A laboratory study that investigates how algorithms come into existence. Algorithms—often associated with the terms big data, machine learning, or artificial intelligence—underlie the technologies we ...use every day, and disputes over the consequences, actual or potential, of new algorithms arise regularly. In this book, Florian Jaton offers a new way to study computerized methods, providing an account of where algorithms come from and how they are constituted, investigating the practical activities by which algorithms are progressively assembled rather than what they may suggest or require once they are assembled. Drawing on a four-year ethnographic study of a computer science laboratory that specialized in digital image processing, Jaton illuminates the invisible processes that are behind the development of algorithms. Tracing what he terms a set of intertwining courses of actions sharing common finalities, he describes the practical activity of creating algorithms through the lenses of ground-truthing, programming, and formulating. He first presents the building of ground truths, referential repositories that form the material basis for algorithms. Then, after considering programming's resistance to ethnographic scrutiny, he describes programming courses of action he attended at the laboratory. Finally, he offers an account of courses of action that successfully formulated some of the relationships among the data of a ground-truth database, revealing the links between ground-truthing, programming, and formulating activities—entangled processes that lead to the shaping of algorithms. In practice, ground-truthing, programming, and formulating form a whirlwind process, an emergent and intertwined agency.
El aprendizaje de la programación es difícil y requiere un arduo trabajo por parte de los estudiantes. Necesitan hacer muchos ejercicios y crear muchos programas para mejorar sus competencias en ...programación, y más aún cuando las herramientas con las que se cuentan no están en su idioma nativo. En este artículo se propone una herramienta, también llamada ambiente de desarrollo en conjunto de un lenguaje de programación, en idioma español, que permita programar la generación de patrones geométricos, como un apoyo a la enseñanza de STEM en México. Palabras-clave: ambiente de desarrollo; lenguaje de programación; patrones geométricos. Learning programming is difficult and requires hard work on the part of students. They need to do a lot of exercises and create a lot of programs to improve their programming skills, and even more so when the tools they have are not in their native language. This article proposes a tool, also called a development environment matching with a programming language, in Spanish, that allows programming the generation of geometric patterns, as a support to the teaching of STEM in Mexico. Keywords: development environment; programming language; geometric patterns.
The Internet of Things (IoT) could enable innovations that enhance the quality of life, but it generates unprecedented amounts of data that are difficult for traditional systems, the cloud, and even ...edge computing to handle. Fog computing is designed to overcome these limitations.
If you're a Salesforce developer, Mastering Apex Programming will help you to get to grips with the Apex language, its advanced features, and best practices for building robust cloud-based ...applications that scale. Explore asynchronous programming, debugging and performance, and much more to master the Apex language.
Computer programming is a course studied in almost all fields; nevertheless, the survey found that many students obtain low grades or withdraw from the computer programming course because the ...students lack the motivation to learn. This article proposes the development of a game application for motivating computer programming learning. The contents of computer programming lessons are designed in the game style. In addition, gamification concepts encourage the students to learn the lessons. This research assesses the student’s motivation to study the C language program. The sample consisted of 245 students studying C language. The motivation assessment questionnaire was divided into seven aspects, namely 1) a Future-oriented person, 2) an Ambitious person, 3) a Diligent person, 4) a Success-oriented person, 5) a Responsible person, 6) a Hardworking person, and 7) a Venturesome person. The evaluation results indicated that the game application encourages students to learn computer programming. When considering students’ motivation before and after learning using the game application, the results revealed that the average motivation in all seven aspects increased significantly. The aspect of ambitious person differed significantly at the 0.01 level, while the aspects of future-oriented, diligent, responsible, hardworking, and venturesome persons differed significantly at the 0.05 level.
Computational thinking (CT) is a key skill in the 21st century. However, it is not clear which is the most effective way to acquire and improve CT. Big research efforts are made to determine which ...pedagogical means should be used. One research trend is based on the idea that teaching programming since Primary Education suffices to improve CT. In our previous work, we proposed and validated a methodology based on metaphors and used of Scratch (MECOPROG) to teach basic programming concepts to children. It is our hypothesis H that by applying MECOPROG, students will develop their CT. To check H, we carried out an experiment with 132 Primary Education Students (9–12 years in age). At the beginning of the experiment, all students were asked to fill in a programming concepts test and two tests to measure their CT. During the sessions, all students were taught according to MECOPROG. Finally, they took the three tests again. A significant increase in the results on all the tests has been measured, supporting the use of metaphors and Scratch to teach computer programming concepts to Primary Education students to develop their CT.
•Computational Thinking can be improved using metaphors and Scratch.•Primary Education students' Computational Thinking can be improved.•Primary Education students can learn basic programming concepts.
Getting Started for Internet of Things with Launch Pad and ESP8266 provides a platform to get started with the Ti launch pad and IoT modules for Internet of Things applications. The book provides the ...basic knowledge of Ti launch Pad and ESP8266 based customized modules with their interfacing, along with the programming. The book discusses the application of Internet of Things in different areas. Several examples for rapid prototyping are included to help the reader understand the concept of IoT. The book is comprised of twenty- seven chapters, which are divided into four sections and which focus on the design of various independent prototypes. Section-A gives a brief introduction to Ti launch pad (MSP430) and Internet of Things platforms like GPRS, NodeMCU and NuttyFi (ESP8266 customized board), and it shows steps to program these boards. Examples on how to interface these boards with display units, analog sensors, digital sensors and actuators are also included to help make the reader comfortable with the platforms. Section-B discusses the communication modes to relay the data like serial out, PWM and I2C. Section-C explores the IoT data loggers and shows certain steps to design and interact with the servers. Section-D includes IoT based case studies in various fields. This book is based on the practical experience of the authors while undergoing projects with students and partners from various industries.
Abstract
This paper is a survey focuses on seven basic Voting Methods for Preferential Ballots. The purpose is to give a pellucid illustration of these Methods in consideration of Game Theory, and ...understand their intrinsic and associative properties. In order to understand these Methods and their efficacy, multiple techniques, such as Mathematical Modeling and Computer Programming, are used for evaluation and comparison. The ultimate goal is to find a Voting Methods which elect the most democratic winner.
The authors present a comprehensive study of efficient protocols and techniques for secure two-party computation. They study both general constructions that can be used to securely compute any ...functionality, and protocols for specific problems of interest.