986 resultados para Electronic spreadsheets -- Software


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Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.

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Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.

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TLAStat+ is a powerful but easy to use statistics software package.It is an add-in for statistics to be used in conjunction with Microsoft Excel. It provides extra calculation, graph, and help features for statistical data analysis. TLAStat+ is designed for teaching introductory-intermediate courses in statistics. It runs on PCs in various versions of Excel and has powerful data handling capabilities.

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PaceXL is a statistics add-in that works inside Microsoft® Excel.

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This paper presents a distribution feeder simulation using VHDL-AMS, considering the standard IEEE 13 node test feeder admitted as an example. In an electronic spreadsheet all calculations are performed in order to develop the modeling in VHDL-AMS. The simulation results are compared in relation to the results from the well knowing MatLab/Simulink environment, in order to verify the feasibility of the VHDL-AMS modeling for a standard electrical distribution feeder, using the software SystemVision™. This paper aims to present the first major developments for a future Real-Time Digital Simulator applied to Electrical Power Distribution Systems. © 2012 IEEE.

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Pós-graduação em Engenharia Elétrica - FEIS

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This paper reports on a large, long-term mobile wireless sensor network deployment. The trial was part of an animal study involving 45 animals. During the trial, 15 animals were equipped with wireless sensor nodes for a week. The paper discusses various issues with such a deployment including electronic design, software design, animal ethics clearance, logistics, and wearable computing equipment for animals. The paper also presents some preliminary analysis of the data obtained from the deployment, both from the perspective of network parameters and animal movement behavior.

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Motivated by accurate average-case analysis, MOdular Quantitative Analysis (MOQA) is developed at the Centre for Efficiency Oriented Languages (CEOL). In essence, MOQA allows the programmer to determine the average running time of a broad class of programmes directly from the code in a (semi-)automated way. The MOQA approach has the property of randomness preservation which means that applying any operation to a random structure, results in an output isomorphic to one or more random structures, which is key to systematic timing. Based on original MOQA research, we discuss the design and implementation of a new domain specific scripting language based on randomness preserving operations and random structures. It is designed to facilitate compositional timing by systematically tracking the distributions of inputs and outputs. The notion of a labelled partial order (LPO) is the basic data type in the language. The programmer uses built-in MOQA operations together with restricted control flow statements to design MOQA programs. This MOQA language is formally specified both syntactically and semantically in this thesis. A practical language interpreter implementation is provided and discussed. By analysing new algorithms and data restructuring operations, we demonstrate the wide applicability of the MOQA approach. Also we extend MOQA theory to a number of other domains besides average-case analysis. We show the strong connection between MOQA and parallel computing, reversible computing and data entropy analysis.

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A NESTED formula that converted a numerical mark to a letter grade which is used at Deakin to create letter grades of High Distinction, Distinction, Credit, Pass, and Fail is outlined. Spreadsheet programming can handle words as well as formulas and numbers. Spreadsheet programming = well-formed formulas + logic + mathematics operations + learning.

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What types of goods should be considered digital goods? This paper discusses the question of whether virtual property, such as items available in virtual world environments like Linden Lab’s Second Life and Blizzard’s World of Warcraft, should be considered a valid digital good. The makeup of a virtual property items are explored in this paper and their key features compared and contrasted with that of digital goods. Common examples of digital goods include: electronic books, software, digital music and digital movies. These goods are considered a tangible commodity, that is they have an unlimited supply and secondly they are in a digital/binary form (a sequence of 1’s and 0s’). When looking at why a virtual property items should be included in the category of ‘digital goods’, it is important to consider how items in a virtual world come to exist and how the availability of these items are often controlled by publishers and developers. The aim of this paper is show that digital goods should not be limited to the traditional views such as electronic books, software, music and movies; but in fact the term ‘digital good’ should also include the active market of virtual property
items.

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The present study aimed to analyze indicators of energy efficiency and economic production of piglets from family farmers in Paraná. We sought to determine possible differences in energy efficiencies and economic producers who manufactured rations on their property and those who bought rations Cooperative. The sample was obtained by accessibility (six producers who manufactured and six who bought rations) and not probabilistic, and the raw data were transformed into energy and economic units, and processed in electronic spreadsheets. The two production systems of piglets in the nursery phase, family farming, showed negative energy balance, with energy inputs higher than outputs. The two systems of rearing piglets showed no differences in energy efficiency, ie, they were not self-sufficient and needed to import energy sources from other systems. The indicators of economic efficiency of producers who buy rations as those who produce them in their properties were less than unity. Thus, most producers did not generate enough revenue to pay the costs in the short term and lost money.

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Ostomized is every individual that, because of a traumatic or clinical condition, it required a surgery resulting in the externalization of a hollow organ through the skin, and such temporary or permanent condition. This study has the general objective to investigate the relationship between body image and self-esteem in these individuals; as well as to verify their levels of satisfaction with their body image regarding the aspect of appearance and to evaluate the degree of self-esteem related to that condition. This is a correlational research, cross-sectional, which was accomplished in an institution in support of these users of Rio Grande do Norte state, with location in Natal. There were used three sampling instruments: a structured general questionnaire covering socio-demographic and clinical data; the Satisfaction Scale with Appearance (SSA) and the Rosenberg Self-Esteem Scale (RSS). The information obtained was analyzed with the aid of an electronic spreadsheet software. The project is according with the resolution 466/12 of the National Health Council, It was approved by the Research Ethics Committee of UFRN, under number CAAE 19159713.5.0000.5537 in August 2013. The sample consisted of 93 participants with an average age of 50.4 years (SD = 15.4). In general they had low satisfaction with their body image (M = 66.9), as regards the appearance, although maintained high levels of self-esteem (M = 34.8). Therefore, It was found a positive correlation, moderate (ρ = 0.426) and statistically significant was found (p <0.001) from the application of the Spearman correlation test. Therefore, dissatisfaction with body image is an important issue to be observed by professionals who attend ostomizeds. however, it seems, other aspects are also influencing the level of self-esteem of these individuals, who were not able to be determined in this study.

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Software Defined Networking (SDN) and Internet of Things (IoT) integration has thrown many critical challenges. Specifically, in heterogeneous SDN-IoT ecosystem, optimized resources utilization and effective management at the control layer is very difficult. This mainly affects the application specific Quality of Service (QoS) and energy consumption of the IoT network. Motivated from this, we propose a new Resource Management (RM) method at the control layer, in distributed SDN-IoT networks. This paper starts with reasons that why at control layer RM is more complex in the SDN-IoT ecosystem. After-that, we highlight motivated examples that necessitate to investigate new RM methods in SDN-IoT context. Further, we propose a novel method to compute controller performance. Theoretical analysis is conducted to prove that the proposed method is better than the existing methods.

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Software technology that predicts stress in electronic systems and packages, developed as part of TCS Programme, is described. The software is closely integrated within a thermal design tool providing the ability to simulate the coupled effects of airflow, temperature and stress on product performance. This integrated approach to analysis will help decrease the number of design cycles.

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A new electronic software distribution (ESD) life cycle analysis (LCA)methodology and model structure were constructed to calculate energy consumption and greenhouse gas (GHG) emissions. In order to counteract the use of high level, top-down modeling efforts, and to increase result accuracy, a focus upon device details and data routes was taken. In order to compare ESD to a relevant physical distribution alternative,physical model boundaries and variables were described. The methodology was compiled from the analysis and operational data of a major online store which provides ESD and physical distribution options. The ESD method included the calculation of power consumption of data center server and networking devices. An in-depth method to calculate server efficiency and utilization was also included to account for virtualization and server efficiency features. Internet transfer power consumption was analyzed taking into account the number of data hops and networking devices used. The power consumed by online browsing and downloading was also factored into the model. The embedded CO2e of server and networking devices was proportioned to each ESD process. Three U.K.-based ESD scenarios were analyzed using the model which revealed potential CO2e savings of 83% when ESD was used over physical distribution. Results also highlighted the importance of server efficiency and utilization methods.