997 resultados para Computer arithmetic


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The worldwide scarcity of women studying or employed in ICT, or in computing related disciplines, continues to be a topic of concern for industry, the education sector and governments. Within Europe while females make up 46% of the workforce only 17% of IT staff are female. A similar gender divide trend is repeated worldwide, with top technology employers in Silicon Valley, including Facebook, Google, Twitter and Apple reporting that only 30% of the workforce is female (Larson 2014). Previous research into this gender divide suggests that young women in Secondary Education display a more negative attitude towards computing than their male counterparts. It would appear that the negative female perception of computing has led to representatively low numbers of women studying ICT at a tertiary level and consequently an under representation of females within the ICT industry. The aim of this study is to 1) establish a baseline understanding of the attitudes and perceptions of Secondary Education pupils in regard to computing and 2) statistically establish if young females in Secondary Education really do have a more negative attitude towards computing.

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Economic dispatch (ED) problems often exhibit non-linear, non-convex characteristics due to the valve point effects. Further, various constraints and factors, such as prohibited operation zones, ramp rate limits and security constraints imposed by the generating units, and power loss in transmission make it even more challenging to obtain the global optimum using conventional mathematical methods. Meta-heuristic approaches are capable of solving non-linear, non-continuous and non-convex problems effectively as they impose no requirements on the optimization problems. However, most methods reported so far mainly focus on a specific type of ED problems, such as static or dynamic ED problems. This paper proposes a hybrid harmony search with arithmetic crossover operation, namely ACHS, for solving five different types of ED problems, including static ED with valve point effects, ED with prohibited operating zones, ED considering multiple fuel cells, combined heat and power ED, and dynamic ED. In this proposed ACHS, the global best information and arithmetic crossover are used to update the newly generated solution and speed up the convergence, which contributes to the algorithm exploitation capability. To balance the exploitation and exploration capabilities, the opposition based learning (OBL) strategy is employed to enhance the diversity of solutions. Further, four commonly used crossover operators are also investigated, and the arithmetic crossover shows its efficiency than the others when they are incorporated into HS. To make a comprehensive study on its scalability, ACHS is first tested on a group of benchmark functions with a 100 dimensions and compared with several state-of-the-art methods. Then it is used to solve seven different ED cases and compared with the results reported in literatures. All the results confirm the superiority of the ACHS for different optimization problems.

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Experience obtained in the support of mobile learning using podcast audio is reported. The paper outlines design, storage and distribution via a web site. An initial evaluation of the uptake of the approach in a final year computing module was undertaken. Audio objects were tailored to meet different pedagogical needs resulting in a repository of persistent glossary terms and disposable audio lectures distributed by podcasting. An aim of our approach is to document the interest from the students, and evaluate the potential of mobile learning for supplementing revision

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There is a dearth of evidence focusing on student preferences for computer-based testing versus
testing via student response systems for summative assessment in undergraduate education.
This quantitative study compared the preference and acceptability of computer-based testing
and a student response system for completing multiple choice questions in undergraduate
nursing education. After using both computer-based testing and a student response system to
complete multiple choice questions, 192 first year undergraduate nursing students rated their
preferences and attitudes towards using computer-based testing and a student response system.
Results indicated that seventy four percent felt the student response system was easy to use.
Fifty six percent felt the student response system took more time than the computer-based testing
to become familiar with. Sixty Percent felt computer-based testing was more users friendly.
Seventy Percent of students would prefer to take a multiple choice question summative exam
via computer-based testing, although Fifty percent would be happy to take using student response
system. Results are useful for undergraduate educators in relation to student’s preference
for using computer-based testing or student response system to undertake a summative
multiple choice question exam

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Studies examined the potential use of Virtual Environments (VEs) in teaching historical chronology to 127 children of primary school age (8–9 years). The use of passive fly-through VEs had been found, in an earlier study, to be disadvantageous with this age group when tested for their subsequent ability to place displayed sequential events in correct chronological order. All VEs in the present studies included active challenge, previously shown to enhance learning in older participants. Primary school children in the UK (all frequent computer users) were tested using UK historical materials, but no significant effect was found between three conditions (Paper, PowerPoint and VE) with minimal pre-training. However, excellent (error free) learning occurred when children were allowed greater exploration prior to training in the VE. In Ukraine, with children having much less computer familiarity, training in a VE (depicting Ukrainian history) produced better learning compared to PowerPoint, but no better than in a Paper condition. The results confirmed the benefit of using challenge in a VE with primary age children, but only with adequate prior familiarisation with the medium. Familiarity may reduce working memory load and increase children’s spatial memory capacity for acquiring sequential temporal-spatial information from virtual displays. Keywords: timeline, chronographics

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Geographical representations of topographical space come in many shapes and are a regular topic of discussion. The depiction of the invisible and maybe even illusory concept of time on the other hand, remains largely unchanged and undisputed. A uniform and arithmetic model of time fits well with the rigid structure of digital data, which might be why it has been widely adopted within HCI. In our proposal, we will present historic and contemporary approaches that offer alternative perspectives on the visual representation of time. Keywords: timeline, chronographics

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Tese de dout., Engenharia Electrónica e de Computadores, Faculdade de Ciência e Tecnologia, Universidade do Algarve, 2007

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The convenience sample for this study was taken from an A.E.C. (Attestation of Collegial Studies) Communication course of the Continuing Education Technical Support Program. A key component of this course competency is for students to develop the skill to write business letters for various purposes and to apply the three-step writing process during the crafting of the correspondence. This is achieved with a number of writing assignments which are carried out by students working in teams and completing the writing assignments out-of-class. the out-of-class work was convened using the PrimaryPad program to complete two of the writing assignments, which formed the basis of the research. This research uses a case study design that employed a repeated measures method with two conditions (teacher scaffolding vs. no teacher scaffolding). The possibility of an order effect was controlled for by using a counterbalancing of treatment design. A post-treatment questionnaire was used to gather descriptive statistics.

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Soccer is a sport where everyone that is involved with it make all the efforts aiming for excellence. Not only the players need to show their skills on the pitch but also the coach, and the remaining staff, need to have their own tools so that they can perform at higher levels. Footdata is a project to build a new web application product for soccer (football), which integrates two fundamental components of this sport's world: the social and the professional. While the former is an enhanced social platform for soccer professionals and fans, the later can be considered as a Soccer Resource Planning, featuring a system for acquisition and processing information to meet all the soccer management needs. In this paper we focus only in a specific module of the professional component. We will describe the section of the web application that allows to analyse movements and tactics of the players using images directly taken from the pitch or from videos, we will show that it is possible to draw players and ball movements in a web application and detect if those movements occur during a game. © 2014 Springer International Publishing.

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Soccer is a sport where everyone that is involved with it make all the efforts aiming for excellence. Not only the players need to show their skills on the pitch but also the coach, and the remaining staff, need to have their own tools so that they can perform at higher levels. Footdata is a project to build a new web application product for soccer (football), which integrates two fundamental components of this sport’s world: the social and the professional. While the former is an enhanced social platform for soccer professionals and fans, the later can be considered as a Soccer Resource Planning, featuring a system for acquisition and processing information to meet all the soccer management needs. In this paper we focus only in a specific module of the professional component. We will describe the section of the web application that allows to analyse movements and tactics of the players using images directly taken from the pitch or from videos, we will show that it is possible to draw players and ball movements in a web application and detect if those movements occur during a game.

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La compression des données est la technique informatique qui vise à réduire la taille de l’information pour minimiser l’espace de stockage nécessaire et accélérer la transmission des données dans les réseaux à bande passante limitée. Plusieurs techniques de compression telles que LZ77 et ses variantes souffrent d’un problème que nous appelons la redondance causée par la multiplicité d’encodages. La multiplicité d’encodages (ME) signifie que les données sources peuvent être encodées de différentes manières. Dans son cas le plus simple, ME se produit lorsqu’une technique de compression a la possibilité, au cours du processus d’encodage, de coder un symbole de différentes manières. La technique de compression par recyclage de bits a été introduite par D. Dubé et V. Beaudoin pour minimiser la redondance causée par ME. Des variantes de recyclage de bits ont été appliquées à LZ77 et les résultats expérimentaux obtenus conduisent à une meilleure compression (une réduction d’environ 9% de la taille des fichiers qui ont été compressés par Gzip en exploitant ME). Dubé et Beaudoin ont souligné que leur technique pourrait ne pas minimiser parfaitement la redondance causée par ME, car elle est construite sur la base du codage de Huffman qui n’a pas la capacité de traiter des mots de code (codewords) de longueurs fractionnaires, c’est-à-dire qu’elle permet de générer des mots de code de longueurs intégrales. En outre, le recyclage de bits s’appuie sur le codage de Huffman (HuBR) qui impose des contraintes supplémentaires pour éviter certaines situations qui diminuent sa performance. Contrairement aux codes de Huffman, le codage arithmétique (AC) peut manipuler des mots de code de longueurs fractionnaires. De plus, durant ces dernières décennies, les codes arithmétiques ont attiré plusieurs chercheurs vu qu’ils sont plus puissants et plus souples que les codes de Huffman. Par conséquent, ce travail vise à adapter le recyclage des bits pour les codes arithmétiques afin d’améliorer l’efficacité du codage et sa flexibilité. Nous avons abordé ce problème à travers nos quatre contributions (publiées). Ces contributions sont présentées dans cette thèse et peuvent être résumées comme suit. Premièrement, nous proposons une nouvelle technique utilisée pour adapter le recyclage de bits qui s’appuie sur les codes de Huffman (HuBR) au codage arithmétique. Cette technique est nommée recyclage de bits basé sur les codes arithmétiques (ACBR). Elle décrit le cadriciel et les principes de l’adaptation du HuBR à l’ACBR. Nous présentons aussi l’analyse théorique nécessaire pour estimer la redondance qui peut être réduite à l’aide de HuBR et ACBR pour les applications qui souffrent de ME. Cette analyse démontre que ACBR réalise un recyclage parfait dans tous les cas, tandis que HuBR ne réalise de telles performances que dans des cas très spécifiques. Deuxièmement, le problème de la technique ACBR précitée, c’est qu’elle requiert des calculs à précision arbitraire. Cela nécessite des ressources illimitées (ou infinies). Afin de bénéficier de cette dernière, nous proposons une nouvelle version à précision finie. Ladite technique devienne ainsi efficace et applicable sur les ordinateurs avec les registres classiques de taille fixe et peut être facilement interfacée avec les applications qui souffrent de ME. Troisièmement, nous proposons l’utilisation de HuBR et ACBR comme un moyen pour réduire la redondance afin d’obtenir un code binaire variable à fixe. Nous avons prouvé théoriquement et expérimentalement que les deux techniques permettent d’obtenir une amélioration significative (moins de redondance). À cet égard, ACBR surpasse HuBR et fournit une classe plus étendue des sources binaires qui pouvant bénéficier d’un dictionnaire pluriellement analysable. En outre, nous montrons qu’ACBR est plus souple que HuBR dans la pratique. Quatrièmement, nous utilisons HuBR pour réduire la redondance des codes équilibrés générés par l’algorithme de Knuth. Afin de comparer les performances de HuBR et ACBR, les résultats théoriques correspondants de HuBR et d’ACBR sont présentés. Les résultats montrent que les deux techniques réalisent presque la même réduction de redondance sur les codes équilibrés générés par l’algorithme de Knuth.

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Tese de doutoramento, Farmácia (Química Farmacêutica e Terapêutica), Universidade de Lisboa, Faculdade de Farmácia, 2014