Academic literature on the topic 'Computer software – development – popular works'

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Journal articles on the topic "Computer software – development – popular works"

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Khan, Habib Ullah, Farhad Ali, Yazeed Yasin Ghadi, Shah Nazir, Inam Ullah, and Heba G. Mohamed. "Human–Computer Interaction and Participation in Software Crowdsourcing." Electronics 12, no. 4 (February 13, 2023): 934. http://dx.doi.org/10.3390/electronics12040934.

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Improvements in communication and networking technologies have transformed people’s lives and organizations’ activities. Web 2.0 innovation has provided a variety of hybridized applications and tools that have changed enterprises’ functional and communication processes. People use numerous platforms to broaden their social contacts, select items, execute duties, and learn new things. Context: Crowdsourcing is an internet-enabled problem-solving strategy that utilizes human–computer interaction to leverage the expertise of people to achieve business goals. In crowdsourcing approaches, three main entities work in collaboration to solve various problems. These entities are requestors (job providers), platforms, and online users. Tasks are announced by requestors on crowdsourcing platforms, and online users, after passing initial screening, are allowed to work on these tasks. Crowds participate to achieve various rewards. Motivation: Crowdsourcing is gaining importance as an alternate outsourcing approach in the software engineering industry. Crowdsourcing application development involves complicated tasks that vary considerably from the micro-tasks available on platforms such as Amazon Mechanical Turk. To obtain the tangible opportunities of crowdsourcing in the realm of software development, corporations should first grasp how this technique works, what problems occur, and what factors might influence community involvement and co-creation. Online communities have become more popular recently with the rise in crowdsourcing platforms. These communities concentrate on specific problems and help people with solving and managing these problems. Objectives: We set three main goals to research crowd interaction: (1) find the appropriate characteristics of social crowd utilized for effective software crowdsourcing, (2) highlight the motivation of a crowd for virtual tasks, and (3) evaluate primary participation reasons by assessing various crowds using Fuzzy AHP and TOPSIS method. Conclusion: We developed a decision support system to examine the appropriate reasons of crowd participation in crowdsourcing. Rewards and employments were evaluated as the primary motives of crowds for accomplishing tasks on crowdsourcing platforms, knowledge sharing was evaluated as the third reason, ranking was the fourth, competency was the fifth, socialization was sixth, and source of inspiration was the seventh.
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Liu, Xiaoying. "Animation Special Effects Production Method and Art Color Research Based on Visual Communication Design." Scientific Programming 2022 (March 27, 2022): 1–13. http://dx.doi.org/10.1155/2022/7835917.

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In the context of social informatization, the continuous progress of information technology has promoted the emergence and rapid development of new media. In recent years, the interaction between the design of visual communication and the increasingly popular virtual reality, special effects, and animation has constituted a new way of media communication. In the process of producing special effects of interactive animation, in order to improve the visibility of visual communication design works and achieve excellent information transmission effects, it is necessary to utilize many advanced science and technology methods such as visual communication design. This article, firstly, introduces the visual communication design technology, analyzes and introduces the animation special effects design technology, and then investigates and analyzes the application of visual communication design in real life. Experiments in this article show that animation special effects production based on visual communication design can not only save development companies at least 5% of development costs but also attract 15% of the younger age groups. The most important thing is to better promote the spread of animation film and television works.
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Lin, Hsiung-Cheng, Ming-Dian Wang, Jun-Wei Chen, and Hong-Ming Chen. "Development of APP-Controlled Hydraulic Damping Adjustment System for Bike Front Fork." International Journal of Software Innovation 10, no. 1 (January 1, 2022): 1–16. http://dx.doi.org/10.4018/ijsi.309727.

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With quickly growing environmental awareness, cycling has become a popular global activity. However, the bike riding road may be so rugged that the suspension damping status should be appropriately adjusted to make riding more comfortable. Traditionally, the damping adjustment in bikes relies on a manual operation in advance, causing inconvenience during riding. To resolve this problem, this paper aims to develop an APP-controlled hydraulic damping adjustment system for bike front fork suspension control. The microprocessor works as a core controller. G-sensor (accelerometer) is used to detect the road condition. Blade with photointerrupter circuit is designed to accurately control the DC motor rotating position for determining fork damping ratio. Moreover, APP can send control signals and receive data to/from the microprocessor via Bluetooth module between each other. Additionally, the bike driving mileage, period of time, and route can be displayed on APP instantly. The experimental results confirm that the proposed system is superior in term of robustness, accuracy, and convenience.
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Kiejziewicz, Agnieszka. "Kolekcjonowanie popkultury. Kilka słów o archiwizacji anime i japońskich filmowych memorabiliach." Studia Filmoznawcze 42 (August 1, 2022): 5–16. http://dx.doi.org/10.19195/0860-116x.42.1.

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The presented article concerns the issue of collecting film memorabilia, with a particular emphasis on the Japanese artefacts related to anime production. Beginning with a brief introduction to the differences between collections and archives, the author aims to present the current state of research on the categorization of popular culture memorabilia. The following parts of the article underline the importance of considering Japanese post-animation products as historical resources. Regarding the ways of presentation of selected works in galleries, the author provides such case-study examples of exhibitions as A World Is Born: The Emerging Arts and Designs in 1980s Japanese Animation (Singapore 2018, Stockholm 2019) and Proto Anime Cut — Spaces and Visions in Japanese Animation (International, 2011–2012). A significant part of the article is devoted to the description and analysis of the presence of Japanese anime memorabilia in European and Polish collections, which shows the rapid development of interest in collecting popular culture.
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Zhang, Yu, Yue Yu, Tao Wang, Zhixing Li, and Xiaochuan Wang. "Dual Channel Among Task and Contribution on OSS Communities: An Empirical Study." International Journal of Software Engineering and Knowledge Engineering 31, no. 08 (August 2021): 1213–34. http://dx.doi.org/10.1142/s0218194021500388.

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Open Source Software (OSS) community has attracted a large number of distributed developers to work together, e.g. reporting and discussing issues as well as submitting and reviewing code. OSS developers create links among development units (e.g. issues and pull requests in GitHub), share their opinions and promote the resolution of development units. Although previous work has examined the role of links in recommending high-priority tasks and reducing resource waste, the understanding of the actual usage of links in practice is still limited. To address the research gap, we conduct an empirical study based on the 5W1H model and data mining from five popular OSS projects on GitHub. We find that links originating from a PR are more common than the other three types of links, and links are more frequently created in Documentation. We also find that average duration between development units’ create time in a link is half a year. We observed that link behaviors are very complex and the duration of link increases with the complexity of link structure. We also observe that the reasons of link are very different, especially in P–P and I–I. Finally, future works are discussed in conclusion.
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Liang, Wei. "Innovative Development of Egg Carving Cultural and Creative Products Using 3D Printing Technology Based on Internet of Things." Scientific Programming 2021 (December 21, 2021): 1–8. http://dx.doi.org/10.1155/2021/3267155.

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’3D printing technology is becoming increasingly popular in the automotive, electronics, and healthcare industries, to name a few, and the IoT can play an important role in ensuring quality control by connecting big data analytics to 3D printing through the strategic use of embedded sensors. The purpose is to integrate 3D printing technology with intangible cultural heritage-related cultural and creative products in the new era background, so as to achieve the double effects of economic benefits and cultural heritage. The connotation, characteristics, and types of egg carving handicraft are taken as the theoretical basis, and the innovation and development of egg carving cultural and creative products in Linxia city, Gansu Province, are taken as an example. Then, the innovation of egg carving handicraft technology is put forward, including the innovation of technique and expression form. On this basis, 3D printing technology is used, the hollow egg carving model which combines the characteristics of Gansu Linxia egg carving is designed, and 3D solid printing is carried out. The results show that the surface of the eggshell is not too bright and the effect is very subtle. The dark color of the eggshell can well set off the white font and white picture, and the calligraphy and knife method can be integrated and unified. The 3D modeling image of egg carving reveals that the selection of color and material can set off a better viewing effect. Moreover, the 3D printed hollow egg carving works have complete appearance and high artistic design, which has strong artistic effect and is in line with the special color of Gansu Linxia egg carving. Therefore, the strategy of innovative development of egg carving cultural and creative products based on 3D printing technology has a promoting effect on the inheritance and development of intangible cultural heritage of Linxia egg carving in Gansu Province.
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Sufi, Fahim. "Algorithms in Low-Code-No-Code for Research Applications: A Practical Review." Algorithms 16, no. 2 (February 13, 2023): 108. http://dx.doi.org/10.3390/a16020108.

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Algorithms have evolved from machine code to low-code-no-code (LCNC) in the past 20 years. Observing the growth of LCNC-based algorithm development, the CEO of GitHub mentioned that the future of coding is no coding at all. This paper systematically reviewed several of the recent studies using mainstream LCNC platforms to understand the area of research, the LCNC platforms used within these studies, and the features of LCNC used for solving individual research questions. We identified 23 research works using LCNC platforms, such as SetXRM, the vf-OS platform, Aure-BPM, CRISP-DM, and Microsoft Power Platform (MPP). About 61% of these existing studies resorted to MPP as their primary choice. The critical research problems solved by these research works were within the area of global news analysis, social media analysis, landslides, tornadoes, COVID-19, digitization of process, manufacturing, logistics, and software/app development. The main reasons identified for solving research problems with LCNC algorithms were as follows: (1) obtaining research data from multiple sources in complete automation; (2) generating artificial intelligence-driven insights without having to manually code them. In the course of describing this review, this paper also demonstrates a practical approach to implement a cyber-attack monitoring algorithm with the most popular LCNC platform.
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Diachenko, Nataliia, and Olesia Kydysiuk. "Verbal representation of monster’s image in works for children of modern Ukrainian authors." Philological Review, no. 2 (December 5, 2021): 15–22. http://dx.doi.org/10.31499/2415-8828.2.2021.246060.

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The article investigates the peculiarities of the linguistic representation of monster image in modern Ukrainian children’s literature. The literary discourse of fear and monster image is presented. From the communicative-pragmatic point of view, the traditional, usual images of monster, in particular Babay and Chupacabra, are compared with their counterparts from the works of such popular Ukrainian writers. New images of the monster, the appearance of which was caused by the COVID-19 pandemic, are characterized. The purpose of the article is to investigate the peculiarities of the linguistic representation of the image of monster in modern Ukrainian children’s literature. The following research methods were used: linguistic observation and description of language phenomena; method of decoding an artistic text, analysis, synthesis, induction, deduction, as well as the method of continuous sampling. It is established that in the works for children of modern Ukrainian authors the image of a fearless, good monster is gaining popularity, which testifies to the tendency to improve traditional negative images. To create «updated» images of monsters, writers use a range of language tools and stylistic devices. The individual author’s onyms for monster and occasional sign tokens are particularly expressive, which appear during the creation of these images. It is observed that the image of monster in children’s works implements a number of pragmatic functions: cognitive (acquisition and assimilation of knowledge about the world (about the world of things; about the world of human relations); developmental (enrichment of the child’s vocabulary, formation of reading skills, development of imagination, critical / creative thinking, cognitive interest, etc.); educational (formation of basic moral principles, learning patterns of behavior, etc.); entertainment (enjoyment of artistic communication). The study of the usual and occasional in the linguistic representation of fear and monster in the works for children of modern Ukrainian writers complemented the knowledge about the connection of the writer’s worldview with the works’ language and with the national linguistic picture of the world.
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Lee, Hee-Jin, Joon-Sang Lee, Eunkyoung Jee, and Doo-Hwan Bae. "A User eXperience Evaluation Framework for Mobile Usability." International Journal of Software Engineering and Knowledge Engineering 27, no. 02 (March 2017): 235–79. http://dx.doi.org/10.1142/s0218194017500097.

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The worldwide mobile software market has grown dramatically since feature phones became popular in the early 1990s. In practice, mobile usability — which can be defined for a resource-constrained device in two ways, namely, User eXperience (UX) and User Interface (UI) — has been regarded as the key to gaining superiority in terms of both market share and customer loyalty. Unfortunately, de facto standards for software design and the development process, such as Unified Modeling Language (UML) and Rational Unified Process (RUP), do not seem to promote mobile usability in a systematic manner in practice. This paper proposes a systematic and generalizable approach to modeling and evaluating the properties of mobile usability, herein treating it as a first-class software quality from the perspective of software engineering. We devise a UX evaluation framework for mobile usability, which we call UX Evaluation Framework (UEF) throughout this paper. A UX is specified by inter-scene interactions between users and terminals of software products using Extended Menu Navigation Viewpoints (EMNVs); then, a model checker, NuSMV, is adopted to observe whether the EMNV model meets a set of given UX properties. Importantly, the analysis and design of RUP is extended to support the co-design of UX and UI so that major roles, activities and artifacts in the UX and UI can be explicitly monitored and controlled by stakeholders. Through case studies, we demonstrate that UEF works properly to treat software products that prioritize mobile usability. Consequently, UEF plays a key role in filling the gap between two research disciplines to address usability: software engineering and human–computer interactions.
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Снытников, Алексей Владимирович, and Галина Геннадьевна Лазарева. "Computational methods of continuum mechanics for exaflop computer systems." Вычислительные технологии, no. 5 (November 24, 2021): 81–94. http://dx.doi.org/10.25743/ict.2021.26.5.007.

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Рассмотрены вопросы использования экзафлопсных вычислений для решения прикладных задач. На основе обзора работ в этой области выделены наиболее актуальные вопросы, связанные с экзафлопсными вычислениями. Особое внимание уделено особенностям программного обеспечения, алгоритмам и численным методам для экзафлопсных суперЭВМ. Приведены примеры разработки новых и адаптации существующих алгоритмов и численных методов для решения задач механики сплошной среды. Сделан анализ наиболее популярных приложений The article deals with applied issues which arise when exascale computing are used to solve applied problems. Based on the review of works in this area, the most pressing issues related to exascale calculations are highlighted. Particular attention is paid to software features, algorithms and numerical methods for exaflop supercomputers. The requirements for such programs and algorithms are formulated. Based on the review of existing approaches related to achieving high performance, the main fundamentally different and non-overlapping directions for improving the performance of calculations are highlighted. The question of the necessity for criteria of applicability for computational algorithms for exaflop supercomputers is raised. Currently, the only criterion which is used, demands the absence of a significant drop in efficiency in the transition from a petaflop calculation to a ten-petaflop calculation. In the absence of the possibility of such calculations, simulation modelling can be carried out. Examples of development for new and adaptation of existing algorithms and numerical methods for solving problems of continuum mechanics are given. The fundamental difference between algorithms specially designed for exascale machines and algorithms adapted for exaflops is shown. The analysis of publications has showed that in the field of solving problems of continuum mechanics, the approach not associated with the development of new, but rather with the adaptation of existing numerical methods and algorithms to the architecture of exaflop supercomputers prevails. The analysis of the most popular applications is made. The most relevant application of exaflop supercomputers in this area is computational fluid dynamics. This is because hydrodynamic applications are rich and diverse field. The number of publications indicates that the involvement of high-performance computing now is available and in demand
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Dissertations / Theses on the topic "Computer software – development – popular works"

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Ahmad, Mirwary, and Birgeet Kaur. "Sustainability Aspects in ICT Engineering Thesis Works." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-191131.

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An evaluation of thesis reports performed by students from the degree programme Computer Engineering, TIDAB, that was made by UKÄ, The Swedish Higher Education Authority, showed that there was a lack of consideration of environmental and sustainability aspects in the thesis reports, leading to many students not meeting the criteria in the degree objectives regarding this aspect. The purpose of this bachelor thesis is to improve students’ ability in considering the important aspects of sustainability in their thesis works, by providing them with guidelines which they can follow and implement during their thesis work that will enable them to reach the level ‘Very High Quality’. A literature study was performed thoroughly in conjunction with reviewing previous thesis reports and conducting expert interviews as an approach to find a solution to the problem. The outcome of the analysis was three methods that was developed, which the students can use as guidelines in their thesis work. A set of guidelines, a table with skill sets and the SEMAT Essence Kernel card for sustainable development was the resulting methods that will help the students to at minimum accomplish the criteria for ‘High Quality’ on the objective "Demonstrate an understanding of technology capabilities and limitations, its role in society and people’s responsibility for its use, including social and economic aspects, environmental and safety aspects" when the methods are followed.
En utvärdering av examensarbeten utförda av studenter från utbildningsprogrammet Datateknik, TIDAB, gjort av UKÄ, Universitetskanslersämbetet, visade att det fanns en brist på hänsynstagande till miljö- och hållbarhetsaspekter i rapporterna, vilket ledde till att flera studenter inte uppfyllde kriterierna i examensmålen gällande denna aspekt. Syftet med detta examensarbete är att förbättra elevernas förmåga att ta hänsyn till de viktiga aspekterna av hållbarhet i sina examensarbeten genom att ge dem riktlinjer som de kan följa och genomföra under sina examensarbeten, som gör det möjligt för dem att uppnå nivån ’Mycket Hög Kvalité’. En litteraturstudie genomfördes noggrant i samband med genomgång av tidigare examensarbeten, och intervjuer med ledande experter gjordes, som en metod för att hitta en lösning på problemet. Utfallet av den utförda analysen var tre metoder som har utvecklats, vilket studenterna kan använda som riktlinjer i sina examensarbeten. En uppsättning av riktlinjer, en tabell med kompetenser och SEMAT Essence Kernel kort för hållbar utveckling var de resulterande metoder, som ska hjälpa studenterna att åtminstone uppnå kriterierna för ’Hög Kvalité’ på målet "Visa förståelse för tekniska möjligheter och begränsningar, dess roll i samhället och människors ansvar för dess användning, inklusive sociala och ekonomiska aspekter, miljö- och hållbarhetsaspekter" när metoderna följs.
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Books on the topic "Computer software – development – popular works"

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Stephen, Elias, Warner Ralph E, and Goldoftas Lisa 1959-, eds. Software development: A legal guide. Berkeley: Nolo Press, 1994.

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Marcia, Kaufman, Halper Fern, and Kirsch Daniel, eds. Hybrid cloud for dummies. Hoboken, New Jersey: John Wiley & Sons, Inc., 2012.

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White, Ron. How software works. Emeryville, Calif: Ziff-Davis Press, 1993.

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Greg, Wilson, ed. Making Software: What Really Works, and Why We Believe It. Cambridge: O'Reilly Media, Incorporated, 2010.

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Fishman, Stephen. Copyright your software. 3rd ed. Berkeley, CA: Nolo, 2001.

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Fishman, Stephen. Copyright your software. 2nd ed. Berkeley, Calif: Nolo Press, 1998.

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Fishman, Stephen. Copyright your software. 3rd ed. Berkeley, CA: Nolo, 2001.

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Behuniak, John A. Production software that works: A guide to concurrent development of realtime manufacturing systems. Maynard, Mass: Digital Press, 1992.

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Stolins, Russell. Welcome to the world of computers. El Sobrante, Ca: Labyrinth Publications, 2005.

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Stolins, Russel. Welcome to the world of computers. 3rd ed. El Sobrante, CA: Labyrinth Learning, 2010.

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Book chapters on the topic "Computer software – development – popular works"

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Yoon, HeeGuen, Soyeon Caren Han, Byeong Ho Kang, and Seong-Bae Park. "V&V to Use Agile Approach in ES Development: Why RDR Works for Expert System Developments!" In Computer Applications for Software Engineering, Disaster Recovery, and Business Continuity, 113–20. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35267-6_15.

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Denert, Ernst. "Software Engineering." In Ernst Denert Award for Software Engineering 2019, 11–17. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58617-1_2.

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Abstract“A Passion for Software-Engineering.” This was the headline of a 2015 newspaper article about Ernst Denert. And they were absolutely right. Ernst Denert is really passionate about developing software with excellent quality in a predictable and systematic style. Furthermore, he is very much interested in encouraging young people to study computer science or at least to learn how programming and digitalization works, as well as computer science students to focus on software engineering principles and software development. This chapter is a personal view of Ernst Denert on the software engineering discipline.
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Zieris, Franz. "Understanding How Pair Programming Actually Works in Industry: Mechanisms, Patterns, and Dynamics." In Ernst Denert Award for Software Engineering 2020, 275–93. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-83128-8_13.

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AbstractDuring pair programming (PP), two software developers work closely together on a technical task on one computer. Practitioners expect a number of benefits, such as faster progress, higher quality, and knowledge transfer. Much of prior research focused on directly measurable effects from laboratory settings, but could not explain the large variations observed. My research follows the Grounded Theory Methodology and is aimed at understanding how PP actually works by uncovering the underlying mechanisms to ultimately formulate practical advice for developers. The main findings from my qualitative analysis of recordings of 27 industrial PP sessions are: Task-specific knowledge about the software system is crucial for pair programming. Pairs first make sure they have a shared understanding of the relevant parts before they acquire lacking knowledge together. The transfer of general software development knowledge plays a rather small role and only occurs after the pair dealt with its need for system knowledge. Pairs who maintain a shared understanding may have short, but highly-productive Focus Phases; if their Togetherness gets too low, however, a Breakdown of the pair process may occur.
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Kruglov, Artem, Giancarlo Succi, and Gcinizwe Dlamini. "System Energy Consumption Measurement." In Developing Sustainable and Energy-Efficient Software Systems, 27–38. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11658-2_3.

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AbstractOver the years, the task to reduce energy consumed by a system has been mainly assigned to computer hardware developers. This is mainly because it is believed that the hardware is the principal component that consumes more electrical energy. However, the software also plays a vital role in power usage. Hardware works hand in hand with software programs. It has become equally important to estimate the energy consumed as a whole using artificial intelligence-based approaches. Machine learning is presented as one of the scalable approaches toward efficiently and accurately estimating energy consumed in the software development domain.
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Gouri, Mohd Hyder, and Mr Mohit Kumar. "COMPUTER VISION WITH OPEN CV." In ENGINEERING THE FUTURE: MACHINE LEARNING AND DATA SCIENCE IN PRACTICE. NOBLE SCIENCE PRESS, 2023. http://dx.doi.org/10.52458/9789388996747.nsp2023.eb.ch-05.

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Computers can now analyze and comprehend visual data from the outside world because to the development of computer vision, a branch of artificial intelligence. It entails the creation of algorithms and methods to extract significant data from pictures and movies. The sophisticated open-source computer vision and machine learning software library known as OpenCV makes it simpler to work with visual data. OpenCV is an acronym for Open-Source Computer Vision Library. The goal of computer vision is to mimic the capacity of the human visual system to comprehend and interpret the visual environment. It involves activities like object detection, facial recognition, image segmentation, and more. It also incorporates image and video analysis. Numerous industries use computer vision, including autonomous vehicles, robotics, surveillance, and augmented reality. Frequently popular open-source library OpenCV offers tools, routines, pre-built algorithms, and tools for executing different computer vision tasks. Although it was initially created by Intel, the project is now community-driven. Python and other languages provide bindings for OpenCV, which is built in C++.Computers can now analyze and comprehend visual data from the outside world because to the development of computer vision, a branch of artificial intelligence. It entails the creation of algorithms and methods to extract significant data from pictures and movies. The sophisticated open-source computer vision and machine learning software library known as OpenCV makes it simpler to work with visual data. OpenCV is an acronym for Open-Source Computer Vision Library. The goal of computer vision is to mimic the capacity of the human visual system to comprehend and interpret the visual environment. tasks such as image and video analysis.
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Hvannberg, Ebba Thóra, Sigrún Gunnarsdóttir, and Gyda Atladóttir. "From User Inquiries to Specification." In Encyclopedia of Human Computer Interaction, 220–26. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch035.

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The aim of this article is to describe a method that helps analysts to translate qualitative data gathered in the field, collected for the purpose of requirements specification, to a model usable for software engineers. Requirements specification constitutes three different parts: functional requirements, quality requirements, and nonfunctional requirements. The first one specifies how the software system should function, who are the actors, and what are the input and output of the functions. The second one specifies what quality requirements the software should meet while operating in context of its environment such as reliability, usability, efficiency, portability, and maintainability. Finally, the third part specifies other requirements including context of use and development constraints. Examples of context of use are where and when the system is used, and examples of development constraints are human resources, cost and time constraints, technological platforms, and development methods. The role of the requirements specification is to give software engineers a basis for software design, and, later in the software development life cycle, to validate the software system. Requirements specification can also serve the purpose of validating users’ or customers’ view of the requirements of the system. On one hand, there has been a growing trend towards analyzing needs of the user and abilities through participatory design (Kuhn & Muller, 1993), activity theory (Bertelsen & Bødker, 2003), contextual design (Beyer & Holtzblatt, 1998), user-centered design (Gulliksen, Göransson, & Lif, 2001), and co-design and observation as in ethnography (Hughes, O’Brien, Rodden, Rouncefield, & Sommerville, 1995). Common to these methods is that qualitative data (Taylor & Bogdan, 1998) is collected, to understand the future environment of the new system, by analyzing the work or the tasks, their frequency and criticality, the cognitive abilities of the user and the users’ collaborators. The scope of the information collected varies depending on the problem, and sometimes it is necessary to gather data about the regulatory, social, and organizational contexts of the problem (Jackson, 1995) to be solved. The temporal and spatial contexts describe when the work should be carried out and where. On the other hand, software engineers have specified requirements in several different modelling languages that range from semiformal to formal. Examples of semiformal languages are UML (Larman, 2002), SADT, and IDEF (Ross, 1985). Examples of the latter are Z (Potter, Sinclair, & Till, 1996), VDM or ASM. Those are modelling languages for software development, but some languages or methods focus on task or work modelling such as Concurrent Task Trees (Paterno, 2003) and Cognitive Work Analysis (Vicente, 1999). Others emphasize more the specification method than a modelling language. Examples of the former are Scenario-Based Design (SBD) (Rosson & Carroll, 2002) and Contextual Design (Beyer & Holtzblatt, 1998). In practice, many software developers use informal methods to express requirements in text, e.g., as narrations or stories. Agile Development Methods (Abrahamsson, Warsta, Siponen, & Ronkainen, 2003) emphasize this approach and thereby are consistent with their aim of de-emphasizing methods, processes, and languages in favor of getting things to work. A popular approach to requirements elicitation is developing prototypes. There has been less emphasis on bridging the gap between the above two efforts, for example, to deliver a method that gives practical guidelines on how to produce specifications from qualitative data (Hertzum, 2003). One reason for this gap can be that people from different disciplines work on the two aspects, for example, domain analysts or experts in HCI, and software engineers who read and use requirements specification as a basis for design. Another reason for this gap may be in the difference in the methods that the two sides have employed, that is, soft methods (i.e., informal) for elicitation and analysis and hard methods (i.e., formal) for specification. In this article, we suggest a method to translate qualitative data to requirements specification that we have applied in the development of a Smart Space for Learning. The process borrows ideas from or uses scenarios, interviews, feature-based development, soft systems methodology, claims analysis, phenomenology, and UML.
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Akter Jahan, Suchana, and Hazim El-Mounayri. "Multiscale Modeling Framework for Defect Generation in Metal Powder Bed Fusion Process to Correlate Process Parameters and Structural Properties." In Trends and Opportunities of Rapid Prototyping Technologies [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.104493.

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Powder Bed Fusion (PBF) is one of the most popular additive manufacturing methods employed extensively to fabricate complex parts especially in industries with stringent standard criteria, including aerospace, medical, and defense. DMLS/PBF fabrication of parts that is free of defects represents major challenges. A comprehensive study of thermal defects, contributing parameters, and their correlation is necessary to better understand how process specifications initiate these defects. Monitoring & controlling temperature and its distribution throughout a layer under fabrication is an effective and efficient proxy to controlling process thermal evolution, which is a completely experimental technique. This being highly costly specifically for metal printing, computer-based numerical simulation can significantly help the identification of temperature distribution during the printing process. In this paper, a multiscale modeling technique is demonstrated with commercially available software tools to correlate the defect generation in metal PBF process and significant process parameters. This technique can help efficiently design the process setting in addition to or even absence of experimental monitoring data. This research work is a part of a larger project of closed-loop control strategy development using physics-based modeling and graph-based artificial neural network implementation for reducing thermally induced part defects in metal 3D printed process.
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West Jr., Lawrence. "Designing End-User Geographic Information Systems." In Human Computer Interaction Development & Management, 53–70. IGI Global, 2002. http://dx.doi.org/10.4018/978-1-931777-13-1.ch004.

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Geographic information systems are becoming more popular for end-user and decision support system construction, but they incorporate software and concepts with some inherent problems for users not trained in concepts of geography and cartography. This paper identifies those concepts most needed for end-user GIS use, and suggests remedial efforts to reduce the burden of system operation and improve data integrity. The approaches make extensive use of metadata storage and may be implemented as tools in GIS software provided to end-users.
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Khalid, Ayesha, Shariq Aziz Butt, Tauseef Jamal, and Saikat Gochhait. "Agile Scrum Issues at Large-Scale Distributed Projects." In Research Anthology on Agile Software, Software Development, and Testing, 388–98. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3702-5.ch019.

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The agile model is a very vast and popular model in use in the software industry currently. It changes the way software is developed. It was introduced in 2001 to overcome deficiencies of software development in a workshop arranged by researchers and practitioners who were involved with the agile concept. They introduced the complete agile manifesto. The agile model has main components that make it more viable for use in well-organized software development. One of these is scrum methodology. The reason for the agile-scrum popularity is its use for small-scale projects, making small teams and allows change requests at any stage of a project from the client. It works for client satisfaction. Instead of so much popularity and distinctive features, agile-scrum also has some limitations when used for large scale projects development that makes it less efficient for development. This article discusses the agile-scrum methodology and its limitations when using for large-scale project organization.
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Hu, Wen-Chen, Naima Kaabouch, and Hung-Jen Yang. "An Empirical Study of Mobile/Handheld App Development Using Android Platforms." In Advances in Computer and Electrical Engineering, 848–62. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7598-6.ch061.

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Mobile application stores (or app stores) sell or provide mobile applications/services for handheld devices such as smartphones or tablet computers. A wide variety of mobile applications is available on the app stores. Popular applications include location-based services, mobile games, mobile offices, and music. The highly popular apps create great opportunities for IT companies and workers. However, traditional desktop programmers have problems switching to handheld programming because it requires a different approach from desktop programming. Unlike desktop application development, there are no widely accepted tools or software for mobile app development. At the same time, mobile app development is complicated and platform-specific compared to desktop application development. This chapter introduces mobile app development using Android. Mobile developers can get a sense of mobile app development by reading this chapter and apply it to other platforms or further explore the Android app development.
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Conference papers on the topic "Computer software – development – popular works"

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Zinov'eva, P., and Olga Pecherskaya. "SOFTWARE FOR LOGISTICS PROCESSES." In GREEN ECONOMY: IFOREST. FSBE Institution of Higher Education Voronezh State University of Forestry and Technologies named after G.F. Morozov, 2022. http://dx.doi.org/10.34220/zeif2022_29-33.

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The article presents the main components of logistics, emphasizes the importance of information support in logistics management, lists the advantages of using information systems in the work of specialists managing material flows. The importance of the development of information and computer technologies, which has a direct impact on the information component of logistics, is noted. The levels of automation in logistics warehouses and their characteristics are considered. The popular software used in the management of logistics processes in the territory of the Russian Federation, with their purpose, is listed.
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Duan, Shanzhong Shawn, and Kurt Bassett. "Utilization of Instructional Technology for Development of Web-Based Mechanical Engineering Courses." In ASME 2011 International Mechanical Engineering Congress and Exposition. ASMEDC, 2011. http://dx.doi.org/10.1115/imece2011-63598.

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Though face to face class interaction is still a dominant-teaching approach in most higher education institutes, online teaching has become increasingly popular with the development of internet technology [1,3]. The authors have used instructional technology and computer software to develop web-based lectures in a mechanical engineering program for online delivery at their institution. This paper highlights how computer software Camtasia Studio and Windows Journal have been integrated with a Gateway tablet PC, a webcam and wireless speaking receiver device to produce web-based lectures for online delivery. The paper intends to share experiences, myths, and lessons that the authors have learned during production of audio and video online course materials. Integration of instructional technology with computer software has made online course preparation and production much more effective and efficient. The paper also summarizes the steps taken by the authors to accomplish this instructional project from start to finish. It includes integration of instructional technology, pedagogical concepts, development of audio and video materials, difficulties faced and how they were handled, software used, and existing issues for the future work.
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Benjaboonyazit, Veerawit, Kazem Kiani Nassab, Sompop Buapha, Nithipoom Durongwattana, and Rachit Garg. "Implementation of Well Delivery Process Application, A Success Story of Digitalization in Well Design Process." In IADC/SPE Asia Pacific Drilling Technology Conference and Exhibition. SPE, 2022. http://dx.doi.org/10.2118/209841-ms.

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Abstract As a part of the company's digitalization project, the Well Delivery Process (WDP) software solution was successfully developed and launched in early 2021. By using this solution, engineers benefit from the project objectives like process standardization, well design quality, and well planning cycle time reduction. The WDP software consists of a series of integrated well delivery workflows including well design, drilling execution monitoring, and closeout reports within a single cloud-based platform. The system also provides users with many automation features such as well design rules validation, offset well analysis, risk analysis, automated calculations, and digital reports (drilling programs). Through this paper, we share our experiences and observations on the system development and implementation, and also challenges and limitations that we faced to roll it out successfully. In our conventional practices before the digital transformation, drilling engineers had their individual practices/formats to perform the well delivery process using various applications and techniques. Computer applications were used to generate and compile a drilling program, but there was no standard way of performing this process. In situations where the design parameters and/or subsurface information change, engineers should have repeated the entire process to revise the design and/or the drilling program manually. To standardize the process, minimize repetitive tasks, and provide engineers with all required digital tools, the first solution (a prototype computer program) was developed in-house to prove the concept. After multiple peer reviews and trials, we used the prototype program to specify user requirements for generating the WDP software solution. An agile methodology was utilized to engage all drilling engineers in each sprint of the WDP development phase to ensure that their requirements are fulfilled. Upon completion of the development phase, a comprehensive User Acceptance Test (UAT) was conducted followed by training sessions before the cut-off date for switching from the manual process to the WDP digital workflow. Switching from existing practice to a new way of work is always challenging especially when it comes to introducing new software. There was some resistance at the start-up period due to users' unfamiliarity with the software and also software bugs that were not found during testing periods and UAT. A support team was set up to ensure immediate action on users' requirements and any technical issues with the software. During the challenging transition period, all users were fully supported until make sure they are enough familiar with the system to complete the task effectively. The support team deployed hotfixes (bug fixing) as quickly as possible with no major impact on the drilling programs' timeline, monitored the system performance on daily basis, and gathered feedback for further improvements. At present, the WDP is the primary system used by all drilling engineers in the company's domestic assets as an integrated end-to-end well delivery workflow that provides an improved design quality in a shorter planning time. More than 200 well design workflows have been initiated and approved through the system since it is being used. Based on the recent users' satisfaction survey and feedback, an overall rating of 4.2 from 5 shows the WDP solution's effectiveness with many popular and useful features especially offset well analyzer and well design dashboards. As one of the first end-to-end workflow generations in the drilling engineering process, the WDP could save the working time up to 35-40% (voted by users) through a centralized dataset platform and its holistic approach to process standardization/automation. Besides design quality and cycle time improvement, the system also enables advanced data analytics for further automation and enhancements.
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Соболев, Николай. "THE DEVELOPMENT OF COMPUTER SOFTWARE FOR THE STUDY OF THE EDITIONS OF LITERARY WORKS OF THE MODERN AGE." In КЛАССИЧЕСКИЙ УНИВЕРСИТЕТ В ПРОСТРАНСТВЕ ТРАНСГРАНИЧНОСТИ НА СЕВЕРЕ ЕВРОПЫ: СТРАТЕГИЯ ИННОВАЦИОННОГО РАЗВИТИЯ. ПетрГУ, 2014. http://dx.doi.org/10.15393/j13.art.2014.1.

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Jain, Avanti, Rahul Sarnobat, and Timothy W. Simpson. "Development of a Product Family Analysis Toolkit for Systematic Benchmarking." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28269.

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As global markets saturate and competition intensifies, many manufacturers are focusing on benchmarking families of products alongside individual products to gain valuable insight and strategic advantage over their competitors. Unfortunately, the advantages of benchmarking families of products are often undermined by the limited capability of current benchmarking tools to assist in this process. While methods have been proposed for product family analysis and benchmarking, a major problem is the way in which the component details are collected, and few of the methods have been integrated together. Benchmarking and product family analysis is also time-consuming and subject to human variability since the process is typically done manually without the aid of software. To address these problems, we introduce the Product Family Analysis Toolkit (PFA Toolkit), which combines several popular benchmarking tools to streamline and standardize the process of product family benchmarking. We describe the toolkit’s features and capabilities and then discuss its functionality and usability. The advantages of automating the product family benchmarking process are discussed along with future work.
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Барладян, Борис, Boris Barladyan, Лев Шапиро, Lev Shapiro, Курбан Маллачиев, Kurban Mallachiev, Алексей Хорошилов, et al. "Multi-windows Rendering Using Software OpenGL in Avionics Embedded Systems." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-28-31.

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Elaboration of modern airplane cockpit has tendency to use large displays instead of a lot of separate indicators. The large display should combine information about flight navigation and state of plane equipment. Information coming from a wide variety of devices should be displayed simultaneously. Therefore multi-windows rendering is vitally important here. Its implementation must be embedded in real-time operating system which controls the aircraft. Development of a Safety Critical Compositor for multi-windows rendering for OpenGL SC 1.0.1 software is considered in the paper. It works under the real-time operating system JetOS newly designed for aircraft. Development is based on the use of extensions designed to work in multi-core systems in addition to standard JetOS partitioning services.
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Yi Sin, Wu, Chen Chun Yen, and Chang Teng Wen. "Carbon Footprint Interaction Through Slow Design Computing and Visual Design." In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004263.

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Our motivation is to apply the principles of Slow Design to the research on calculating carbon footprints, specifically by creating more “conscious” and “visible” interactive ways to inspire users to actively engage in the formation of their carbon footprint and gain more positive experiences from it. With the United Nations promoting the Sustainable Development Goals (SDGs), there is an increasing number of carbon footprint calculation applications available. However, users need to accumulate long-term usage to provide estimates of their impact on both personal and environmental aspects and further receive recommendations for sustainable living. In the book "User Friendly," Kuang and Fabricant (2020) reveal that climate change can be a feedback problem. They state, "We don't know how much carbon we emit daily, and the target timelines are set too far in the future, making the effects invisible. Imagine if the effects of carbon emissions were exactly the same as they are now, but the accumulation of carbon turned blue into green. In such a world, it's hard to believe that anyone would still talk about whether human activities have any impact on the climate...." Therefore, we hope to leverage Slow Design to foster an emotional connection to this interactive behavior, enhance the cognitive model of actions, and bring about sustainable benefits. To achieve the application of Slow Design principles in the research on calculating carbon footprints, we employ creative ideation and design research methods, including (1) studying relevant literature and cases, (2) interacting with potential users and conducting interviews, (3) creating and testing low-fidelity prototypes, and discussing recommendations and strategies for carbon footprint calculation. These research findings can serve as references for future studies on Sustainable Development Goals.■ Slow Design and Carbon FootprintWe apply the principles of Slow Design to the research on calculating carbon footprints. Slow Design is a design philosophy inspired by the Slow Living movement in 1986, advocating for slowing down the pace of life and countering the fast-paced lifestyle and culture of mass consumption. It contrasts with the culture of fast consumption and immediate gratification, emphasizing sustainability and respecting human needs and the environment. Slow Design focuses on quality, details, and experiences to provide more meaningful and sustainable design solutions. On the other hand, Slow Design Computing is a concept that combines the principles of Slow Design with computer science. It adopts the values and principles of Slow Design and applies them to the field of computer science and digital technology.■ Calculation and Case EvaluationThe carbon footprint calculation method is a way to assess the greenhouse gas emissions produced by an individual, household, organization, or product. These emissions are typically expressed in terms of carbon dioxide equivalent (CO2e). The methods for calculating carbon footprints can vary depending on the subject of calculation and the data used. Relevant literature (Batmunkh, 2022) and accounting software and platforms available on the market, such as MOZE 3.0 (2021), can be utilized for this purpose.■ References[1]C. Kuang and R. Fabricant, User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play. USA: Picador, 2020.[2]L. MOZE Co., "MOZE 3.0," ed. Taiwan, 2021.[3]A. Batmunkh, "Carbon Footprint of The Most Popular Social Media Platforms," Sustainability, vol. 14, no. 4, p. 2195, 2022, doi: 10.3390/su14042195.
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Okabe, Eduardo Paiva, and Pierangelo Masarati. "Detailed Modeling of Wind Turbine Gear Set by General-Purpose Multibody Dynamics." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34898.

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This work presents the development of a kinematic model of a spur gear pair and the implementation of a hydrodynamic bearing in a multidisciplinary multibody dynamics software. Both models are employed to simulate the behavior of a planetary gear set typically adopted in wind turbines. Geared transmissions have been a popular choice to transmit the rotation of the main rotor to the electrical generator in this type of turbine. Compared to other kinds of transmission, a gearbox is more compact, robust and require low maintenance over its lifetime, which is interesting, since these turbines are usually installed in remote places. The gearbox of a wind turbine is normally composed by a set of spur gears and bearings, assembled in arrangement known as epicyclic. Spur gears generally have an involute profile, which allows a constant transmission of the angular speed. This kinematic constraint between gears is defined by the angle that the surface of their teeth is in contact with. This angle is known as pressure angle and, by design, it should remain constant during operation. However, a variation of the distance between gears changes this angle, which also changes the direction of the transmission of the movement. To account for this effect, the joint is described by the projection of the absolute velocity of the contact point of each gear on the line of action, which is calculated from their position. Another important group of elements are the bearings that support gear and shafts. They can absorb part of the vibration, and compensate misalignments and teeth surface failures. Hydrodynamic bearings are widely employed in turbomachinery, due to their simplicity, long life and good damping properties, which are features that wind turbines can benefit from. Most of the hydrodynamic bearing models are two dimensional, so they have to be adapted to be implemented in a multibody dynamics software. The development of these modifications is also described in this work, so any other hydrodynamic bearing model can be easily adapted using the same procedure. Finally, a model of the wind turbine gearbox is presented, and some of the features of using the aforementioned elements inside a multibody dynamics software can be highlighted.
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Kerdvibulvech, Chutisant. "Metaverse Applications for Location-based Virtual Reality." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002070.

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Recently, the metaverse has considerably dominated tech headlines for researchers in the fields of human-computer interaction and human factors and ergonomics around the world, due to the advancement of its software and hardware. With its ability to immerse humans in a virtual, inexpensive, and safe world, it has greatly become popular in recent years, particularly virtual reality. Nevertheless, despite the extremely increasing attention to virtual reality, there is still very limited research work for summarizing and analyzing location-based virtual reality in which virtual reality tools are utilized for assisting humans to experience virtual reality by physically interacting with the environment. This paper proposes a new research study for investigating recent works of location-based virtual reality applications. After that, the evolution of virtual reality using location-based features is explored. Finally, we conduct a comparative analysis of virtual reality and augmented reality works, including location-based works in the past five years.
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Trevillion, Bill. "Development and Application of Graphics Displays for a Mini-Computer Based Vibration Analysis System." In ASME 1992 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1992. http://dx.doi.org/10.1115/cie1992-0065.

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Abstract Radian Corporation has developed extensive data display capabilities to analyze vibration and acoustic data from structures and rotating equipment. The Machinery Interactive Display and Analysis System (MIDAS) displays data collected through the acquisition functions of MIDAS. The graphics capabilities include displaying spectra in three-dimensional waterfall and in X-Y formats. Both types of plots can relate vibrations to time, equipment speed, or process parameters. Using menu-driven parameter selection, data can be displayed in formats that are the most useful for analysis. The system runs on a popular mini-computer, and it can be used with a great variety of graphics terminals, workstations, and printer/plotters. The software was designed and written for interactive display and plotting. Automatic plotting of large data files is facilitated by a batch plotting mode. The user can define display formats for the analysis of noise and vibration problems in the electric utility, chemical processing, paper, and automotive industries. This paper describes the history and development of graphics capabilities of the MIDAS system. The system, as illustrated in the examples, has proven efficient and economical for displaying large quantities of data.
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Reports on the topic "Computer software – development – popular works"

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, September 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teaching methods of the course, as well as the challenges and outcomes of its implementation. We also evaluate the course using a framework proposed by Ritzhaupt based on student feedback and learning outcomes. Our results show that the course was successful in achieving its goals and enhancing students’ knowledge and skills in game development. We also identify some areas for improvement and provide recommendations for future iterations of the course. We conclude that Unity Engine is a suitable platform for teaching game development in secondary education, as it offers a low barrier to entry, a rich set of features, a cross-platform compatibility, and a wide adoption in the game industry. We also argue that a team-based approach is beneficial for fostering collaboration and creativity among students.
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Kiv, Arnold E., Vladyslav V. Bilous, Dmytro M. Bodnenko, Dmytro V. Horbatovskyi, Oksana S. Lytvyn, and Volodymyr V. Proshkin. The development and use of mobile app AR Physics in physics teaching at the university. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4629.

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This paper outlines the importance of using Augmented Reality (AR) in physics education at the university as a valuable tool for visualization and increasing the attention and motivation of students to study, solving educational problems related to future professional activities, improving the interaction of teachers and students. Provided an analysis of the types of AR technology and software for developing AR apps. The sequences of actions for developing the mobile application AR Physics in the study of topics: “Direct electronic current”, “Fundamentals of the theory of electronic circuits”. The software tools for mobile application development (Android Studio, SDK, NDK, Google Sceneform, 3Ds MAX, Core Animation, Asset Media Recorder, Ashampoo Music Studio, Google Translate Plugin) are described. The bank of 3D models of elements of electrical circuits (sources of current, consumers, measuring devices, conductors) is created. Because of the students’ and teachers’ surveys, the advantages and disadvantages of using AR in the teaching process are discussed. Mann-Whitney U-test proved the effectiveness of the use of AR for laboratory works in physics by students majoring in “Mathematics”, “Computer Science”, and “Cybersecurity”.
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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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Нечипуренко, Павло Павлович, Тетяна Валеріївна Старова, Тетяна Валеріївна Селіванова, Анна Олександрівна Томіліна, and Олександр Давидович Учитель. Use of Augmented Reality in Chemistry Education. CEUR-WS.org, November 2018. http://dx.doi.org/10.31812/123456789/2658.

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The purpose of this article is to analyze the current trends in the use of the augmented reality in the chemistry education and to identify the promising areas for the introduction of AR-technologies to support the chemistry education in Ukrainian educational institutions. The article is aimed at solving such problems as: the generalization and analysis of the scientific researches results on the use of the augmented reality in the chemistry education, the characteristics of the modern AR-tools in the chemistry education and the forecasting of some possible areas of the development and improvement of the Ukrainian tools of the augmented reality in the chemistry education. The object of research is the augmented reality, and the subject is the use of the augmented reality in the chemistry learning. As a result of the study, it has been found that AR-technologies are actively used in the chemistry education and their effectiveness has been proven, but there are still no Ukrainian software products in this field. Frequently AR-technologies of the chemistry education are used for 3D visualization of the structure of atoms, molecules, crystalline lattices. The study has made it possible to conclude that there is a significant demand for the chemistry education with the augmented reality that is available via the mobile devices, and accordingly the need to develop the appropriate tools to support the chemistry education at schools and universities. The most promising thing is the development of methodological recommendations for the implementation of laboratory works, textbooks, popular scientific literature on chemistry with the use of the augmented reality technologies and the creation of the simulators for working with the chemical equipment and utensils using the augmented reality.
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