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1

Niazi, Tahira, Teerath Das, Ghufran Ahmed, Syed Muhammad Waqas, Sumra Khan, Suleman Khan, Ahmed Abdelaziz Abdelatif, and Shaukat Wasi. "Investigating Novice Developers’ Code Commenting Trends Using Machine Learning Techniques." Algorithms 16, no. 1 (January 12, 2023): 53. http://dx.doi.org/10.3390/a16010053.

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Анотація:
Code comments are considered an efficient way to document the functionality of a particular block of code. Code commenting is a common practice among developers to explain the purpose of the code in order to improve code comprehension and readability. Researchers investigated the effect of code comments on software development tasks and demonstrated the use of comments in several ways, including maintenance, reusability, bug detection, etc. Given the importance of code comments, it becomes vital for novice developers to brush up on their code commenting skills. In this study, we initially investigated what types of comments novice students document in their source code and further categorized those comments using a machine learning approach. The work involves the initial manual classification of code comments and then building a machine learning model to classify student code comments automatically. The findings of our study revealed that novice developers/students’ comments are mainly related to Literal (26.66%) and Insufficient (26.66%). Further, we proposed and extended the taxonomy of such source code comments by adding a few more categories, i.e., License (5.18%), Profile (4.80%), Irrelevant (4.80%), Commented Code (4.44%), Autogenerated (1.48%), and Improper (1.10%). Moreover, we assessed our approach with three different machine-learning classifiers. Our implementation of machine learning models found that Decision Tree resulted in the overall highest accuracy, i.e., 85%. This study helps in predicting the type of code comments for a novice developer using a machine learning approach that can be implemented to generate automated feedback for students, thus saving teachers time for manual one-on-one feedback, which is a time-consuming activity.
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2

Machado, Tiago, Daniel Gopstein, Angela Wang, Oded Nov, Andrew Nealen, and Julian Togelius. "Evaluation of a Recommender System for Assisting Novice Game Designers." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (October 8, 2019): 167–73. http://dx.doi.org/10.1609/aiide.v15i1.5240.

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Анотація:
Game development is a complex task involving multiple disciplines and technologies. Developers and researchers alike have suggested that AI-driven game design assistants may improve developer workflow. We present a recommender system for assisting humans in game design as well as a rigorous human subjects study to validate it. The AI-driven game design assistance system suggests game mechanics to designers based on characteristics of the game being developed. We believe this method can bring creative insights and increase user’s productivity. We conducted quantitative studies that showed the recommender system increases users’ levels of accuracy and computational affect, and decreases their levels of workload.
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3

Qadir, Nuzhat, and Rodina Ahmad. "SECRS TEMPLATE TO AID NOVICE DEVELOPERS IN SECURITY REQUIREMENTS IDENTIFICATION AND DOCUMENTATION." International Journal of Software Engineering and Computer Systems 8, no. 1 (January 24, 2022): 45–52. http://dx.doi.org/10.15282/ijsecs.8.1.2022.5.0095.

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Анотація:
The security requirements are one of the non-functional requirements (NFR) which acts as a constraint on the functions of the system to be built. Security requirements are important and may affect the entire quality of the system. Unfortunately, many organizations do not pay much attention to it. The security problems should be focused on the early phases of the development process i.e. in the requirements phase to stop the problems spreading down in the later phases and in turn to avoid the rework. Subsequently, when security requirements are to be focused, proper guidance should be provided which should assist requirements engineers. Many security requirements engineering methods were developed in the past which require different level of expertise such as SQUARE process which requires requirements engineer to have a certain level of security expertise. Moreover, it lacks proper guidance especially for novice developers in applying the existing security requirements engineering (SecRE) methods to identify security requirements. Hence, this study intends to address the gap by developing a guided template to assist novice developers in the security requirements identification and documentation. The main objectives of the research are: 1) to study and investigate the existing security requirements engineering (SecRE) methods. 2) To develop a template to aid novice developers in identifying and documenting security requirements. The developed template is applied to two case studies of software projects to determine its usability and applicability. The results of the case studies evaluation show that both the usability and applicability of the template is good. The template is also evaluated by several experts and software practitioners. The evaluation results show that the SecRS template is found to be satisfying the usability and applicability factors; thereby confirming that the proposed template achieves its desired objective of aiding the novice developers to identify and document security requirements correctly.
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4

Mian, Imdad Ahmad, Ijaz-ul-Haq, Aamir Anwar, Roobaea Alroobaea, Syed Sajid Ullah, Fahad Almansour, and Fazlullah Umar. "A Comprehensive Skills Analysis of Novice Software Developers Working in the Professional Software Development Industry." Complexity 2022 (July 15, 2022): 1–12. http://dx.doi.org/10.1155/2022/2631727.

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Анотація:
Measuring and evaluating a learner’s learning ability is always the focus of every person whose aim is to develop strategies and plans for their learners to improve the learning process. For example, classroom assessments, self-assessment using computer systems such as Intelligent Tutoring Systems (ITS), and other approaches are available. Assessment of metacognition is one of these techniques. Having the ability to evaluate and monitor one’s learning is known as metacognition. An individual can then propose adjustments to their learning process based on this assessment. By monitoring, improving, and planning their activities, learners who can manage their cognitive skills are better able to manage their knowledge about a particular subject. It is common knowledge that students’ metacognitive and self-assessment skills and abilities have been extensively studied, but no research has been carried out on the mistakes that novice developers make because they do not use their self-assessment abilities enough. This study aims to assess the metacognitive skills and abilities of novice software developers working in the industry and to describe the consequences of awareness of metacognition on their performance. In the proposed study, we experimented with novice software developers and collected data using Devskiller and a self-assessment log to analyze their use of self-regulation skills. The proposed study showed that when developers are asked to reflect upon their work, they become more informed about their habitual mistakes, and using a self-assessment log helps them highlight their repetitive mistakes and experiences which allows them to improve their performance on future tasks.
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5

LIU, ALAN, and ARTHUR M. D. SHR. "A KNOWLEDGE-BASED METHOD FOR DERIVING CLASSES AND OBJECTS." International Journal on Artificial Intelligence Tools 08, no. 02 (June 1999): 239–51. http://dx.doi.org/10.1142/s0218213099000166.

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Анотація:
Identifying classes and objects in an object-oriented (OO) software development method requires a great amount of domain-specific knowledge and OO developing experiences to achieve the work. Experienced developers always have heuristic solutions to different problems. However, novice developers have difficulties developing their desired OO software systems. We propose a method that uses a knowledge-based system with the identification knowledge to support developers to obtain classes and objects that are suitable for one special domain problem. With the help of the identification knowledge, the developers can model the system easily and complete the rest of development work quickly.
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6

Counsell, Steve, Stephen Swift, Allan Tucker, and Emilia Mendes. "Object-oriented cohesion subjectivity amongst experienced and novice developers." ACM SIGSOFT Software Engineering Notes 31, no. 5 (September 2006): 1–10. http://dx.doi.org/10.1145/1163514.1163530.

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7

Giacumo, Lisa A., Seung Youn Yonnie Chyung, Ingrid A. Campbell, Angela Bilkey, and Erin Gibson. "Educational and Environmental Support for Novice E-Learning Developers." Performance Improvement 57, no. 5 (May 2018): 6–19. http://dx.doi.org/10.1002/pfi.21766.

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8

Ke, Fengfeng, Nilay Yildirim, and Jacob Enfield. "Exploring the Design of Game Enjoyment Through the Perspectives of Novice Game Developers." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 45–63. http://dx.doi.org/10.4018/jgcms.2012100104.

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Анотація:
In this collaborative research, the authors explored the ways in which novice game designers utilize strategies and methods to promote player enjoyment. Adopting the GameFlow model and an exploratory survey, this study examined the perceptions of the 2011 Global Game Jammers at three different sites in regards to designing games that result in player enjoyment. The results of the study were consistent with the findings of the current literature on game enjoyment, and insinuated the notion of interconnected relationships between each GameFlow element. The study also suggested the existence of five latent groups of novice game designers who differed in their preference or perceived importance of game enjoyment elements. Lastly, there appeared to be an association between individual characteristics and perceptions of game flow design elements among novice game designers.
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9

Kalantari, Soha, and Shole Kolahi. "The relationship between novice and experienced EFL teachers’ reflective teaching and their burnout." Journal of Professional Capital and Community 2, no. 3 (July 10, 2017): 169–87. http://dx.doi.org/10.1108/jpcc-12-2016-0032.

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Анотація:
Purpose The purpose of this paper is to investigate the relationship between novice and experienced English as a foreign language (EFL) teachers’ reflective teaching, and their burnout. Design/methodology/approach Participants who took part in this study included 158 (78 novice/80 experienced) EFL teachers of different ages (22-50) and teaching experience (1-25) from Tehran and Hamedan. They completed the English Language Teacher Reflective Inventory developed by Akbari et al. (2010), and the Maslach Burnout Inventory-Educator’s Survey developed by Maslach et al. (1996). The participants were selected via convenience sampling. Findings The results of two separate Pearson product-moment coefficients revealed that reflective teaching had a significant negative relationship with both novice and experienced EFL teachers’ burnout. Furthermore, the results of two separate regressions indicated that reflective teaching was a significant predictor of both novice and experienced EFL teachers’ burnout. Originality/value The findings of this study can help teacher educators and curriculum developers grasp a better picture of novice and experienced EFL instructors’ means of professional development (i.e. reflective teaching) and its relationship with educational and practical aspects of their career (i.e. burnout).
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10

Qusef, Abdallah, Abdallah Ayasreh, Adnan Shaout, and Muhanna Muhanna. "By two: A two-dimensional mobile game model for novice developers." Indonesian Journal of Electrical Engineering and Computer Science 14, no. 3 (June 1, 2019): 1336. http://dx.doi.org/10.11591/ijeecs.v14.i3.pp1336-1344.

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Анотація:
The objective of this research was to discuss the processes and challenges encountered in the creation of mobile games for both Android and iOS platforms, which would help the novice game developers to enter the big world of mobile game industry. We highlighted each phase of the mobile game development. These involved suggestions on efficient brainstorming of ideas, proper selection of game engine, game design, number and type of pages, creation of levels, and distribution of complexity across the game level. In addition, other factors were considered such as the creation of User Interface and User Experience (UI/UX) as well as definition of the screen object’s sizes and positions that would be suitable in all mobile devices. The importance of agile cycles of alpha and beta testing was also discussed, particularly its influence on the enhancement of game features. However, a successful game is recognized based on its earnings. Hence, a guide on how to properly market the game was also included. A model game called “By Two” was used in this study to illustrate and explain the steps in detail.
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11

Fitzgerald, Gail E. "Expert and Novice Performance in a Hypermedia Learning Environment for Classroom Observation Skills: The Impact of Prior Teaching Experience." Journal of Educational Computing Research 19, no. 2 (September 1998): 115–31. http://dx.doi.org/10.2190/gc5r-wr8g-2gqp-1j16.

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Анотація:
This study examined the process and outcomes of novice and expert teachers who learned a classroom observation coding system through a hypermedia learning environment. The training program was designed as a modular, skills-based approach following the stages of learning model. It allowed users nonlinear and user-controlled access to tutorials, guided practice, and multiple classroom situations for independent practice. Outcome measures included: 1) a coding test to assess knowledge of the behavioral codes and procedures, and 2) a reliability test to access proficiency with the code and routines under rigorous, timed conditions. It was found that novice teachers outperformed expert teachers in learning and using their observation skills. Implications focus on a discussion of the differences in observational experiences by novice and expert teachers which may form biases and the importance for hypermedia developers to consider the accuracy and adequacy of prior knowledge to help users assimilate new information and skills.
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12

Rustiana, Rustiana. "STUDI MODEL PENERIMAAN TEHNOLOGI (TECHNOLOGY ACCEPTANCE MODEL) NOVICE ACCOUNTANT." KINERJA 10, no. 1 (January 26, 2017): 40–49. http://dx.doi.org/10.24002/kinerja.v10i1.917.

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This study investigates adoption or application of behavior information technologyacceptance. Davis’ Technology Acceptance Model is employed to explain perceived usefulness, perceived ease of use, and intention to use in information systems. The respondents were 228 accounting students in management information system. Data was collected by questionnaire and then analyzed by using linear regression analysis and independent t-test. The results are in line with most of the hypotheses, only hypothesis on gender differences intention to use information system is not supported by the result of the study. It implies that it is useful for managers, developers, and evaluators of information system to consider Technology Acceptance Model.Keywords: perceived usefulness, perceived ease of use, intention to use, information technology
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13

Et.al, Saiful Bahri Hisamudin. "nCODET: A Tool For Novice Developer To Detect Untestable Code." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 10, 2021): 2100–2105. http://dx.doi.org/10.17762/turcomat.v12i3.1151.

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Анотація:
Uncontrollability is troublesome for unit testing. It causes a non-deterministic behavior where the same input can produce different results based on different executions. The non-deterministic characteristic makes it impossible to test the internal logic of a method because it suffers from tight coupling, a single responsibility principle violation, being an untestable code, being non-reusable or hard to maintain. This paper describes a tool, namely the non-deterministic Code Detection Tool (nCODET) that aims to assist novice developers to write testable codes by avoiding the non-deterministic characteristic in their codes. Our research focuses on the unit testability of classes; particularly the effort involvedin constructing unit test cases.
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Hughes, Jane, and Colleen McKenna. "The impact of developing Open Educational Resources (OERs) on novice OER developers." Journal of Interactive Media in Education 2012, no. 2 (November 5, 2012): 14. http://dx.doi.org/10.5334/2012-14.

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15

Cates, Ward Mitchell. "Estimating the Time Required to Produce Computer-Based Instructional Lessons: Descriptive Analyses of the Production Data of Novice Instructional Developers." Journal of Educational Computing Research 10, no. 1 (January 1994): 29–40. http://dx.doi.org/10.2190/cx35-rp37-nb8p-d2ry.

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Анотація:
This article reports descriptive analyses of production data gathered from novice instructional designers and novice authors who used a commercial authoring system to produce a five-lesson unit on educational leadership models. Reported data include production ratios for various types of lessons and distribution of development times among the various development activities. Analyses of the data suggest ways to use these production data as bases for estimating both the length of lessons to be created and the number of hours of total production time that will be required to create computer-based instructional lessons.
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Alshaafee, Areej Ahmad, Noorminshah A. Iahad, and Mohammed A. Al-Sharafi. "Benefits or Risks: What Influences Novice Drivers Regarding Adopting Smart Cars?" Sustainability 13, no. 21 (October 28, 2021): 11916. http://dx.doi.org/10.3390/su132111916.

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Анотація:
Level 4 autonomous vehicles (AVs) are smart vehicles that can move between two different points without any human interference. In 2018, the Saudi Arabian ban on female drivers was finally lifted, resulting in a large number of novice women drivers of different ages. The Kingdom might therefore be considered a risky place to drive, but AVs would help novices to reduce their fear of driving and reduce accidents. Previous studies focused narrowly on those who already had sufficient driving experience and held a valid driving license, but there were no studies on the adoption of smart cars by novice drivers. Based on a literature search, no studies had used a net valence model (NVM) for the adoption of AVs to understand their benefits/risks. Therefore, this study proposed an adoption model for AVs using an NVM to identify the benefit and risk factors that have an impact on beginner drivers’ adoption of autonomous vehicles. A survey method was applied using the purposive sampling technique. Data were collected from 1400 female Saudi novice drivers who had experience with driving AVs. Data analysis was performed using Smart PLS Version 3. The results showed that individuals tended to ignore potential risks and focus instead on the potential benefits of using AVs. Performance expectancy, enjoyment, and effort expectancy were found to be positively related to the perceived advantages. On the other hand, the perceived risk as a construct did not have an impact on beginner drivers’ adoption of autonomous vehicles. Therefore, the major theoretical contribution of this study was the formation of a new NVM model by incorporating three more constructs, which were social influence, personal innovativeness, and alternatives. Finally, the enhanced NVM model could assist AV developers in identifying the expected benefits and drawbacks of AV adoption.
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hardiman, Michele, and Jan Dewing. "Critical Ally and Critical Friend: stepping stones to facilitating practice development." International Practice Development Journal 4, no. 1 (May 12, 2014): 1–19. http://dx.doi.org/10.19043/ipdj.41.003.

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Анотація:
Background: The Critical Ally and Critical Friend are two models in the early stages of developmental testing as part of a doctoral research programme. Together with the Critical Companionship model, they offer a theoretically coherent framework for developing expertise in the facilitation of learning about practice from within the workplace. The two new models are sequentially related models underpinned by key principles of practice development and critical social theory. Unlike Critical Companionship, the Critical Ally and Critical Friend models are aimed at novice and proficient practice developers respectively; we argue that, because of their design, they can offer stepping stones to Critical Companionship. Together, the three models offer a pathway for practice developers and practitioners to gain, in a systematic way over a longer timescale, a repertoire of facilitation skills and to build expertise. Aims: To describe the two new models and demonstrate their theoretical coherence with Critical Companionship. We also invite other practice developers and facilitators of workplace learning to debate the coherence of the two new models and the overall pathway, and to contribute to testing the models in a range of workplaces. Implications for practice: The two new models, when used in conjunction with the Critical Companionship model, offer a pathway for developing facilitation expertise within practice development The models offer a broad based introduction to learning in and from practice, which could be useful for preceptors, mentors, clinical supervisors and facilitators at all levels from novice to proficient As the three models offer a pathway, they could be useful as part of strategic workforce development, and learning and development planning The models offer a potential new midrange theory that can contribute to developing practice development knowledge
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Karur, Karthik, Nitin Sharma, Chinmay Dharmatti, and Joshua E. Siegel. "A Survey of Path Planning Algorithms for Mobile Robots." Vehicles 3, no. 3 (August 4, 2021): 448–68. http://dx.doi.org/10.3390/vehicles3030027.

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Path planning algorithms are used by mobile robots, unmanned aerial vehicles, and autonomous cars in order to identify safe, efficient, collision-free, and least-cost travel paths from an origin to a destination. Choosing an appropriate path planning algorithm helps to ensure safe and effective point-to-point navigation, and the optimal algorithm depends on the robot geometry as well as the computing constraints, including static/holonomic and dynamic/non-holonomically-constrained systems, and requires a comprehensive understanding of contemporary solutions. The goal of this paper is to help novice practitioners gain an awareness of the classes of path planning algorithms used today and to understand their potential use cases—particularly within automated or unmanned systems. To that end, we provide broad, rather than deep, coverage of key and foundational algorithms, with popular algorithms and variants considered in the context of different robotic systems. The definitions, summaries, and comparisons are relevant to novice robotics engineers and embedded system developers seeking a primer of available algorithms.
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Boot, Eddy W., Jeroen J. G. van Merriënboer, and Arja L. Veerman. "Novice and experienced instructional software developers: effects on materials created with instructional software templates." Educational Technology Research and Development 55, no. 6 (September 27, 2006): 647–66. http://dx.doi.org/10.1007/s11423-006-9002-9.

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Weninger, Markus, Elias Gander, and Hanspeter Mössenböck. "Guided Exploration." Proceedings of the ACM on Human-Computer Interaction 5, EICS (May 27, 2021): 1–34. http://dx.doi.org/10.1145/3461731.

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Анотація:
Many monitoring tools that help developers in analyzing the run-time behavior of their applications share a common shortcoming: they require their users to have a fair amount of experience in monitoring applications to understand the used terminology and the available analysis features. Consequently, novice users who lack this knowledge often struggle to use these tools efficiently. In this paper, we introduce the guided exploration (GE) method that aims to make interactive monitoring tools easier to use and learn. In general, tools that implement GE should provide four support operations on each analysis step: they should automatically (1) detect and (2) highlight the most important information on the screen, (3) explain why it is important, and (4) suggest which next steps are appropriate. This way, tools guide users through their analysis processes, helping them to explore the root cause of a problem. At the same time, users learn the capabilities of the tool and how to use them efficiently. We show how GE can be implemented in new monitoring tools as well as how it can be integrated into existing ones. To demonstrate GE's feasibility and usefulness, we present how we extended the memory monitoring tool AntTracks to provided guided exploration support during memory leak analysis and memory churn analysis. We use these guidances in two user scenarios to inspect and improve the memory behavior of the monitored applications. We hope that our contribution will help usability researchers and developers in making monitoring tools more novice-friendly by improving their usability and learnability.
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Mustafa, Balsam A. "Comparing the Effect of Use Case Format on End User Understanding of System Requirements." Journal of Information Technology Research 3, no. 4 (October 2010): 1–20. http://dx.doi.org/10.4018/jitr.2010100101.

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Анотація:
The effective analysis and specification of requirements is critical in software development. Faults in the requirements may have significant impact on the quality of the software system. Use cases describe and analyze requirements in many current Object Oriented (OO) development methodologies, and can serve as a means for developers to communicate with different stakeholders. However, issues concerning use case format and level of detail are unclear and debatable. This study uses theories from cognitive psychology on how humans understand text and diagrams to investigate the effect of use case model format on end user understanding. An experiment to assess the performance of novices when using different use case formats indicated that for tasks that required only surface understanding of the use case model, the provision of diagrams along with the textual use case descriptions significantly improved comprehension performance in both familiar and unfamiliar application domains. However, the author found no statistically significant difference in performance between simple and detailed diagrams, suggesting that the provision of simple diagrams along with textual use case descriptions might be sufficient to support the negotiation and communication on system requirements between novice end-users and system analysts.
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Pillai, Branesh M., and Jackrit Suthakorn. "Challenges for Novice Developers in Rough Terrain Rescue Robots: A Survey on Motion Control Systems." Journal of Control Science and Engineering 2019 (June 2, 2019): 1–12. http://dx.doi.org/10.1155/2019/2135914.

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Анотація:
Several researchers have revealed the huge potentials of rescue robots in disaster zones. In addition to searching for victims, these intelligent machines are also effective in obtaining useful information from the zones. These functions help to optimize the search and rescue missions. However, the fact that rescue robots have to operate in risky and dangerous environments necessitates the need for such machines to have an efficient motion control system, which can help them to operate autonomously or with minimal human control. This paper reviews the use of reliable controllers in enhancing the sensing capabilities of rescue robots. Huge potential of sensorless sensing method in the rescue robots are highlighted. It is shown that the use of sensorless sensing method enables developer to create simple and cheaper robots for various complex situations. Thus, it is imperative to conduct further studies on how to optimize the operations of robots that lack sensors.
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Fucci, Davide, Giuseppe Scanniello, Simone Romano, and Natalia Juristo. "Need for Sleep: The Impact of a Night of Sleep Deprivation on Novice Developers’ Performance." IEEE Transactions on Software Engineering 46, no. 1 (January 1, 2020): 1–19. http://dx.doi.org/10.1109/tse.2018.2834900.

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Oliveira, Roberto, Rafael de Mello, Eduardo Fernandes, Alessandro Garcia, and Carlos Lucena. "Collaborative or individual identification of code smells? On the effectiveness of novice and professional developers." Information and Software Technology 120 (April 2020): 106242. http://dx.doi.org/10.1016/j.infsof.2019.106242.

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Turaga, Nitesh, Mallory A. Freeberg, Dannon Baker, John Chilton, Anton Nekrutenko, and James Taylor. "A guide and best practices for R/Bioconductor tool integration in Galaxy." F1000Research 5 (November 24, 2016): 2757. http://dx.doi.org/10.12688/f1000research.9821.1.

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Galaxy provides a web-based platform for interactive, large-scale data analyses, which integrates bioinformatics tools written in a variety of languages. A substantial number of these tools are written in the R programming language, which enables powerful analysis and visualization of complex data. The Bioconductor Project provides access to these open source R tools and currently contains over 1200 R packages. While some R/Bioconductor tools are currently available in Galaxy, scientific research communities would benefit greatly if they were integrated on a larger scale. Tool development in Galaxy is an early entry point for Galaxy developers, biologists, and bioinformaticians, who want to make their work more accessible to a larger community of scientists. Here, we present a guide and best practices for R/Bioconductor tool integration into Galaxy. In addition, we introduce new functionalities to existing software that resolve dependency issues and semi-automate generation of tool integration components. With these improvements, novice and experienced developers can easily integrate R/Bioconductor tools into Galaxy to make their work more accessible to the scientific community.
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Paradkar, Chinmay, Aman Singh, and Suneel Yadav. "Voice Coding using ML." International Journal for Research in Applied Science and Engineering Technology 10, no. 4 (April 30, 2022): 2970–75. http://dx.doi.org/10.22214/ijraset.2022.41939.

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Abstract: In this digital era there are various digitization is happening like the AI is deploying so fast, various automations are happening and taking place of human and reducing the efforts of human. And all this things are happening because of programmers/developers they are doing a very hard work for the development of technology. As effect of this this work many developers/programmers are facing various physical / mental disorders like stress, carpel tunnel syndrome and more problems. So we are developing a system which will reduce their injuries or problems like this by creating solution i.e. they have to just speak they want code the system will take it and create proper code. In today’s world, many artificial intelligence applications developed using programming languages like Python, R and so on. Each language comes with its own programming structure and syntactical forms. Programmers are broadly classified into three categories namely, novice users, knowledge intermittent and expert one. For novice users, it is always a challenge to write a code without typographic errors though users know theoretical knowledge of Programming language, its structure and syntax as well as logic of program. Therefore, this paper explores use of voice recognition technique in the field of programming, specifically for writing program with Python programming language. In experimental analysis, it found helpful for new Python programmers and provide new learning curve for programmers wherein beginner can experience hassle free program writing. This paper adds new way of creating interest in beginners for judging their coding paradigm understanding and explore one of the area for user experience field for better programming Integrated Development Environment Development (IDE). Keywords: Artificial Intelligence, Learning, User Experience, Voice Recognition. Keywords: Artificial Intelligence, Learning, User Experience, Voice Recognition and Speech Recognition.
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27

Corno, Fulvio, and Luca Mannella. "Security Evaluation of Arduino Projects Developed by Hobbyist IoT Programmers." Sensors 23, no. 5 (March 2, 2023): 2740. http://dx.doi.org/10.3390/s23052740.

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Arduino is an open-source electronics platform based on cheap hardware and the easy-to-use software Integrated Development Environment (IDE). Nowadays, because of its open-source nature and its simple and accessible user experience, Arduino is ubiquitous and used among hobbyist and novice programmers for Do It Yourself (DIY) projects, especially in the Internet of Things (IoT) domain. Unfortunately, such diffusion comes with a price. Many developers start working on this platform without having a deep knowledge of the leading security concepts in Information and Communication Technologies (ICT). Their applications, often publicly available on GitHub (or other code-sharing platforms), can be taken as examples by other developers or downloaded and used by non-expert users, spreading these issues in other projects. For these reasons, this paper aims at understanding the current landscape by analyzing a set of open-source DIY IoT projects and looking for potential security issues. Furthermore, the paper classifies those issues according to the proper security category. This study’s results offer a deeper understanding of the security concerns in Arduino projects created by hobbyist programmers and the dangers that may be faced by those who use these projects.
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28

Hudiarto, Hudiarto. "Pilihan Metode Manajemen Proyek dan Pengembangan Aplikasi pada Perusahaan Pemula Pengembang Perangkat Lunak di Jakarta." ComTech: Computer, Mathematics and Engineering Applications 4, no. 1 (June 30, 2013): 281. http://dx.doi.org/10.21512/comtech.v4i1.2740.

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The ability of Indonesian computer practitioners in making business applications programs which are both internet-based and non-internet-based is already satisfactory. Their work can be viewed from a variety of business applications commissioned by many local, national and international levels. The problem often encountered is the lack of project management at the company maker of project business applications. It may affect the availability of adequate documentation as part of the project output. In this paper the author recommends software developing using a concept by McConnell (1996) that depends on the project’s characteristics and scope. McConnell is one of the mainstays of Microsoft experts who experiences many years as a project leader software made by the company. The object of this paper is to study several beginner companies of software developer in Jakarta. The software coverage is especially for profit company and both internet-based and non internet-based applications. From a comparison of several projects it is found that that late delivery often occur since the methid is implemented less stringent. This study is expected to be useful for other novice developers who get difficulty in submission software on time, right cost and right quality at the scope of the software that has been agreed.
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Kim, SukHun, and Nam-Ho Kim. "Educational humanoid robot using 3D printer and Arduino." Korean Institute of Smart Media 11, no. 11 (December 31, 2022): 9–16. http://dx.doi.org/10.30693/smj.2022.11.11.9.

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Among the types of robots, it is not easy to make a robot that walks on two legs. For this, it is necessary to be able to create software that can control precise servomotor settings and various operations. This process is very difficult for beginners and not easy to make because there is no suitable Arduino shield shape for the robot. Therefore, in this study, a method for manufacturing Arduino and plug-in type shield was proposed. In addition, the process of developing a PC control program that can simplify motion control, manufacturing a robot, and setting servo motor values to easily control motion was introduced. It is expected that this will be of great help to novice developers who are interested in making robots.
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Ariningsih, Paulina K., Yun P. Mulyani, Kristianto A. Nugroho, and Chandra S. Rahardjo. "Penilaian Atribut Usabilitas oleh Gamer First Person Shooter (FPS) Indonesia." Jurnal Rekayasa Sistem Industri 5, no. 2 (November 30, 2016): 96. http://dx.doi.org/10.26593/jrsi.v5i2.2217.96-105.

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<p>Computer games, especially First Person Shooter (FPS) have become one of the fastest growing and most economically sucessful software in Indonesia. Given the potential economic benefits of the FPS games, it is important to design its user interface as usable as possible to win the market. In accordance, it is crucial to find out what user interface factors should be considered in designing an FPS game. These factors can be used as a designing guide for game developers in Indonesia. The purpose of this paper is to discover the main user interface factors that should be considered in designing an FPS game especially from usability point of view and to suggest improvement of the user interface in current FPS game.</p><span>Fourty (40) usabilty attributes from literature review are qualitatively grouped into 5 factors. Those factors are: Basic FPS Feature (BFF), Basic Game Feature (BGF), Display &amp; Sounds (D&amp;S), Help &amp; Hints (H&amp;H), and Enjoyment (E). Usability testing on the factors is conducted in three different groups of players: Novice, Experienced, and Expert. Mann-Withney Test are conducted to understand performance difference for each group. The result shows that BGF and H&amp;H are not significantly difference for all groups. While for BFF, the novice group tend to have different preference rather than other groups since there is not enough time duration given on novice users accessing the FPS feature. For D&amp;S, expert tend to have different preference rather than other groups. Some future research potentials are also proposed in this paper.</span>
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31

Kneale, Pauline, Andrew Edwards-Jones, Helen Walkington, and Jennifer Hill. "Evaluating undergraduate research conferences as vehicles for novice researcher development." International Journal for Researcher Development 7, no. 2 (November 14, 2016): 159–77. http://dx.doi.org/10.1108/ijrd-10-2015-0026.

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Purpose This paper aims to focus on the undergraduate research conference as its sphere of study and investigate the impact of significance of participation and socialisation in such activities on student attitudes and professional development. Using situated learning to theoretically position the undergraduate research conference as an authentic learning context, connection is also made with the concept of graduate attributes. Design/methodology/approach The Vitae (2014) Researcher Development Framework (RDF) is used to provide a template for charting the experiences and development of undergraduate students as researchers. This can be applied to short-term activities and programmes and to long-term career plans. The insights from 90 undergraduate students participating in three national undergraduate research conferences were obtained through interviews, and thematically analysed to map the students’ skills development against the RDF criteria. Findings Three main aspects of undergraduate research conference participation were considered particularly important by the students: the value of paper presentations, the value of poster presentations and the value of the overall conference experience. Within these themes, participants identified a wide range of skills and attributes they felt they had developed as a result of either preparing for or participating in the conferences. The majority of these skills and attributes could be mapped against the different domains of the RDF, using a public engagement lens for comparing actual with expected developmental areas. Research limitations/implications This research helps undergraduate research conference organisers construct programme content and form it in such a way that students’ skill development can be maximised prior to, and during, the course of an event. Learning developers can also use these findings to help understand the support needs of students preparing to deliver papers at such conferences. So far, little empirical research has examined students’ skills development within the undergraduate research conference arena. Originality/value The outcomes of this study show the diversity of the skills that students developed and the value of the conference format for offering networking practice and enhancing the communication skills which employers value.
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Ghareb, Mazen Ismaeel. "A new challenge to build an application for design Generative Design Pattern." Journal of University of Human Development 1, no. 2 (April 30, 2015): 311. http://dx.doi.org/10.21928/juhd.v1n2y2015.pp311-316.

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A design pattern is used as a static reusable component of object oriented design in the many patterns catalogue. The regular design pattern does not show any collaboration of shared resource between patterns in the software design. But generative design pattern is a new design pattern that shows the relationship and shared resources between them. The generative design pattern is considered a dynamic and active design, which creating new design as a result of collaboration and resource usage between two designs. This paper will demonstrate benefit and the structure of generative pattern. It also demonstrates the creation of a desktop application for modeling generative design pattern. The Java language creates the desktop application. The application provides many features, for instance, users can place drawing objects such as class, Interface and Abstract Class object. The users also can draw different connection line between these objects, such as simple, inheritance, composition lines. This project shows the implementation details techniques of drawing objects and their connection. It also provides an open source code that many novice developers can understand and analysis for further development. The application source code gives the developers new ideas and skills in object oriented programming and graphical user interface in Java language.
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Raza, Arif, Luiz Fernando Capretz, and Faheem Ahmed. "An Empirical Study of Open Source Software Usability." International Journal of Open Source Software and Processes 3, no. 1 (January 2011): 1–16. http://dx.doi.org/10.4018/jossp.2011010101.

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Recent years have seen a sharp increase in the use of open source projects by common novice users; Open Source Software (OSS) is thus no longer a reserved arena for software developers and computer gurus. Although user-centered designs are gaining popularity in OSS, usability is still not considered one of the prime objectives in many design scenarios. This paper analyzes industry users’ perception of usability factors, including understandability, learnability, operability, and attractiveness on OSS usability. The research model of this empirical study establishes the relationship between the key usability factors and OSS usability from industrial perspective. In order to conduct the study, a data set of 105 industry users is included. The results of the empirical investigation indicate the significance of the key factors for OSS usability.
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34

Karno, Rendi, and Rissa Afni Martinouva. "INVESTASI REKSADANA SYARIAH DI APLIKASI BIBIT." ASAS 13, no. 2 (January 3, 2022): 121–30. http://dx.doi.org/10.24042/asas.v13i2.11284.

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The development of technology is very rapid so that it gives birth to new products that can make it easier for humans to make any transaction easily, the development of interest in conventional and sharia investment in Indonesia is starting to move but lacks experience and knowledge to implement, the seed application takes this opportunity by creating a robo advisor best to answer the problem. There are several kinds of investments contained in the seed application, making it easier for novice investors to make transactions, both conventional and Islamic investments. This study aims to assess the effectiveness and increase the attractiveness of sharia investment enthusiasts in seed applications. Making it easier for sharia investment developers to further develop it in accordance with the provisions of the DSN MUI fatwa no. 20/DSN/MUI/IV/2001.Keyword: Investment, Mutual Funds, Sharia, Bibit
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35

Estaji, Masoomeh, and Amir Parviz Molkizadeh. "Developing and Validating a Professional Development Inventory: Novice and Experienced Teachers’ Perceptions in Focus." Journal of Language and Education 8, no. 1 (March 31, 2022): 50–68. http://dx.doi.org/10.17323/jle.2022.11115.

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Research Background: In any successful education system, teachers as the main driving forces of the learning process are at the forefront. To fulfill their responsibilities efficiently, they need to enhance their knowledge and professional expertise. Hence, the evaluation of teachers’ professional development is of paramount importance in EFL contexts.Purpose of the Study: In line with such a concern, the present study was conducted to investigate the underlying factors constituting a newly developed teachers’ professional development questionnaire in the EFL context of Iran.Methods: To this end, 242 Iranian EFL teachers with different experiences were conveniently requested to partake in this study. They were asked to respond to the questionnaire, which encompassed 76 items on a five-point Likert scale. After ensuring the reliability of the scale, to scrutinize the validity of the questionnaire, content validity and factor analysis were checked.Results: The results of Exploratory Factor Analysis (EFA) revealed that the questionnaire involved 7 factors, representing the teachers’ beliefs about various aspects of development, like means of development, needs, beneficiaries, motivators, methods, and obstacles of development. The results of Confirmatory Factor Analysis (CFA) also demonstrated that the questionnaire consists of seven factors, loading on items and sub-components of the model.Implications: This study can provide treasured pedagogical implications for EFL teachers, teacher educators, policymakers, and materials developers through raising their awareness and knowledge of teachers’ professional development and its underlying components.
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36

Lee, Jungwoo, and Duane P. Truex. "Exploring the impact of formal training in ISD methods on the cognitive structure of novice information systems developers." Information Systems Journal 10, no. 4 (October 2000): 347–67. http://dx.doi.org/10.1046/j.1365-2575.2000.00086.x.

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37

Et. al., Priyajot,. "ENHANCED SECURITY FRAMEWORK FOR THE SMART HOME AUTOMATION SYSTEM." INFORMATION TECHNOLOGY IN INDUSTRY 9, no. 2 (March 27, 2021): 567–75. http://dx.doi.org/10.17762/itii.v9i2.387.

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Elderly care as well as enhance the quality of life for seniors, the users must be supplied with a lot of personal information about their homes and personal lives. This promising technology is being blocked by results in security and privacy. With the intent to empower end users, we did semi-struct interviews with 42 potential new and novice Smart Home customers. The issues they were concerned with focused on were connected around attacks on Smart Home data and devices, as well as the effect on users in general, to the importance of keeping their functionality balanced with the expectations of the people in their surroundings. In addition, we use measures from an interdisciplinary point of view to deal with the four topics The paper concludes with a few ideas for dealing with users' concerns, along with ideas for supporting application developers in crafting effective user-oriented digital assistants.
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38

Bortolotti, Mauro, and Ivan Lonardelli. "ReX.Cell: a user-friendly program for powder diffraction indexing." Journal of Applied Crystallography 46, no. 1 (December 21, 2012): 259–61. http://dx.doi.org/10.1107/s0021889812045025.

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ReX.Cellis a novel software package dedicated to the automation of crystal cell indexing starting from powder diffraction data. The program aims to help both novice and experienced powder diffractionists overcome the practical difficulties encountered during powder data indexing, by offering a user-friendly highly interactive interface to classical indexing engines. The software provides a wizard-style approach, accompanying the user through all the typical steps of the indexing procedure: preliminary data processing, background subtraction, data smoothing, peak finding and finally autoindexing. Each step can be carried out automatically or fine-tuned through custom options; in either mode, algorithms and filters are applied in real time to the diffraction data, giving an immediate visual feedback. The program is written in the Java programming language and runs on several different operating systems; source code is provided to allow developers to add support for additional indexing programs and/or powder diffraction data formats.
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39

Li, Qiao, Ping Wang, Yifan Sun, Yinglong Zhang, and Chuanfu Chen. "Data-driven decision making in graduate students’ research topic selection." Aslib Journal of Information Management 71, no. 5 (September 16, 2019): 657–76. http://dx.doi.org/10.1108/ajim-01-2019-0019.

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Purpose With the advent of the intelligent environment, as novice researchers, graduate students face digital challenges in their research topic selection (RTS). The purpose of this paper is to explore their cognitive processes during data-driven decision making (DDDM) in RTS, thus developing technical and instructional strategies to facilitate their research tasks. Design/methodology/approach This study developes a theoretical model that considers data-driven RTS as a second-order factor comprising both rational and experiential modes. Additionally, data literacy and visual data presentation were proposed as an antecedent and a consequence of data-driven RTS, respectively. The proposed model was examined by employing structural equation modeling based on a sample of 931 graduate students. Findings The results indicate that data-driven RTS is a second-order factor that positively affects the level of support of visual data presentation and that data literacy has a positive impact on DDDM in RTS. Furthermore, data literacy indirectly affects the level of support of visual data presentation. Practical implications These findings provide support for developers of knowledge discovery systems, data scientists, universities and libraries on the optimization of data visualization and data literacy instruction that conform to students’ cognitive styles to inform RTS. Originality/value This paper reveals the cognitive mechanisms underlying the effects of data literacy and data-driven RTS under rational and experiential modes on the level of support of the tabular or graphical presentations. It provides insights into the match between the visualization formats and cognitive modes.
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Gorbach, Irina, Svetlana Shirokova, Marina Bolsunovskaya, Aleksandr Leksashov, Anastasiia Shirokova, and Vladimir Tsygan. "Development of a BI application. Moving from a business idea to formulation of the problem." E3S Web of Conferences 284 (2021): 04009. http://dx.doi.org/10.1051/e3sconf/202128404009.

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Development of BI applications and, in general, Business Intelligence are no longer new concepts for the market. Nevertheless, there is practically no literature of practical significance. This article is aimed at analyzing the author’s practical experience with the generation of conclusions and specific advice for a novice business analyst to use in his work. Inexperienced professionals just starting their careers in BI can face a variety of challenges, especially when dealing with business customers and developers. Therefore, the article pays special attention to the description of research objects and their correct interaction with each other. It also provides a detailed analysis of the initial stages: from the customer’s need to develop an application to setting clear detailed requirements for the contractor. The result of this work was the proposed methodology for step-by-step work and analysis of the difficulties that may be encountered on the way of the “newly minted” business analyst.
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Speicher, Maximilian, Katy Lewis, and Michael Nebeling. "Designers, the Stage Is Yours! Medium-Fidelity Prototyping of Augmented & Virtual Reality Interfaces with 360theater." Proceedings of the ACM on Human-Computer Interaction 5, EICS (May 27, 2021): 1–25. http://dx.doi.org/10.1145/3461727.

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While augmented and virtual reality technologies are becoming mainstream, it is still technically challenging and time-consuming to create new applications. Many designers draw from traditional low-fidelity prototyping methods that do not lend themselves well to designing in 3D. Developers use high-end programming frameworks such as Unity and Unreal which require significant hardware/software setups and coding skills. We see a gap in the medium-fidelity range where there is an opportunity for new tools to leverage the advantages of 360° content for AR/VR prototyping. Existing tools, however, have only limited support for 3D geometry, spatial and proxemic interactions, puppeteering, and storytelling. We present 360theater, a new method and a tool for rapid prototyping of AR/VR experiences, which takes dioramas into the virtual realm by enhancing 360° video capture with 3D geometry and simulating spatial interactions via Wizard of Oz. Our comparative evaluation of techniques with novice and experienced AR/VR designers shows that 360theater can close the gap and achieve a higher fidelity and more realistic AR/VR prototypes than comparable methods.
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Subhiyakto, Egia Rosi, Yani Parti Astuti, and Liya Umaroh. "Perancangan User Interface Aplikasi Pemodelan Perangkat Lunak Menggunakan Metode User Centered Design." KONSTELASI: Konvergensi Teknologi dan Sistem Informasi 1, no. 1 (April 1, 2021): 145–54. http://dx.doi.org/10.24002/konstelasi.v1i1.4266.

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Software development comprises stages that are interrelated with one another. The analysis and design stages are the initial stages in software development. For novice software developers, diagram making as software modeling is something that can be done as an alternative in developing computer applications or systems. In this study, we carried the interface design for software modeling applications out. The application developed later is a web-based application as a solution to licensing problems and expensive software modeling tools. This study only focuses on application design, does not contain implementation and application testing. The method used in this research is a user-centered design method. This method was chosen because it uses the user as the center of the design. So we expect it that the design can adjust to the wants, needs, and needs of relevant users. After we have completed the design as a mockup, the next research is to implement and implement the applications that have been designed in this study based on the results of user feedback
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Chadha, Deesha. "Over a nice, hot cup of tea! Reflecting on the conditions for meaningful, informal conversations between academic developers and novice academics." International Journal for Academic Development 26, no. 3 (May 28, 2021): 373–77. http://dx.doi.org/10.1080/1360144x.2021.1932512.

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Hirsbrunner, Therese, Esther Siegrist, Horst Rettke, and Irena Anna Frei. "Taking a step into the unknown: facilitators’ role and experiences after attending the Foundation Practice Development School." International Practice Development Journal 10, no. 2 (November 18, 2020): 1–14. http://dx.doi.org/10.19043/ipdj.102.007.

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Background: Skilled practice development facilitators are a key factor in practice development. Facilitators not only need technical skills, but also the ability to establish trustful relationships and an environment in which team members feel safe to explore their practice. Aims: The aim of the study was to explore how participants at the International Practice Development Collaborative’s Foundation Practice Development School in German-speaking Switzerland succeed in developing their roles as facilitators in their clinical settings, and which factors support or impede their path towards becoming experienced facilitators. The secondary aim was to identify factors that could inform future practice development foundation schools. Methods: A qualitative approach was chosen, using the structured dialogue technique in the context of group discussions. Data analysis was performed by means of knowledge mapping, following Mayring’s qualitative content analysis. Findings/results: A total of 30 participants of the foundation practice development schools held between 2015 and 2018 attended the group discussions. As novice facilitators, they were highly motivated after the school, but they needed courage to critically analyse their practice within their busy day-to-day work and to take a leading role as facilitators. The study participants are clear that time and space for reflection, support from managers and learning opportunities are preconditions for a successful journey as practice developers. Conclusions and implications for practice: A special focus is needed on the reflective skills of novice facilitators to enable them to take time for self-reflection in busy workplaces The implementation of a mentoring programme for foundation school participants in German-speaking Switzerland has to be considered The involvement of the managers of school attendees needs to be considered from the outset, hence refocusing the preparation work of participants More practical guides and basics in German should be made available
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45

Long, Yonghao, Xiangping Chen, and Fan Zhou. "AutoWPR: An Automatic Web Page Recoloring Method." International Journal of Software Engineering and Knowledge Engineering 30, no. 09 (September 2020): 1309–36. http://dx.doi.org/10.1142/s0218194020500369.

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The color design is one of the important parts of GUI development. To gain an attractive color scheme, designers often seek inspiration from examples. However, transferring an example’s colors to a target web page is time-consuming and tedious. In this paper, we propose a method named AutoWPR to reuse the example web page’s colors for recoloring a web page. To preserve the semantic relations of web elements, we propose a clustering algorithm to group the related elements into a cluster. In order to make the recoloring result have similar color distributions to the example, we use the Random–Forest regression to learn human’s mappings and propose a top-down matching algorithm to generate a mapping between two web pages’ clusters. Then AutoWPR recolors the element with the matching element’s colors. We designed several experiments to evaluate the correctness of the clustering and matching algorithm. We also conducted some qualitative and quantitative experiments to evaluate the effectiveness of our results in helping recoloring. The results show that our method can generate a human-like recoloring result and help novice developers reuse the reference web page’s colors conveniently.
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Sun, Jianqiang, Xi Fu, and Wei Cao. "CircSeqAlignTk: An R package for end-to-end analysis of RNA-seq data for circular genomes." F1000Research 11 (October 27, 2022): 1221. http://dx.doi.org/10.12688/f1000research.127348.1.

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RNA sequencing (RNA-seq) technology has now become one of the standard tools for studying biological mechanisms at the transcriptome level. Advances in RNA-seq technology have led to the emergence of a large number of publicly available tools for RNA-seq data analysis. Most of them target linear genome sequences although it is necessary to study organisms with circular genome sequences. For example, by studying the infection mechanisms of viroids which comprise 246–401 nucleotides circular RNAs and target plants, tremendous economic and agricultural damage may be prevented. Unfortunately, using the available tools to construct workflows for the analysis of circular genome sequences is difficult, especially for non-bioinformaticians. To overcome this limitation, we present CircSeqAlignTk, an easy-to-use and richly documented R package. CircSeqAlignTk performs end-to-end RNA-seq data analysis, from alignment to the visualization of circular genome sequences, through a series of functions. Additionally, it implements a function to generate synthetic sequencing data that mimics real RNA-seq data obtained from biological experiments. CircSeqAlignTk not only provides an easy-to-use analysis interface for novice users but also allows developers to evaluate the performance of alignment tools and new workflows.
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47

Eller, Daniel W. "Transparency and the future of semantic searching in academic libraries." Information Services & Use 42, no. 3-4 (December 16, 2022): 453–61. http://dx.doi.org/10.3233/isu-220175.

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“Semantic search” is a fairly broad term without a fixed goal amongst developers. Most agree that semantic searching should reach beyond simple keyword or text/string matching in order to provide more robust taxonomies and relevant information retrieval systems. Many novice users and first-year students struggle to retrieve the scholarly sources they desire because they lack the specialized vocabulary attained through advanced years of study. Most students are used to the dominant semantic search discovery system, Google and Google Scholar, but few students understand how these systems work. Query parsing, fuzzy matching, and understanding how semantic searching utilizes taxonomies for more accurate tagging is not usually a consideration for a desperate sophomore looking for last-minute sources to finish a paper that is due the next day. So, there is a danger that meeting a student’s perceived need for a Google-like discovery system is more important than creating a transparent system. However, information literacy and library instruction must give careful consideration to these issues and be able to help emerging scholars/students understand both the ethical and practical horizons of semantic search tools.
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Ali, Sana, Juana Romero, Kevin Morrison, Baria Hafeez, and Jessica Ancker. "Focus Section Health IT Usability: Applying a Task-Technology Fit Model to Adapt an Electronic Patient Portal for Patient Work." Applied Clinical Informatics 09, no. 01 (January 2018): 174–84. http://dx.doi.org/10.1055/s-0038-1632396.

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Objectives Although electronic patient portals are offered by most health care organizations, poor usability and poor fit to patient needs may pose barriers to adoption. We collaborated with an academic hospital to conduct iterative user evaluation of a newly deployed portal designed to deliver inpatient data upon hospital discharge. Methods Three evaluators applied heuristic usability evaluation and conducted 23 individual user testing sessions with patients with chronic disease or managing the care of family members with chronic disease. Evaluation and development/improvement were conducted iteratively. User testing and analysis of qualitative data were both conducted from the perspective of a task-technology fit framework, to assess the degree of fit between the portal and patient work. Results Ability to complete health information management tasks, perceived usability, and positive comments from users improved over the course of the iterative development. However, patients still encountered significant difficulties accomplishing certain tasks such as setting up proxy accounts. The problems were most severe when patients did not start with a clear understanding of tasks that they could accomplish. In exploring the portal, novice users frequently described anecdotes from their own medical history or constructed fictional narratives about a hypothetical patient. Conclusion Chronic illness imposes a significant workload on patients, and applying a task-technology framework for evaluation of a patient portal helped improve the portal's fit to patient needs. However, it also revealed that patients often lack a clear understanding of tasks that would help them accomplish personal health information management. Portal developers may need to educate patients about types of patient work involving medical centers, in a way that developers of clinical information systems do not need to do. An approach to doing this might be to provide narratives about hypothetical patients.
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Lyon, Louise Ann, and Chelsea Clayton. "Arising of Informal Women's Learn-to-code Communities." ACM Transactions on Computing Education 21, no. 2 (June 2021): 1–24. http://dx.doi.org/10.1145/3433167.

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Анотація:
Female-focused, grassroots communities purporting to help women learn to code are popping up in a variety of settings, indicating the motivation on the part of the participants to evade male-dominated settings while learning. However, little is known about how these groups function as an activity system. With current technology enabling the forming of virtual communities and the meteoric rise in use of the Salesforce CRM (customer relationship management) platform, a group of women have formed a coaching and learning community designed to help women move from Salesforce administrators to software developers through learning to code. We used activity systems analysis (ASA) to investigate this real-world instance of the larger phenomenon using an ethnographic approach. We used ASA to organize and make sense of the data by first creating a table listing the points on the activity system triangle (subject, rules, object, etc.) and filling in the points of the triangle based on the design of the coaching and learning group as described by participants; this gave us a high-level view of the activity system. To understand the subjects’ point of view of the system, we then created a new column in the table to fill in themes that emerged from our qualitative data analysis organized by dimension of the activity system. This process enabled us to capture the activity and the voices of participants as well as tensions that had emerged in the system. Findings show a range of outcomes, from participants crediting the group as a kickstart to the journey to successfully landing a job as a developer to members stalling in their progress after involvement. Results also show that purposeful tensions of welcoming novice questions and offering unsolicited verbal encouragement built into the activity system create a welcoming, safe environment for women learning to code.
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50

Saidi, Mavadat, and Said Talebi. "Genre Analysis of Research Article Abstracts in English for Academic Purposes Journals: Exploring the Possible Variations across the Venues of Research." Education Research International 2021 (June 12, 2021): 1–5. http://dx.doi.org/10.1155/2021/3578179.

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Анотація:
Research article (RA) abstracts play a pivotal role in settling the fate of the academic papers. Despite the abundance of research on investigating the generic structure of this academic genre, the variations in its move patterns between the two venues within a single area of research seem to have remained untouched. The current study attempted to explore the constituent moves and move patterns of RA abstracts published in a local (Iranian Journal of English for Academic Purposes) and an international (The Journal of English for Academic Purposes) journal in the field of applied linguistics. Drawing on Hyland’s (2000) five-move model, the RA abstracts were analyzed. The results indicated that the abstracts published in the two journals included the conventional moves. Furthermore, the most frequent moves were the purpose, method, and product in the two corpora. Moreover, although the results of the chi-square test pointed to no significant difference in terms of the frequency of the moves in the abstracts, the analysis divulged variations in the move patterns across the two sets of articles. The findings carry pedagogical implications for the academic writing course designers, materials developers, and instructors to enhance the novice researchers’ familiarity with the writing conventions to facilitate their accommodation by the scientific communities.
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