Search results for: multimedia programming language
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1492

Search results for: multimedia programming language

1492 A Method to Annotate Programs with High-Level Knowledge of Computation

Authors: Nobuhiko Hishinuma, Jun Igari, Rentaro Yoshioka

Abstract:

When programming in languages such as C, Java, etc., it is difficult to reconstruct the programmer's ideas only from the program code. This occurs mainly because, much of the programmer's ideas behind the implementation are not recorded in the code during implementation. For example, physical aspects of computation such as spatial structures, activities, and meaning of variables are not required as instructions to the computer and are often excluded. This makes the future reconstruction of the original ideas difficult. AIDA, which is a multimedia programming language based on the cyberFilm model, can solve these problems allowing to describe ideas behind programs using advanced annotation methods as a natural extension to programming. In this paper, a development environment that implements the AIDA language is presented with a focus on the annotation methods. In particular, an actual scientific numerical computation code is created and the effects of the annotation methods are analyzed.

Keywords: cyberFilm, development environment, knowledge engineering, multimedia programming language

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1491 Implementation of a Serializer to Represent PHP Objects in the Extensible Markup Language

Authors: Lidia N. Hernández-Piña, Carlos R. Jaimez-González

Abstract:

Interoperability in distributed systems is an important feature that refers to the communication of two applications written in different programming languages. This paper presents a serializer and a de-serializer of PHP objects to and from XML, which is an independent library written in the PHP programming language. The XML generated by this serializer is independent of the programming language, and can be used by other existing Web Objects in XML (WOX) serializers and de-serializers, which allow interoperability with other object-oriented programming languages.

Keywords: Interoperability, PHP object serialization, PHP to XML, web objects in XML, WOX.

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1490 Educational use of Interactive Multimedia based on Museum Collection

Authors: Ji-Hye Lee, Jongdeok Kim

Abstract:

This research investigates the use of digital technology namely interactive multimedia in effective art education provided by museum. Several multimedia experience examples created for art education are study case subjected to assistance audiences- learning within the context of existing theory in the field of interactive multimedia.

Keywords: E-learning, Fine Arts, Interactivity, Multimedia

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1489 Simulation and 40 Years of Object-Oriented Programming

Authors: Eugene Kindler

Abstract:

2007 is a jubilee year: in 1967, programming language SIMULA 67 was presented, which contained all aspects of what was later called object-oriented programming. The present paper contains a description of the development unto the objectoriented programming, the role of simulation in this development and other tools that appeared in SIMULA 67 and that are nowadays called super-object-oriented programming.

Keywords: Simulation, super-object-oriented programming, object-oriented programming, SIMULA.

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1488 Effects of Multimedia-based Instructional Designs for Arabic Language Learning among Pupils of Different Achievement Levels

Authors: Aldalalah, M. Osamah, Soon Fook Fong & Ababneh, W. Ziad

Abstract:

The purpose of this study is to investigate the effects of modality principles in instructional software among first grade pupils- achievements in the learning of Arabic Language. Two modes of instructional software were systematically designed and developed, audio with images (AI), and text with images (TI). The quasi-experimental design was used in the study. The sample consisted of 123 male and female pupils from IRBED Education Directorate, Jordan. The pupils were randomly assigned to any one of the two modes. The independent variable comprised the two modes of the instructional software, the students- achievement levels in the Arabic Language class and gender. The dependent variable was the achievements of the pupils in the Arabic Language test. The theoretical framework of this study was based on Mayer-s Cognitive Theory of Multimedia Learning. Four hypotheses were postulated and tested. Analyses of Variance (ANOVA) showed that pupils using the (AI) mode performed significantly better than those using (TI) mode. This study concluded that the audio with images mode was an important aid to learning as compared to text with images mode.

Keywords: Cognitive theory of Multimedia Learning, ModalityPrinciple, Multimedia, Arabic Language learning

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1487 ARMrayan Multimedia Mobile CMS: a Simplified Approach towards Content-Oriented Mobile Application Designing

Authors: Ali Reza Manashty, Mohammad Reza Ahmadzadeh Raji, Zahra Forootan Jahromi, Amir Rajabzadeh

Abstract:

The ARMrayan Multimedia Mobile CMS (Content Management System) is the first mobile CMS that gives the opportunity to users for creating multimedia J2ME mobile applications with their desired content, design and logo; simply, without any need for writing even a line of code. The low-level programming and compatibility problems of the J2ME, along with UI designing difficulties, makes it hard for most people –even programmers- to broadcast their content to the widespread mobile phones used by nearly all people. This system provides user-friendly, PC-based tools for creating a tree index of pages and inserting multiple multimedia contents (e.g. sound, video and picture) in each page for creating a J2ME mobile application. The output is a standalone Java mobile application that has a user interface, shows texts and pictures and plays music and videos regardless of the type of devices used as long as the devices support the J2ME platform. Bitmap fonts have also been used thus Middle Eastern languages can be easily supported on all mobile phone devices. We omitted programming concepts for users in order to simplify multimedia content-oriented mobile applictaion designing for use in educational, cultural or marketing centers. Ordinary operators can now create a variety of multimedia mobile applications such as tutorials, catalogues, books, and guides in minutes rather than months. Simplicity and power has been the goal of this CMS. In this paper, we present the software engineered-designed concepts of the ARMrayan MCMS along with the implementation challenges faces and solutions adapted.

Keywords: Mobile CMS, MCMS, Mobile Content Builder, J2ME Application, Multimedia Mobile Application, MultimediaCMS, Multimedia Mobile CMS, Content Management System.

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1486 Jointly Learning Python Programming and Analytic Geometry

Authors: Cristina-Maria Păcurar

Abstract:

The paper presents an original Python-based application that outlines the advantages of combining some elementary notions of mathematics with the study of a programming language. The application support refers to some of the first lessons of analytic geometry, meaning conics and quadrics and their reduction to a standard form, as well as some related notions. The chosen programming language is Python, not only for its closer to an everyday language syntax – and therefore, enhanced readability – but also for its highly reusable code, which is of utmost importance for a mathematician that is accustomed to exploit already known and used problems to solve new ones. The purpose of this paper is, on one hand, to support the idea that one of the most appropriate means to initiate one into programming is throughout mathematics, and reciprocal, one of the most facile and handy ways to assimilate some basic knowledge in the study of mathematics is to apply them in a personal project. On the other hand, besides being a mean of learning both programming and analytic geometry, the application subject to this paper is itself a useful tool for it can be seen as an independent original Python package for analytic geometry.

Keywords: Analytic geometry, conics, Python programming language, quadrics.

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1485 Context-Aware Querying in Multimedia Databases – A Futuristic Approach

Authors: Nadeem Iftikhar, Zouhaib Zafar, Shaukat Ali

Abstract:

Efficient retrieval of multimedia objects has gained enormous focus in recent years. A number of techniques have been suggested for retrieval of textual information; however, relatively little has been suggested for efficient retrieval of multimedia objects. In this paper we have proposed a generic architecture for contextaware retrieval of multimedia objects. The proposed framework combines the well-known approaches of text-based retrieval and context-aware retrieval to formulate architecture for accurate retrieval of multimedia data.

Keywords: Context-aware retrieval, information retrieval, multimedia databases, multimedia data.

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1484 Development of Mobile Application Social Guidance and Counseling for Junior High School

Authors: Suyoto, Tri Prasetyaningrum

Abstract:

At this paper, we will present the development of mobile application Social Guidance and Counseling (GC) that called “m-NingBK: Social GC”. The application is used for GC services that run on mobile devices. The application is designed specifically for Junior High School student. The methods are a combination of interactive multimedia approaches and educational psychology. Therefore, the design process is carried out three processes, which are digitizing of material social GC services, visualizing wisely and making interactive. This method is intended to make students not only hear and see but also "do" the virtual. There are five components used in multimedia applications "m-NingBK: Social GC" i.e. text, images / graphics, audio / sound, animation and video. Four menus provided by this application is the potential self, social, Expert System and about. The application is built using the Java programming language. This application was tested using a Smartphone with Android Operating System. Based on the test, people give rating: 16.7% excellent, 61.1% good, 19.4% adequate, and 2.8% poor.

Keywords: Expert Systems, Guidance and Counseling, mobile application, multimedia.

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1483 EGCL: An Extended G-Code Language with Flow Control, Functions and Mnemonic Variables

Authors: Oscar E. Ruiz, S. Arroyave, J. F. Cardona

Abstract:

In the context of computer numerical control (CNC) and computer aided manufacturing (CAM), the capabilities of programming languages such as symbolic and intuitive programming, program portability and geometrical portfolio have special importance. They allow to save time and to avoid errors during part programming and permit code re-usage. Our updated literature review indicates that the current state of art presents voids in parametric programming, program portability and programming flexibility. In response to this situation, this article presents a compiler implementation for EGCL (Extended G-code Language), a new, enriched CNC programming language which allows the use of descriptive variable names, geometrical functions and flow-control statements (if-then-else, while). Our compiler produces low-level generic, elementary ISO-compliant Gcode, thus allowing for flexibility in the choice of the executing CNC machine and in portability. Our results show that readable variable names and flow control statements allow a simplified and intuitive part programming and permit re-usage of the programs. Future work includes allowing the programmer to define own functions in terms of EGCL, in contrast to the current status of having them as library built-in functions.

Keywords: CNC Programming, Compiler, G-code Language, Numerically Controlled Machine-Tools.

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1482 Programming Language Extension Using Structured Query Language for Database Access

Authors: Chapman Eze Nnadozie

Abstract:

Relational databases constitute a very vital tool for the effective management and administration of both personal and organizational data. Data access ranges from a single user database management software to a more complex distributed server system. This paper intends to appraise the use a programming language extension like structured query language (SQL) to establish links to a relational database (Microsoft Access 2013) using Visual C++ 9 programming language environment. The methodology used involves the creation of tables to form a database using Microsoft Access 2013, which is Object Linking and Embedding (OLE) database compliant. The SQL command is used to query the tables in the database for easy extraction of expected records inside the visual C++ environment. The findings of this paper reveal that records can easily be accessed and manipulated to filter exactly what the user wants, such as retrieval of records with specified criteria, updating of records, and deletion of part or the whole records in a table.

Keywords: Data access, database, database management system, OLE, programming language, records, relational database, software, SQL, table.

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1481 Robot Task-Level Programming Language and Simulation

Authors: M. Samaka

Abstract:

This paper presents the development of a software application for Off-line robot task programming and simulation. Such application is designed to assist in robot task planning and to direct manipulator motion on sensor based programmed motion. The concept of the designed programming application is to use the power of the knowledge base for task accumulation. In support of the programming means, an interactive graphical simulation for manipulator kinematics was also developed and integrated into the application as the complimentary factor to the robot programming media. The simulation provides the designer with useful, inexpensive, off-line tools for retain and testing robotics work cells and automated assembly lines for various industrial applications.

Keywords: Robot programming, task-level programming, robot languages, robot simulation, robotics software.

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1480 Specification of Attributes of a Multimedia Presentation for Presentation Manager

Authors: Veli Hakkoymaz, Alpaslan Altunköprü

Abstract:

A multimedia presentation system refers to the integration of a multimedia database with a presentation manager which has the functionality of content selection, organization and playout of multimedia presentations. It requires high performance of involved system components. Starting from multimedia information capture until the presentation delivery, high performance tools are required for accessing, manipulating, storing and retrieving these segments, for transferring and delivering them in a presentation terminal according to a playout order. The organization of presentations is a complex task in that the display order of presentation contents (in time and space) must be specified. A multimedia presentation contains audio, video, images and text media types. The critical decisions for presentation construction include what the contents are, how the contents are organized, and once the decision is made on the organization of the contents of the presentation, it must be conveyed to the end user in the correct organizational order and in a timely fashion. This paper introduces a framework for specification of multimedia presentations and describes the design of sample presentations using this framework from a multimedia database.

Keywords: Multimedia presentation, temporal specification, SMIL, spatial specification.

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1479 Designing a Motivated Tangible Multimedia System for Preschoolers

Authors: Kien Tsong Chau, Zarina Samsudin, Wan Ahmad Jaafar Wan Yahaya

Abstract:

The paper examined the capability of a prototype of a tangible multimedia system that was augmented with tangible objects in motivating young preschoolers in learning. Preschoolers’ learning behaviour is highly captivated and motivated by external physical stimuli. Hence, conventional multimedia which solely dependent on digital visual and auditory formats for knowledge delivery could potentially place them in inappropriate state of circumstances that are frustrating, boring, or worse, impede overall learning motivations. This paper begins by discussion with the objectives of the research, followed by research questions, hypotheses, ARCS model of motivation adopted in the process of macro-design, and the research instrumentation, Persuasive Multimedia Motivational Scale was deployed for measuring the level of motivation of subjects towards the experimental tangible multimedia. At the close, a succinct description of the findings of a relevant research is provided. In the research, a total of 248 preschoolers recruited from seven Malaysian kindergartens were examined. Analyses revealed that the tangible multimedia system improved preschoolers’ learning motivation significantly more than conventional multimedia. Overall, the findings led to the conclusion that the tangible multimedia system is a motivation conducive multimedia for preschoolers.

Keywords: Tangible multimedia, preschooler, motivation, multimedia.

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1478 Practical Guidelines and Examples for the Users of the TMS320C6713 DSK

Authors: Abdullah A Wardak

Abstract:

This paper describes how the correct endian mode of the TMS320C6713 DSK board can be identified. It also explains how the TMS320C6713 DSK board can be used in the little endian and in the big endian modes for assembly language programming in particular and for signal processing in general. Similarly, it discusses how crucially important it is for a user of the TMS320C6713 DSK board to identify the mode of operation and then use it correctly during the development stages of the assembly language programming; otherwise, it will cause unnecessary confusion and erroneous results as far as storing data into the memory and loading data from the memory is concerned. Furthermore, it highlights and strongly recommends to the users of the TMS320C6713 DSK board to be aware of the availability and importance of various display options in the Code Composer Studio (CCS) for correctly interpreting and displaying the desired data in the memory. The information presented in this paper will be of great importance and interest to those practitioners and developers who wants to use the TMS320C6713 DSK board for assembly language programming as well as input-output signal processing manipulations. Finally, examples that clearly illustrate the concept are presented.

Keywords: Assembly language programming, big endian mode, little endian mode, signal processing.

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1477 Generic Multimedia Database Architecture

Authors: Mohib ur Rehman, Imran Ihsan, Mobin Uddin Ahmed, Nadeem Iftikhar, Muhammad Abdul Qadir

Abstract:

Multimedia, as it stands now is perhaps the most diverse and rich culture around the globe. One of the major needs of Multimedia is to have a single system that enables people to efficiently search through their multimedia catalogues. Many Domain Specific Systems and architectures have been proposed but up till now no generic and complete architecture is proposed. In this paper, we have suggested a generic architecture for Multimedia Database. The main strengths of our architecture besides being generic are Semantic Libraries to reduce semantic gap, levels of feature extraction for more specific and detailed feature extraction according to classes defined by prior level, and merging of two types of queries i.e. text and QBE (Query by Example) for more accurate yet detailed results.

Keywords: Multimedia Database Architecture, Semantics, Feature Extraction, Ontology.

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1476 Learning Programming for Hearing Impaired Students via an Avatar

Authors: Nihal Esam Abuzinadah, Areej Abbas Malibari, Arwa Abdulaziz Allinjawi, Paul Krause

Abstract:

Deaf and hearing-impaired students face many obstacles throughout their education, especially with learning applied sciences such as computer programming. In addition, there is no clear signs in the Arabic Sign Language that can be used to identify programming logic terminologies such as while, for, case, switch etc. However, hearing disabilities should not be a barrier for studying purpose nowadays, especially with the rapid growth in educational technology. In this paper, we develop an Avatar based system to teach computer programming to deaf and hearing-impaired students using Arabic Signed language with new signs vocabulary that is been developed for computer programming education. The system is tested on a number of high school students and results showed the importance of visualization in increasing the comprehension or understanding of concepts for deaf students through the avatar.

Keywords: Hearing-impaired students, isolation, self-esteem, learning difficulties.

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1475 Using Multimedia in Computer Based Learning (CBL) A Case Study: Teaching Science to Student

Authors: Maryam Honarmand

Abstract:

Regarding to the fast growth of computer, internet, and virtual learning in our country (Iran) and need computer-based learning systems and multimedia tools as an essential part of such education, designing and implementing such systems would help teach different field such as science. This paper describes the basic principle of multimedia. At the end, with a description of learning science to the infant students, the method of this system will be explained.

Keywords: Multimedia tools, computer based learning, science, student.

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1474 JaCoText: A Pretrained Model for Java Code-Text Generation

Authors: Jessica Lòpez Espejel, Mahaman Sanoussi Yahaya Alassan, Walid Dahhane, El Hassane Ettifouri

Abstract:

Pretrained transformer-based models have shown high performance in natural language generation task. However, a new wave of interest has surged: automatic programming language generation. This task consists of translating natural language instructions to a programming code. Despite the fact that well-known pretrained models on language generation have achieved good performance in learning programming languages, effort is still needed in automatic code generation. In this paper, we introduce JaCoText, a model based on Transformers neural network. It aims to generate java source code from natural language text. JaCoText leverages advantages of both natural language and code generation models. More specifically, we study some findings from the state of the art and use them to (1) initialize our model from powerful pretrained models, (2) explore additional pretraining on our java dataset, (3) carry out experiments combining the unimodal and bimodal data in the training, and (4) scale the input and output length during the fine-tuning of the model. Conducted experiments on CONCODE dataset show that JaCoText achieves new state-of-the-art results.

Keywords: Java code generation, Natural Language Processing, Sequence-to-sequence Models, Transformers Neural Networks.

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1473 A Temporal Synchronization Model for Heterogeneous Data in Distributed Systems

Authors: Jorge Estudillo Ramirez, Saul E. Pomares Hernandez

Abstract:

Multimedia distributed systems deal with heterogeneous data, such as texts, images, graphics, video and audio. The specification of temporal relations among different data types and distributed sources is an open research area. This paper proposes a fully distributed synchronization model to be used in multimedia systems. One original aspect of the model is that it avoids the use of a common reference (e.g. wall clock and shared memory). To achieve this, all possible multimedia temporal relations are specified according to their causal dependencies.

Keywords: Multimedia, Distributed Systems, Partial Ordering, Temporal Synchronization

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1472 Mining Frequent Patterns with Functional Programming

Authors: Nittaya Kerdprasop, Kittisak Kerdprasop

Abstract:

Frequent patterns are patterns such as sets of features or items that appear in data frequently. Finding such frequent patterns has become an important data mining task because it reveals associations, correlations, and many other interesting relationships hidden in a dataset. Most of the proposed frequent pattern mining algorithms have been implemented with imperative programming languages such as C, Cµ, Java. The imperative paradigm is significantly inefficient when itemset is large and the frequent pattern is long. We suggest a high-level declarative style of programming using a functional language. Our supposition is that the problem of frequent pattern discovery can be efficiently and concisely implemented via a functional paradigm since pattern matching is a fundamental feature supported by most functional languages. Our frequent pattern mining implementation using the Haskell language confirms our hypothesis about conciseness of the program. The performance studies on speed and memory usage support our intuition on efficiency of functional language.

Keywords: Association, frequent pattern mining, functionalprogramming, pattern matching.

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1471 Computer Aided Language Learning System for Arabic for Second Language Learners

Authors: Osama Abufanas

Abstract:

This paper aims to build an Arabic learning language tool using Flash CS4 professional software with action script 3.0 programming language, based on the Computer Aided Language Learning (CALL) material. An extra intention is to provide a primary tool and focus on learning Arabic as a second language to adults. It contains letters, words and sentences at the first stage. This includes interactive practices, which evaluates learners’ comprehension of the Arabic language. The system was examined and it was found that the language structure was correct and learners were satisfied regarding the system tools. The learners found the system tools efficient and simple to use. The paper's main conclusion illustrates that CALL can be applied without any hesitation to second language learners

Keywords: Arabic Language, Computer Aided Language Learning (CALL), Learner, Material.

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1470 The Efficiency of Multimedia Educational Tools in Sport Gymnastics for The Students of Physical Education at Universities

Authors: G. Bago, P. Hedbávný

Abstract:

This contribution was developed from a research within the doctoral thesis. Its object was to create multimedia materials for sport gymnastics. Consequently we surveyed the influence of its practical application on the efficiency of schooling at a university. We verified the prescribed hypothesis of the efficiency of the teaching process using the method of single-factor experiment, where the entrance independent variable was the change of system of tuition and the outgoing dependent variable was the change of level of acquired motor skills. The results confirmed the positive impact of using multimedia materials on the efficiency of the teaching process. Further, with the aid of questionnaires, we evaluated how the tested subjects perceive the innovative methods in sport gymnastics. The responses showed that the students rate the application of multimedia materials very positively.

Keywords: efficiency of education, means of education, multimedia materials, sports gymnastics

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1469 A Review on Terrestrial Multimedia Communication using OFDM Technology

Authors: Shweta Shah, Upena Dalal

Abstract:

The development of wireless communication technologies has changed our living style in global level. After the international success of mobile telephony standards, the location and time independent voice connection has become a default method in daily telecommunications. As for today, highly advanced multimedia messaging plays a key role in value added service handling. Along with evolving data services, the need for more complex applications can be seen, including the mobile usage of broadcast technologies. Here performance of a system design for terrestrial multimedia content is examined with emphasis on mobile reception. This review paper has accommodated the understanding of physical layer role and the flavour of terrestrial channel effects on the terrestrial multimedia transmission using OFDM keeping DVB-H as benchmark standard.

Keywords: Digital Video Broadcast-Handhelds, Multimedia, OFDM, Physical Layer

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1468 Collaborative Web Platform for Rich Media Educational Material Creation

Authors: I. Alberdi, H. Iribas, A. Martin, N. Aginako

Abstract:

This paper describes a platform that faces the main research areas for e-learning educational contents. Reusability tackles the possibility to use contents in different courses reducing costs and exploiting available data from repositories. In our approach the production of educational material is based on templates to reuse learning objects. In terms of interoperability the main challenge lays on reaching the audience through different platforms. E-learning solution must track social consumption evolution where nowadays lots of multimedia contents are accessed through the social networks. Our work faces it by implementing a platform for generation of multimedia presentations focused on the new paradigm related to social media. The system produces videos-courses on top of web standard SMIL (Synchronized Multimedia Integration Language) ready to be published and shared. Regarding interfaces it is mandatory to satisfy user needs and ease communication. To overcome it the platform deploys virtual teachers that provide natural interfaces while multimodal features remove barriers to pupils with disabilities.

Keywords: Collaborative, multimedia e-learning, reusability, SMIL, virtual teacher

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1467 Context Detection in Spreadsheets Based on Automatically Inferred Table Schema

Authors: Alexander Wachtel, Michael T. Franzen, Walter F. Tichy

Abstract:

Programming requires years of training. With natural language and end user development methods, programming could become available to everyone. It enables end users to program their own devices and extend the functionality of the existing system without any knowledge of programming languages. In this paper, we describe an Interactive Spreadsheet Processing Module (ISPM), a natural language interface to spreadsheets that allows users to address ranges within the spreadsheet based on inferred table schema. Using the ISPM, end users are able to search for values in the schema of the table and to address the data in spreadsheets implicitly. Furthermore, it enables them to select and sort the spreadsheet data by using natural language. ISPM uses a machine learning technique to automatically infer areas within a spreadsheet, including different kinds of headers and data ranges. Since ranges can be identified from natural language queries, the end users can query the data using natural language. During the evaluation 12 undergraduate students were asked to perform operations (sum, sort, group and select) using the system and also Excel without ISPM interface, and the time taken for task completion was compared across the two systems. Only for the selection task did users take less time in Excel (since they directly selected the cells using the mouse) than in ISPM, by using natural language for end user software engineering, to overcome the present bottleneck of professional developers.

Keywords: Natural language processing, end user development; natural language interfaces, human computer interaction, data recognition, dialog systems, spreadsheet.

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1466 WhatsApp as Part of a Blended Learning Model to Help Programming Novices

Authors: Tlou J. Ramabu

Abstract:

Programming is one of the challenging subjects in the field of computing. In the higher education sphere, some programming novices’ performance, retention rate, and success rate are not improving. Most of the time, the problem is caused by the slow pace of learning, difficulty in grasping the syntax of the programming language and poor logical skills. More importantly, programming forms part of major subjects within the field of computing. As a result, specialized pedagogical methods and innovation are highly recommended. Little research has been done on the potential productivity of the WhatsApp platform as part of a blended learning model. In this article, the authors discuss the WhatsApp group as a part of blended learning model incorporated for a group of programming novices. We discuss possible administrative activities for productive utilisation of the WhatsApp group on the blended learning overview. The aim is to take advantage of the popularity of WhatsApp and the time students spend on it for their educational purpose. We believe that blended learning featuring a WhatsApp group may ease novices’ cognitive load and strengthen their foundational programming knowledge and skills. This is a work in progress as the proposed blended learning model with WhatsApp incorporated is yet to be implemented.

Keywords: Blended learning, higher education, WhatsApp, programming, novices, lecturers.

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1465 A Common Automated Programming Platform for Knowledge Based Software Engineering

Authors: Ivan Stanev, Maria Koleva

Abstract:

Common Platform for Automated Programming (CPAP) is defined in details. Two versions of CPAP are described: Cloud based (including set of components for classic programming, and set of components for combined programming); and Knowledge Based Automated Software Engineering (KBASE) based (including set of components for automated programming, and set of components for ontology programming). Four KBASE products (Module for Automated Programming of Robots, Intelligent Product Manual, Intelligent Document Display, and Intelligent Form Generator) are analyzed and CPAP contributions to automated programming are presented.

Keywords: Automated Programming, Cloud Computing, Knowledge Based Software Engineering, Service Oriented Architecture.

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1464 LOWL: Logic and OWL, an Extension

Authors: M. Mohsenzadeh, F. Shams, M. Teshnehlab

Abstract:

Current research on semantic web aims at making intelligent web pages meaningful for machines. In this way, ontology plays a primary role. We believe that logic can help ontology languages (such as OWL) to be more fluent and efficient. In this paper we try to combine logic with OWL to reduce some disadvantages of this language. Therefore we extend OWL by logic and also show how logic can satisfy our future expectations of an ontology language.

Keywords: Logical Programming, OWL, Language Extension.

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1463 Open Educational Resource in Online Mathematics Learning

Authors: Haohao Wang

Abstract:

Technology, multimedia in Open Educational Resources, can contribute positively to student performance in an online instructional environment. Student performance data of past four years were obtained from an online course entitled Applied Calculus (MA139). This paper examined the data to determine whether multimedia (independent variable) had any impact on student performance (dependent variable) in online math learning, and how students felt about the value of the technology. Two groups of student data were analyzed, group 1 (control) from the online applied calculus course that did not use multimedia instructional materials, and group 2 (treatment) of the same online applied calculus course that used multimedia instructional materials. For the MA139 class, results indicate a statistically significant difference (p = .001) between the two groups, where group 1 had a final score mean of 56.36 (out of 100), group 2 of 70.68. Additionally, student testimonials were discussed in which students shared their experience in learning applied calculus online with multimedia instructional materials.

Keywords: Online learning, Open Educational Resources, Multimedia, Technology.

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