos programas. Este trabajo surge en el marco de la asignatura “Concurrencia” de la Escuela Técnica Superior de Ingeniería Informática de la Universidad Politécnica de Madrid, impartida por D. Julio Mariño y D. Ángel Herranz. El objetivo principal de este proyecto es crear una herramienta para el aprendizaje de la asignatura de concurrencia, facilitando la comprensión de los conceptos teóricos, de modo que puedan corregir los posibles errores que haya en sus prácticas. en este proyecto se expone el desarrollo de una librería de visualización de programas concurrentes programados en Java usando un formalismo gráfico similar al empleado en la asignatura. Además esta librería da soporte a los mecanismos de sincronización usados en las prácticas de la asignatura: la librería Monitor (desarrollada por los profesores de la asignatura, D. Ángel Herranz y D. Julio Mariño) y la librería JCSP (Universidad de Kent). ---ABSTRACT---This Bachelor Thesis addresses the problem of monitoring a Java program in order to trace and visualize a certain set of events produced during the execution of concurrent Java programs. This work originates in the subject "Concurrency" of the Computer Science and Engineering degree of our University. The main goal of this work is to have a tool that helps students learning the subject, so they can better understand the core concepts and correct common mistakes in the course practical work. We have implemented a library for visualizing concurrent Java programsusing a graphical notation similar to the one used in class, which supports the design of concurrent programs whose synchronization mechanisms are either monitors(using the Monitor package) or CSP(as implemented in the JCSP library from Kent University).

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This paper analyzes the learning experiences and opinions from a group of undergraduate students in a course about Robotics. The contents of this course were taught as a set of seminars. In each seminar, the student learned interdisciplinary knowledge of computer science, control engineering, electronics and other fields related to Robotics. The aim of this course is that the students are able to design and implement their own and custom robotic solution for a series of tests planned by the teachers. These tests measure the behavior and mechatronic features of the students' robots. Finally, the students' robots are confronted with some competitions. In this paper, the low-cost robotic architecture used by the students, the contents of the course, the tests to compare the solutions of students and the opinion of them are amply discussed.

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Thesis (Master's)--University of Washington, 2016-06

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Thesis (Ph.D.)--University of Washington, 2016-06

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Thesis (Ph.D.)--University of Washington, 2016-06

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Thesis (Ph.D.)--University of Washington, 2016-06

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Thesis (Ph.D.)--University of Washington, 2016-06

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Thesis (Ph.D.)--University of Washington, 2016-06

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The 2008 National Student Survey revealed that: 44% of full-time students in England did not think that the feedback on their work had been prompt nor did they agree that the feedback on their work helped them clarify things that they did not understand (HEFCE, 2008). Computer Science and Engineering & Technology have been amongst the poorest performers in this aspect as they ranked in the lower quartile (Surridge, 2007, p.32). Five years since the first NSS survey, assessment and feedback remains the biggest concern. Dissatisfaction in any aspect of studies demotivates students and can lead to disengagement and attrition. As the student number grows, the situation can only get worse if nothing is done about it. We have conducted a survey to investigate views on assessment and feedback from Engineering, Mathematics and Computing students. The survey aims at investigating the core issues of dissatisfaction in assessment and feedback and ways in which UK Engineering students can learn better through helpful feedback. The study focuses on collecting students' experiences with feedback received in their coursework, assignments and quizzes in Computing Science modules. The survey reveals the role of feedback in their learning. The results of the survey help to identify the forms of feedback that are considered to be helpful in learning and the time frame for timely feedback. We report on the findings of the survey. We also explore ways to improve assessment and feedback in a bid to better engage engineering students in their studies.

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The purpose of this study was to examine the factorsbehind the failure rates of Associate in Arts (AA)graduates from Miami-Dade Community College (M-DCC) transferring to the Florida State University System (SUS). In M-DCC's largest disciplines, the university failure rate was 13% for Business & Management, 13% for Computer Science, and 14% for Engineering. Hypotheses tested were: Hypothesis 1 (H1): The lower division (LD) overall cumulative GPA and/or the LD major field GPA for AA graduates are predictive of the SUS GPA for the Business Management, Computer Science, and Engineering disciplines. Hypothesis 2 (H2): Demographic variables (age, race, gender) are predictive of performance at the university among M-DCC AA graduates in Engineering, Business & Management, and Computer Science. Hypothesis 3 (H3): Administrative variables (CLAST -College Level Academic Skills Test subtests) are predictive of university performance (GPA) for the Business/Management, Engineering, and Computer Science disciplines. Hypothesis 4 (H4): LD curriculum variables (course credits, course quality points) are predictive of SUS performance for the Engineering, Business/Management and Computer Science disciplines. Multiple Regression was the inferential procedureselected for predictions. Descriptive statistics weregenerated on the predictors. Results for H1 identified the LD GPA as the most significant variable in accounting for the variability of the university GPA for the Business & Management, Computer Science, and Engineering disciplines. For H2, no significant results were obtained for theage and gender variables, but the ethnic subgroups indicated significance at the .0001 level. However, differentials in GPA may not have been due directly to the race factor but, rather, to curriculum choices and performance outcomes while in the LD. The CLAST computation variable (H3) was a significant predictor of the SUS GPA. This is most likely due to the mathematics structure pervasive in these disciplines. For H4, there were two curriculum variables significant in explaining the variability of the university GPA (number of required critical major credits completed and quality of the student's performance for these credits). Descriptive statistics on the predictors indicated that 78% of those failing in the State University System had a LD major GPA (calculated with the critical required university credits earned and quality points of these credits) of less than 3.0; and 83% of those failing at the university had an overall community college GPA of less than 3.0.