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1

Price, Kellie W. "Using Visual Technologies in the Introductory Programming Courses for Computer Science Majors". NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/276.

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Decreasing enrollments, lower rates of student retention and changes in the learning styles of today's students are all issues that the Computer Science (CS) academic community is currently facing. As a result, CS educators are being challenged to find the right blend of technology and pedagogy for their curriculum in order to help students persist through the major and produce strong graduates. Visual technologies are being explored as a way to present difficult programming concepts in a manner that is easier to visualize and simpler to use. Visual technologies can make learning programming easier by minimizing the syntax of the programming language being used and providing visual feedback to the students to aid in conceptualization of the programming constructs. The goal was to improve student retention and performance by incorporating visual technologies in the introductory programming course, CS1, at East Tennessee State University (ETSU). The ADDIE approach to instructional design was used to develop and implement a curriculum that incorporated visual technologies in CS1 at ETSU. Subsequently, quasi-experimental research methods, using the Post-Test Only Nonequivalent Groups Design approach, were used to perform assessment on the effects of the revised curriculum on student performance in the course and retention in the major as compared to student performance and retention as measured prior to the course redesign. The results of the study indicate a positive impact on student performance in CS1 and student retention in the major as a result of the use of two types of visual technologies in CS1 at ETSU. Visual technologies supporting algorithm development, such as RAPTOR, had a positive impact on student performance in the area of problem solving and algorithm development as well as the use of decision and repetition constructs in programming. Visual technologies supporting program development, such as Alice, had a positive impact on student performance in the area of object-oriented programming concepts such as objects and classes. The combination of these two types of visual technologies showed evidence of improvement among student performance as a whole in the course and slight improvement in student persistence in the major.
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2

Williams, Alexandra L. Gilbert Juan E. "SimBuilder Science an approach to enhancing reading literacy through visual programming /". Auburn, Ala., 2006. http://repo.lib.auburn.edu/2006%20Summer/Theses/WILLIAMS_ALEXANDRIA_34.pdf.

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3

廖境培 e King-pui Liu. "Vision-aided intelligent operation of robots: visual programming, automatic replanning and visual feedback". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1995. http://hub.hku.hk/bib/B31212542.

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4

Liu, King-pui. "Vision-aided intelligent operation of robots : visual programming, automatic replanning and visual feedback /". Hong Kong : University of Hong Kong, 1995. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19671477.

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5

Touchton, Robert A. "Interaction and Interdependency of Software Engineering Methods and Visual Programming". UNF Digital Commons, 1995. http://digitalcommons.unf.edu/etd/217.

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Visual Programming Languages and Visual Programming Tools incorporate non-procedural coding mechanisms that may duplicate, or perhaps even conflict with, the analysis and design mechanisms promulgated by the mainstream Software Engineering methodologies. By better understanding such duplication and conflict, software engineers can take proactive measures to accommodate and, ideally, eliminate them. Better still, there may be opportunities for synergy that can be exploited if one is looking for them. This research explored, documented and classified the interactions and interdependencies, both positive (synergies) and negative (conflicts), between two closely related and rapidly evolving Computer Science subdisciplines: software engineering and visual programming. A literature search was conducted to surface, evaluate, and build upon (where appropriate) recent and ongoing research in this area. A mechanism was created to capture observations of conflicts and synergies. This capture mechanism was applied to an experimentation test bed that was established to provide concrete examples of gaps, overlaps, conflicts, and synergies. In this regard, two relatively simple applications, one data-base oriented and one algorithm oriented, were designed and implemented using multiple software engineering methods and multiple visual tools/languages. A software prototype, which bridges one of the gaps discovered during the research, was built to underscore the importance of eventually merging Computer Aided Software Engineering and visual development tools. The overall results as well as anticipated trends and developments in the area of software engineering and visual programming were summarized. The synergy/conflict observations, in conjunction with the literature search results, were used to develop strategies and guidelines for successfully using visual programming languages and tools in concert with sound software engineering methods.
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6

Garcia, Mariano. "Effects of levels of abstractness of icons used to represent programming language constructs". Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/8171.

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7

Le, Hoang Duc Khanh Computer Science &amp Engineering Faculty of Engineering UNSW. "Visual dataflow language for image processing". Awarded by:University of New South Wales. Computer Science & Engineering, 2007. http://handle.unsw.edu.au/1959.4/40776.

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Most current DFVPLs support flow control to facilitate experiments and complex problems. However, current approaches in DFVPLs still remain inefficient. We show that inadequacies in existing visual programming languages may be magnified in applications involving image analysis. These include a lack of efficient communication mechanisms and strong dependency on human involvement to customise properties. For instance, properties in one computational component can not be shared for other components. Moreover, conditional expressions used in control components hold data values that are unrelated with those computational components. Furthermore, since image processing libraries usua.lly only explicitly support pipeline processing, as exemplified by the widely used Insight Toolkit for Medical Image Segmentation and Registration (ITK), a looping algorithm would be difficult to implement without a feedback mechanism supported by the visual language itself. We propose a data-flow visual programming language that encompasses several novel control constructs and parameterised computational units. These components are facilitated by a novel hybrid data-flow model. We also present several conceptual models and design alternatives for control constructs. Several mechanisms and techniques are provided to enhance data propagation for these components. We demonstrate, in an environment that utilises ITK as the underlying processing engine, that the inadequacies in existing DFVPLs can be satisfactorily addressed through the visual components proposed in this thesis.
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8

Msiska, Mwawi Fred. "A visual programming environment for authoring ASD therapy tools". Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/17939.

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Thesis (MSc)--Stellenbosch University, 2011.
ENGLISH ABSTRACT: 3D virtual environments can be used as therapy tools in patients with autism spectrum disorders (ASDs); however, the development of such tools is time-consuming. A 3D virtual environment development platform for such tools has been developed specifically for the South African context, because of the language and culture sensitivity of these therapy tools. The 3D virtual environment development platform has a Lua scripting interface for specifying logic in the virtual environments. Lua is a textual programming language, and presents a challenge to ASDs therapists’ ability to create therapy tools without engaging an expert programmer. The aim of this research was to investigate the design and implementation of a visual programming environment to support non-expert programmers in scripting within the 3D virtual environment development platform. Various visual program representation techniques, reported in the literature, were examined to determine their appropriateness for adoption in our design. A visual programming language based on the “building-block” approach was considered the most suitable. The research resulted in the development of a visual script editor (VSE), based on an open source framework called the OpenBlocks library. The VSE successfully alleviated the syntax burden that textual programming languages place on non-expert programmers. The fitness of purpose of our VSE was exemplified in a sample 3D virtual environment that was scripted using the VSE. Despite the success, we argue that the applicability of the “building-block” approach is limited to domain-specific programming languages due to the absence of visual expressions for defining user-defined types, and for specifying hierarchy.
AFRIKAANSE OPSOMMING: Geen opsomming
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9

Zetterström, Andreas. "Visual Compositional-Relational Programming". Thesis, Uppsala University, Computer Systems Sciences, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-126895.

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In an ever faster changing environment, software developers not only need agile methods, but also agile programming paradigms and tools. A paradigm shift towards declarative programming has begun; a clear indication of this is Microsoft's substantial investment in functional programming. Moreover, several attempts have been made to enable visual programming. We believe that software development is ready for a new paradigm which goes beyond any existing declarative paradigm: visual compositional-relational programming. Compositional-relational programming (CRP) is a purely declarative paradigm -- making it suitable for a visual representation. All procedural aspects -- including the increasingly important issue of parallelization -- are removed from the programmer's consideration and handled in the underlying implementation. The foundation for CRP is a theory of higher-order combinatory logic programming developed by Hamfelt and Nilsson in the 1990's. This thesis proposes a model for visualizing compositional-relational programming. We show that the diagrams are isomorphic with the programs represented in textual form. Furthermore, we show that the model can be used to automatically generate code from diagrams, thus paving the way for a visual integrated development environment for CRP, where programming is performed by combining visual objects in a drag-and-drop fashion. At present, we implement CRP using Prolog. However, in future we foresee an implementation directly on one of the major object-oriented frameworks, e.g. the .NET platform, with the aim to finally launch relational programming into large-scale systems development.

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10

Pierson, Graham C. "Code maintenance and design for a visual programming language graphical user interface". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPierson.pdf.

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11

Lindgren, Sebastian. "A Mobile Graph-Like Visual Programming Language". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-36249.

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Visual programming is a programming paradigm commonly used for game scripting, it also has applications in other areas such as for example patcher languages for music and animation and even a few languages for general purpose programming. By using visual programming complex tasks can be made easier by abstracting the code and letting the user express a flow of commands instead. This also gives a better overview of the problem and how the different parts connect. By graphically connecting nodes the program flow will be made clear even for those new to programming. Unfortunately, visual programming is mostly limited to laptops and stationary computer systems. Touch enabled mobile devices which perhaps would be even better suited for a visual programming approach are left with textual programming environments, which doesn’t use the capabilities of the touch screen, and a few non-graph-like visual programming languages, which use interlocked blocks to represent code. To explore how well graph-like visual programming would work on mobile devices a study will be conducted in which a lo-fi design is created and iteratively evaluated and improved using a modified NEVO process. The design will be created and improved based on existing visual programming interfaces and research in the area of visual programming, interaction design and information design, combined with the input from the test subjects. In this work a mobile, visual, graph-like, general purpose programming language has been designed. A lo-fi prototype of the language has been created to display how the language would look on a mobile system if realized. The lo-fi prototype was then tested with a method given by Rettig to give an indication of the systems usability measured by its task completion time compared to the task completion time of a mobile textual system. There is also a qualitative analysis on the responses from the test users. The tests were conducted both on people new to programming as well as people who have been programming for a while.
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12

Pursel, Eugene Ray. "Synthetic vision : visual perception for computer generated forces using the programmable graphics pipeline /". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPursel.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, Sept. 2004.
Thesis Advisor(s): Christian J. Darken. Includes bibliographical references (p. 93-95). Also available online.
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13

Tomizawa, Takaaki. "Pictogram: The Design and Implementation of a New Visual Programming Language". NSUWorks, 1999. http://nsuworks.nova.edu/gscis_etd/884.

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The objective of this dissertation was to design and implement a platform-independent, distributed visual programming language / visual programming environment (VPUVPE) called the PictGram system. PictGram (PICTorial proGRAMming) is based on the functional programming paradigm. The PictGram system required the development of three challenging components: (1) a visual lexical specification for graphical tokens, (2) a visual syntactic definition specifying rules by which expressions can be legally combined, and (3) a visual parsing mechanism for graphically represented programs. The construction of PictGram has required an intensive analysis of theories for distributed functional programming languages, and extensive experiments of possible VPUVPE implementation. The theoretical investigation developed a formalism of functional programming language in three design phases: (1) a lexical representation of a visual primitive, (2) visually-expressed syntactic rules for the lexical representation, and (3) semantic interpretation of the visual expression. The practical experiments have integrated such formalisms into two realistic implementation components: (1) a front-end of PictGram manages a construction of the visual expression and (2) a back-end of PictGram, a distributed interpreter, evaluates the visual expression. PictGram was constructed by integrating three sub-goals: (1) to develop a theory of PictGram VPUVPE, (2) to design and implement the PictGram VPUVPE, and (3) to integrate PictGram VPUVPE with distributed interpreters. Pic/Gram allows the users to construct a graphically-represented source program. Pic/Gram translates such a graphical expression into textual expression, then uses an interpreter to evaluate the expression. The result is then translated back to an appropriate graphical form. All programming activities are supported interactively through the system's graphical user interface. This dissertation has investigated visual programming methodologies based on a functional programming paradigm, and a visual programming system, PictGram, has been suggested. A lexeme is expressed by the graphical user components, and a syntactic relationship is specified by the click-and-drop operation. The semantics of the graphically-represented source programs are interpreted by the distributed interpreters. PictGram provides a simple interface that supports a general programming language paradigm.
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14

Gordon, Christopher Todd. "A visual language for ADA program unit specifications". Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06232009-063007/.

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15

Stratton, David. "A program visualisation meta language". Thesis, University of Ballarat, 2003. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/63588.

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The principle motivation of this work is to define an open PV architecture that will enable a variety of visualisation schemes to interoperate and that will encourage the generation of PV systems and research into their efficacy. Ultimately this may lead to more effective pedagogy in the field of computer programming and hence remove a barrier to students entering the profession.
Doctorate of Philosophy
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16

Tsegaye, Melekam Asrat. "A model for a context aware machine-based personal memory manager and its implementation using a visual programming environment". Thesis, Rhodes University, 2007. http://hdl.handle.net/10962/d1006563.

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Memory is a part of cognition. It is essential for an individual to function normally in society. It encompasses an individual's lifetime experience, thus defining his identity. This thesis develops the concept of a machine-based personal memory manager which captures and manages an individual's day-to-day external memories. Rather than accumulating large amounts of data which has to be mined for useful memories, the machine-based memory manager automatically organizes memories as they are captured to enable their quick retrieval and use. The main functions of the machine-based memory manager envisioned in this thesis are the support and the augmentation of an individual's biological memory system. In the thesis, a model for a machine-based memory manager is developed. A visual programming environment, which can be used to build context aware applications as well as a proof-of-concept machine-based memory manager, is conceptualized and implemented. An experimental machine-based memory manager is implemented and evaluated. The model describes a machine-based memory manager which manages an individual's external memories by context. It addresses the management of external memories which accumulate over long periods of time by proposing a context aware file system which automatically organizes external memories by context. It describes how personal memory management can be facilitated by machine using six entities (life streams, memory producers, memory consumers, a memory manager, memory fragments and context descriptors) and the processes in which these entities participate (memory capture, memory encoding and decoding, memory decoding and retrieval). The visual programming environment represents a development tool which contains facilities that support context aware application programming. For example, it provides facilities which enable the definition and use of virtual sensors. It enables rapid programming with a focus on component re-use and dynamic composition of applications through a visual interface. The experimental machine-based memory manager serves as an example implementation of the machine-based memory manager which is described by the model developed in this thesis. The hardware used in its implementation consists of widely available components such as a camera, microphone and sub-notebook computer which are assembled in the form of a wearable computer. The software is constructed using the visual programming environment developed in this thesis. It contains multiple sensor drivers, context interpreters, a context aware file system as well as memory retrieval and presentation interfaces. The evaluation of the machine-based memory manager shows that it is possible to create a machine which monitors the states of an individual and his environment, and manages his external memories, thus supporting and augmenting his biological memory.
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Correia, Joaquin Steve. "Agent-based target detection in 3-dimensional environments /". Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Mar%5FCorreia.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, March 2005.
Thesis Advisor(s): Christian J. Darken. Includes bibliographical references (p. 45-46). Also available online.
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18

Armstrong, Kris A. "The Separation Principle – A Principle for Programming Language Design". University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1373382351.

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Tarr, Melanie. "The other art of computer programming: A visual alternative to communicate computational thinking". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2020. https://ro.ecu.edu.au/theses/2280.

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The thesis will explore the implications of teaching computer science through visual communication. This study aims to define a framework for using pictures within learning computer science. Visual communication materials for teaching computer science were created and tested with Year 8 students. Along with a recent commercial and political focus on the introduction of coding to adolescents, it appears that the computer industry has a large shortfall of programmers. Accompanying this shortfall is a rise among adolescents in the preference for visual communication (Brumberger, 2011; Coats, 2006; Oblinger et al., 2005; Prensky, 2001; Tapscott, 1998) while textual communication currently dominates the teaching materials in the computing discipline. This study looks at the learning process and utilises the ideas of Gibson, Dewey and Piaget to consider the role of visual design in teaching programming. According to Piagetian theory Year 8 is the time a child begins to understand abstract thought. This research investigated through co-creation and prototyping how to creatively support cognition within the learning process. Visual communication theories, comprising the fields of graphic and information design, were employed to communicate computer science to approximately 60 junior high school students across eight schools. Literature in a range of visual communication fields is reviewed along with the psychology of perception and cognition to help create a prototype lesson plan for the target audience of Year 8 students. The history of computer science is reviewed to illustrate the mental imagery within the discipline and also to explore computational thinking concepts. These concepts are ". . . the metaphors and structures that underlie all areas of science and engineering" (Guzdial, 2008). The participants’ attitudes increased toward learning programming through visual communication. Quantitative questionnaires were used to gather data on cognition and measure the effectiveness of the learning process. Thirteen hypotheses were established concerning learning programming through pictures from the quantitative data. Focus groups further triangulated data gathered in the quantitative stage. Approximately seventy percent of the participants understood seventy percent of the information within the instrumentation. Models of intent to learn programming through pictures were established using structural equation modelling (SEM). Outcomes of the exegesis are a framework for using pictures that demonstrates computational thinking and explains the research.
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Daly, Tebring. "Influence of Alice 3: Reducing the Hurdles to Success in a Cs1 Programming Course". Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc271795/.

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Learning the syntax, semantics, and concepts behind software engineering can be a challenging task for many individuals. This paper examines the Alice 3 software, a three-dimensional visual environment for teaching programming concepts, to determine if it is an effective tool for improving student achievement, raising self-efficacy, and engaging students. This study compares the similarities and differences between a Fundamentals of Programming course with and without Alice integrated into the curriculum. Both the treatment and control Groups are using the same Java materials, assignments, and exams. The treatment group also completes Alice activities for each programming concept throughout the course; as well as two Alice assignments.
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21

Alafaireet, Hussain. "Exploring the use of a commercial game engine for the development of educational software". Diss., Rolla, Mo. : Missouri University of Science and Technology, 2009. http://scholarsmine.mst.edu/thesis/pdf/Alafaireet_09007dcc806bfca9.pdf.

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Thesis (M.S.)--Missouri University of Science and Technology, 2009.
Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
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22

Molley, Sean. "Ta Da! - The Text Adventure Design Assistant a Visual Tool for the Development of Adventure Games". TopSCHOLAR®, 1997. http://digitalcommons.wku.edu/theses/347.

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In this paper, I survey past and present tools available to text adventure game authors, and then describe a new product: the Text Adventure Design Assistant (TA DA!), a visual programming system for creating text adventure games. My system consists of two parts: an abstract framework which defines an archetypical game, and a user interface which allows for the construction of games in a visual manner by manipulating the elements of the abstract game to produce a concrete design. The two most popular contemporary programming languages for creating text adventure games, TADS and Inform, are compared and contrasted, and my abstract framework is adapted to both of these languages. The traditional pencil-and-paper design process used by adventure game authors is studied and its application to the development of TA DA! is described. Finally, the implications of TA DA! and similar advances in visual programming are discussed and I predict future trends in the design of both adventure games and other application domains based on this work.
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Nie, Chunsheng. "A visual language for part21 file based on express data model". Ohio University / OhioLINK, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1172603859.

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24

McClure, Kerry S. "The use of object-oriented tools in the development of a pilot's vision simulation program to aid in the conceptual design of aircraft". Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-07292009-090340/.

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25

Ogilvie, Christine Rose. "The impact of video modeling and peer mentoring of social skills for middle school students with autism spectrum disorders in inclusive settings". Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002306.

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26

Correia, J. Steve. "Agent-based target detection in 3-dimensional environments". Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2300.

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Approved for public release, distribution is unlimited
Visual perception modeling is generally weak for game AI and computer generated forces (CGF), or agents, in computer games and military simulations. Several tricks and shortcuts are used in perceptual modeling. The results are, under certain conditions, unrealistic behaviors that negatively effect user immersion in games and call into question the validity of calculations in fine resolution military simulations. By determining what the computer-generated agent sees using methods similar to that used to generate the human players' screen view in 3- D virtual environments, we hope to present a method that can more accurately model human visual perception, specifically the major problem of a entity "hiding in plain sight"
Lieutenant, United States Navy
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27

Renholm, Filip, Fredrik Möller, Isak Jansson, Klara Gustafsson, Lara Leo Johansson, Eriksson Linus Bodeström, Ludwig Thaung e Vendela Egondotter. "CodeBuddy : Development of a programming assistance marketplace as a web application". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148726.

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According to a study at Linköping University, students who study programming need additional assistance beyond the help provided in the course. According to the same survey, the majority of these students indicate that they would pay for private tuition in programming. At the same time, there are students who believe they have the competence to teach others in programming and could consider of doing this against financial compensation. To meet these needs of students, a solution tested in this thesis resulted in the development of a web application to create a C2C platform where students can meet up to exchange knowledge within programming. The development of the web application is varied by design and functionality substantiated by scientific theories. During the project, user testing is performed to get opinions from the potential target group. The work mainly focuses on answering the research questions regardingconsumer trust of the web application’s design. The report shows that it is possible to develop a web application according to the above criteria.
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Frisk, Maxim. "Utvärdering av visuell programmering för mobila enheter i Unreal Engine 4 : ETT ARBETE UTFÖR VID SPELFÖRETAGET STAKKR AB". Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186414.

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This thesis has been carried out at the company Stakkr AB in Stockholm. Stakkr have considered moving their existing C++ code to the visual programming language Blueprints in Unreal Engine 4. The objective of this study was to examine the performance of Blueprint if it’s suitable for mobile games, as well to provide Stakkr a suitability assessment of writing code in Blueprint and examine how well it performs compared with the language programming language C++. The assessment of suitability was performed by implementing a translation of two existing C++ classes to Blueprints and an assessment was made regarding development in Blueprint and performance testing between the existing C ++ and the developed Blueprint classes. The method of execution of the assessment was to work agile in short and structured iterations. The assessment of the suitability of the study showed that it was user-friendly to develop with Blueprint. However the existing C ++ classes outperformed the classes written in Blueprints. The reason why Blueprints perform worse has been identified and recommendations regarding the performance issues have been developed.
Detta examensarbete har genomförts på företaget Stakkr AB i Stockholm. Stakkr har övervägt att flytta över sin befintliga C++ kod till det visuella programmeringsspråk Blueprints i Unreal Engine 4. Målet med detta examensarbete har varit att undersöka om prestandan i Blueprints är lämplig för mobilspel samt att tillhandahålla Stakkr en lämplighetsutvärdering av att skriva kod i Blueprints och undersöka hur bra den presterar jämfört med språkstandarden C++. bedömningen av lämpligheten utfördes genom att genomföra en översättning av två befintliga C++ klasser till Blueprints, en bedömning av att utveckla i Blueprints har gjorts och prestandatester har utförts mellan de befintliga C++ gentemot de utvecklade Blueprintklasserna. Metoden för utförandet av bedömningen var att arbeta agilt i korta och strukturerade iterationer. Bedömningen från lämplighetsundersökningen visade att det var användarvänligt att utveckla i Blueprints. Dock presterade Blueprintklasserna sämre än de befintliga C++ klasser. Anledningen till varför Blueprints presterar sämre har identifierats och rekommendationer gällande detta har tagits fram.
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Krisell, Magnus. "En jämförande studie av Visual C++, C# och VB.NET". Thesis, Linköping University, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2827.

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Programmeringsspråken Visual C++, C# och VB.NET (Visual Basic.NET) jämförs, med tyngdpunkt på en praktisk jämförelse av fyra exempelapplikationer.

Exempelapplikationen WordCount visar att Visual C++ har förutsättningar förbäst prestanda, men att även C# och VB.NET ger helt godtagbar prestanda. Valet av färdiga klasser är viktigare än språket. Ett olämpligt val kan göra prestandan mycket sämre än förväntat, medan den allra bästa prestandan ofta erhålls med en egen implementering.

Applikationen FFT visar att flyttalsprestandan är bättre i C# än i VB.NET. Applikationen Clock visar att Visual C++ har en viss fördel i sitt färdiga ramverk för traditionella dokumentbaserade Windowsapplikationer.

C# och VB.NET vinner över Visual C++ i nästan alla övriga avseenden. De ger mindre mängd kod och tillhandahåller ny funktionalitet — som egenskaper, händelser, attribut och ett mycket omfattande klassbibliotek — som gör programmeringen enklare och mindre känslig för buggar och säkerhetshål. Valet mellan C# och VB.NET bör avgöras av projekttyp, företagskultur och utvecklarens individuella preferenser.

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Johnston, Christopher Troy. "VERTIPH : a visual environment for real-time image processing on hardware : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Systems Engineering at Massey University, Palmerston North, New Zealand". Massey University, 2009. http://hdl.handle.net/10179/1219.

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This thesis presents VERTIPH, a visual programming language for the development of image processing algorithms on FPGA hardware. The research began with an examination of the whole design cycle, with a view to identifying requirements for implementing image processing on FPGAs. Based on this analysis, a design process was developed where a selected software algorithm is matched to a hardware architecture tailor made for its implementation. The algorithm and architecture are then transformed into an FPGA suitable design. It was found that in most cases the most efficient mapping for image processing algorithms is to use a streamed processing approach. This constrains how data is presented and requires most existing algorithms to be extensively modified. Therefore, the resultant designs are heavily streamed and pipelined. A visual notation was developed to complement this design process, as both streaming and pipelining can be well represented by data flow visual languages. The notation has three views each of which represents and supports a different part of the design process. An architecture view gives an overview of the design's main blocks and their interconnections. A computational view represents lower-level details by representing each block by a set of computational expressions and low-level controls. This includes a novel visual representation of pipelining that simplifies latency analysis, multiphase design, priming, flushing and stalling, and the detection of sequencing errors. A scheduling view adds a state machine for high-level control of processing blocks. This extended state objects to allow for the priming and flushing of pipelined operations. User evaluations of an implementation of the key parts of this language (the architecture view and the computational view) found that both were generally good visualisations and aided in design (especially the type interface, pipeline and control notations). The user evaluations provided several suggestions for the improvement of the language, and in particular the evaluators would have preferred to use the diagrams as a verification tool for a textual representation rather than as the primary data capture mechanism. A cognitive dimensions analysis showed that the language scores highly for thirteen of the twenty dimensions considered, particularly those related to making details of the design clearer to the developer.
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Christoforidis, Constantin. "Optimizing your data structure for real-time 3D rendering in the web : A comparison between object-oriented programming and data-oriented design". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20048.

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Performance is something that is always of concern when developing real-time 3D graphics applications. The way programs are made today with object-oriented programming has certain flaws that are rooted in the methodology itself. By exploring different programming paradigms we can eliminate some of these issues and find what is best for programming in different areas. Because real-time 3D applications need high performance the data-oriented design paradigm that makes the data the center of the application is experimented with. By using data-oriented design we can eliminate certain issues with object-oriented programming and deliver improved applications when it comes to performance, flexibility, and architecture. In this study, an experiment creating the same type of program with the help of different programming paradigms is made to compare the performance of the two. Some additional up- and downsides of the paradigms are also mentioned

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.

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Svensson, Daniel. "Evaluation of development platforms : building financial online applications". Thesis, Linköpings universitet, PELAB - Laboratoriet för programmeringsomgivningar, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69511.

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CRM Treasury Systems AB is one of the Nordic Countries’ leading companies within treasury management. Their main product CRM Finance is a software program for financial administrators with roots back to the early 90s. Computer usage and software has changed considerably since then and the company is currently considering choosing a new technology to base future products upon. In this thesis Oracle ADF, Microsoft Lightswitch beta 1 and Silverlight with WCF RIA Services, are compared in order to select a suitable technology to base future applications on. The frameworks are used to implement a simple application with a small number of screens displaying database data in order to get to know the frameworks and capture the time required to get started. After the basic applications have been implemented in all the three frameworks and evaluated it is decided to continue by implementing a number of more advanced authorization and internationalization scenarios. It is decided to continue with only two of the selected frameworks due to lack of time once the simple application has been implemented successfully. Lightswitch beta 1 is chosen for discontinuation due to an uncertain future for the application as it is the first public available beta of the product. Based on the experience from the implementations performed, the time required for them as well as how the platforms fit the company’s requirements the .NET platform with Silverlight + WCF RIA Services is recommended as the base for future applications.
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McDermott-Wells, Patricia M. "Math in the Dark: Tools for Expressing Mathematical Content by Visually Impaired Students". NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/61.

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Blind and visually impaired students are under-represented in the science, technology, engineering, and mathematics disciplines of higher education and the workforce. This is due primarily to the difficulties they encounter in trying to succeed in mathematics courses. While there are sufficient tools available to create Braille content, including the special Nemeth Braille used in the U.S. for mathematics constructs, there are very few tools to allow a blind or visually impaired student to create his/her own mathematical content in a manner that sighted individuals can use. The software tools that are available are isolated, do not interface well with other common software, and may be priced for institutional use instead of individual use. Instructors are unprepared or unable to interact with these students in a real-time manner. All of these factors combine to isolate the blind or visually impaired student in the study of mathematics. Nemeth Braille is a complete mathematical markup system in Braille, containing everything that is needed to produce quality math content at all levels of complexity. Blind and visually impaired students should not have to learn any additional markup languages in order to produce math content. This work addressed the needs of the individual blind or visually impaired student who must be able to produce mathematical content for course assignments, and who wishes to interact with peers and instructors on a real-time basis to share mathematical content. Two tools were created to facilitate mathematical interaction: a Nemeth Braille editor, and a real-time instant messenger chat capability that supports Nemeth Braille and MathML constructs. In the Visually Impaired view, the editor accepts Nemeth Braille input, displays the math expressions in a tree structure which will allow sub-expressions to be expanded or collapsed. The Braille constructs can be translated to MathML for display within MathType. Similarly, in the Sighted view, math constructs entered in MathType can be translated into Nemeth Braille. Mathematical content can then be shared between sighted and visually impaired users via the instant messenger chat capability. Using Math in the Dark software, blind and visually impaired students can work math problems fully in Nemeth Braille and can seamlessly convert their work into MathML for viewing by sighted instructors. The converted output has the quality of professionally produced math content. Blind and VI students can also communicate and share math constructs with a sighted partner via a real-time chat feature, with automatic translation in both directions, allowing VI students to obtain help in real-time from a sighted instructor or tutor. By eliminating the burden of translation, this software will help to remove the barriers faced by blind and VI students who wish to excel in the STEM fields of study.
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Pietsch, Susan Mary. "The effective use of three dimensional visualisation modelling in the routine development control of urban environments : a thesis submitted to Adelaide University in candidacy for the degree of Doctor of Philosophy". Title page, contents and abstract only, 2001. http://web4.library.adelaide.edu.au/theses/09PH/09php626.pdf.

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"June 2001." Includes bibliographical references (leaves 346-352) Investigates technical and cultural issues in using three dimensional computer visualisation modelling in a busy Australian city planning office, the local Council of the City of Adelaide, taking two directions: a modelling approach that emphasizes abstract, quick to create 3D models; and, by examining the social and organizational issues. This dual view paints a broader picture of the potential of 3D modelling within planning practice including the impediments and possible solutions to them.
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35

Håkansson, Anne. "Graphic Representation and Visualisation as Modelling Support for the Knowledge Acquisition Process". Doctoral thesis, Uppsala University, Computer Science, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-3812.

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The thesis describes steps taken towards using graphic representation and visual modelling support for the knowledge acquisition process in knowledge-based systems – a process commonly regarded as difficult. The performance of the systems depends on the quality of the embedded knowledge, which makes the knowledge acquisition phase particularly significant. During the acquisition phase, a main obstacle to proper extraction of information is the absence of effective modelling techniques.

The contributions of the thesis are: introducing a methodology for user-centred knowledge modelling, enhancing transparency to support the modelling of content and of the reasoning strategy, incorporating conceptualisation to simplify the grasp of the contents and to support assimilation of the domain knowledge, and supplying a visual compositional logic programming language for adding and modifying functionality.

The user-centred knowledge acquisition model, proposed in this thesis, applies a combination of different approaches to knowledge modelling. The aim is to bridge the gap between the users (i.e., knowledge engineers, domain experts and end users) and the system in transferring knowledge, by supporting the users through graphics and visualisation. Visualisation supports the users by providing several different views of the contents of the system.

The Unified Modelling Language (UML) is employed as a modelling language. A benefit of utilising UML is that the knowledge base can be modified, and the reasoning strategy and the functionality can be changed directly in the model. To make the knowledge base more comprehensible and expressive, we incorporated visual conceptualisation into UML’s diagrams to describe the contents. Visual conceptualisation of the knowledge can also facilitate assimilation in a hypermedia system through visual libraries.

Visualisation of functionality is applied to a programming paradigm, namely relational programming, often employed in artificial intelligence systems. This approach employs Venn-Euler diagrams as a graphic interface to a compositional operator based relational programming language.

The concrete result of the research is the development of a graphic representation and visual modelling approach to support the knowledge acquisition process. This approach has been evaluated for two different knowledge bases, one built for hydropower development and river regulation and the other for diagnosing childhood diseases.

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36

Drey, Zoé. "Vers une méthodologie dédiée à l'orchestration d'entités communicantes". Phd thesis, Université Sciences et Technologies - Bordeaux I, 2010. http://tel.archives-ouvertes.fr/tel-00718634.

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Les technologies omniprésentes dans notre environnement intègrent des éléments logiciels facilitant leur utilisation. Ces technologies offrent un vaste laboratoire d'expérimentation pour la recherche et en particulier pour l'informatique appliquée. Ces technologies sont un support évident pour rendre des services aux personnes dans leur vie quotidienne. Ces services concernent divers champs d'applications, chacun servant des objectifs spécifiques : confort, sécurité, accès à l'information ou encore assistance à la personne. Puisque les applications offrant ces services sont intimement liées aux besoins des utilisateurs, il est indispensable qu'elles s'adaptent facilement à leurs besoins. Une manière de répondre à ce défi est de proposer à l'utilisateur des outils pour programmer lui-même ses applications. Notre contribution consiste non seulement à définir un tel outil, sous la forme d'un langage visuel paramétré par un champ d'applications, mais aussi à proposer une méthodologie dont l'objectif est de guider un utilisateur dans la programmation d'applications à l'aide de ce langage. Cette méthodologie est dédiée à l'orchestration d'entités communicantes : elles représentent les technologies déployées dans nos environnements. Notre approche, associant une méthodologie à un langage, est accessible à un programmeur novice et suffisamment expressive pour traiter divers champs d'applications. Afin d'augmenter la confiance de l'utilisateur dans le développement de ses applications, nous étendons la méthodologie en proposant une approche de développement dirigée par la vérification de quelques propriétés. Cette vérification est permise par la sémantique du langage, formellement définie.
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Roberts, Mike. "Visual programming for transputer systems". Thesis, City University London, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278422.

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38

Paçacı, Görkem. "Representation of Compositional Relational Programs". Doctoral thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-317084.

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Usability aspects of programming languages are often overlooked, yet have a substantial effect on programmer productivity. These issues are even more acute in the field of Inductive Synthesis, where programs are automatically generated from sample expected input and output data, and the programmer needs to be able to comprehend, and confirm or reject the suggested programs. A promising method of Inductive Synthesis, CombInduce, which is particularly suitable for synthesizing recursive programs, is a candidate for improvements in usability as the target language Combilog is not user-friendly. The method requires the target language to be strictly compositional, hence devoid of variables, yet have the expressiveness of definite clause programs. This sets up a challenging problem for establishing a user-friendly but equally expressive target language. Alternatives to Combilog, such as Quine's Predicate-functor Logic and Schönfinkel and Curry's Combinatory Logic also do not offer a practical notation: finding a more usable representation is imperative. This thesis presents two distinct approaches towards more convenient representations which still maintain compositionality. The first is Visual Combilog (VC), a system for visualizing Combilog programs. In this approach Combilog remains as the target language for synthesis, but programs can be read and modified by interacting with the equivalent diagrams instead. VC is implemented as a split-view editor that maintains the equivalent Combilog and VC representations on-the-fly, automatically transforming them as necessary. The second approach is Combilog with Name Projection (CNP), a textual iteration of Combilog that replaces numeric argument positions with argument names. The result is a language where argument names make the notation more readable, yet compositionality is preserved by avoiding variables. Compositionality is demonstrated by implementing CombInduce with CNP as the target language, revealing that programs with the same level of recursive complexity can be synthesized in CNP equally well, and establishing the underlying method of synthesis can also work with CNP. Our evaluations of the user-friendliness of both representations are supported by a range of methods from Information Visualization, Cognitive Modelling, and Human-Computer Interaction. The increased usability of both representations are confirmed by empirical user studies: an often neglected aspect of language design.
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Beaumont, Mark Alexander Edward. "The application of visual programming techniques to the low-level programming process". Thesis, University of Liverpool, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366720.

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Mehandjiev, Nikolay Dimitrov. "User enhanceability for information systems through visual programming". Thesis, University of Hull, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.389464.

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Gee, David Malcolm. "A visual programming language for real-time systems". Thesis, Northumbria University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386684.

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Bell, Michael A. "The application of visual programming to courseware authoring". Thesis, University of Liverpool, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307630.

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Wu, James 1975. "A comparison of programming languages for real-time, safety-critical programming /". Thesis, McGill University, 1999. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=30772.

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As the number of applications of computers controlling safety-critical operations increases, the need to ensure the safety and reliability of the software that controls those computers increases proportionally. Ultimately, such software properties are the result of appropriate design and implementation. However, certain characteristics of the language in which the software is written can have an impact on how that language facilitates both design and implementation, and how it encourages safety and reliability in the resulting software.
This paper explores the language characteristics that can impact the safety and reliability of the software produced. The goal is to provide a set of criteria that can be used for the selection of an appropriate language for real-time, safety-critical development. It proposes a set of characteristics that can affect the suitability of a language to such development, and compares a selection of common programming languages, including Ada, C, C++ and Java, against this framework.
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44

Josefson, Robert, e Margaret Mburu. "Conversion of a Visual Basic 6 Application to Visual Basic .NET". Thesis, Karlstad University, Faculty of Economic Sciences, Communication and IT, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-1723.

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This dissertation describes the process of converting an application from Visual Basic to a .NET programming language. This work was carried out on behalf of The Prevas Company based in Karlstad, Sweden. Prevas provides IT solutions and industrial systems for several world leading companies such as Ericsson, Nokia, Siemens and many others. The objective behind the conversion of this application was to facilitate a more compatible and flexible option suitable for the other products using the .NET environment. In addition, Prevas felt that the Visual Basic 6 environment had grown rather old and outdated. The task was therefore to convert the source code from Visual basic 6 to .NET language and to determine the most efficient method for the conversion. The outcome of this project was to achieve a fully converted application using the .NET framework with its original functionality intact.

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Rodgers, Peter James. "A visual language for database programming using graph rewriting". Thesis, Birkbeck (University of London), 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.264187.

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Lee, Chi-yeung. "A visual approach to configuration management". Thesis, University of Ulster, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241728.

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Gamble, James Graham. "Explicit parallel programming". Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06082009-171019/.

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Palmieri, David Walsh. "Knowledge Management Through Pair Programming". NCSU, 2002. http://www.lib.ncsu.edu/theses/available/etd-20020328-093026.

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Knowledge Management has been the subject of increasing focus over the last several years. Literature and research on the topic has grown as companies and organizations have come to realize that success is often determined by one's ability to create, disseminate, and embody knowledge in products and services. This realization has led to increased interest in examining the ways in which knowledge can be effectively created, identified, codified, disseminated, and retained. The field of Knowledge Management has emerged to address this need.

One of the obstacles that Knowledge Management seeks to overcome is the natural tendency in people to hoard knowledge. People often withhold knowledge when they feel it provides them with a competitive advantage over others. Many traditional management incentives and team structures create and perpetuate competitive environments that encourage knowledge hoarding. Knowledge Management also seeks to find ways to reduce the impact of employee turnover. When an employee leaves a company or organization, the knowledge they possess often goes with them. This loss can potentially have a negative impact on the productivity and quality of the company or organization. Knowledge Management seeks to find ways to minimize loss of knowledge when an employee leaves a company or organization.

Pair programming is a practice that holds promise for overcoming some of the challenges faced by Knowledge Management. In pair programming, two programmers work side-by-side at one computer collaborating on the same design, algorithm, code, or test. The continual interaction between pair programmers would seem to provide an environment that promotes knowledge sharing, and collaborative knowledge discovery. Additionally, through pair rotation, in which pairs change partners fairly often, tacit knowledge might be spread more effectively through face-to-face communication than by documentation, databases, or other means.

This research examines pair programming in the realm of Knowledge Management, positing the following hypotheses:Pair programming reduces the tendency of people to hoard knowledge.Pair programming reduces the impact of employee turnover.Pair programming is an effective means of knowledge dissemination and knowledge retention that has a positive influence on the Knowledge Management practices of a company or organization.

These hypotheses are tested through the use of a survey of individuals in technology research, development, and service. Analysis of the survey results provided no conclusive evidence to either support or disprove the hypothesis that pair programming reduces the tendency of people to hoard knowledge. The results indicate support for the hypothesis that pair programming reduces the impact of employee turnover, although not statistically significant. And finally, the survey results indicate with statistical significance that pair programming is an effective means of knowledge dissemination and retention, with a positive influence on the Knowledge Management practices of a company or organization.

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Wu, Cheng-Shiung Jesse. "A wysiwyg literate programming system /". The Ohio State University, 1990. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487683756125668.

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Bal, Balbir S. "Studies in robot programming". Thesis, Aston University, 1990. http://publications.aston.ac.uk/10647/.

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