scholarly journals Kinetic typography - figuration and technology

Author(s):  
Nikolina Stanić Loknar ◽  
◽  
Diana Bratić ◽  
Ana Agić ◽  
◽  
...  

Kinetic typography - text in motion is an animation method of characters that has a video form instead of some "static" form such as picture, poster or book. The most important element for figuration of kinetic typography is the choice of font. Furthermore, one should think about the letter cut, the size and color of the characters, and the background color on which the animation takes place. It can be created in various ways, most often using software that applies a multitude of effects to the text or letter character, creating dynamic solutions. The effects vary from the simplest such as "fade-in" and "fade-out" (entering and exiting text in and out of the frame). Static characters can expand, narrow, move slowly or rapidly, grow and change in a variety of ways to very complex ones in which the author builds an entire story or promotional video by carefully combining software capabilities. However, each software has its limitations and for this reason the kinetic typography presented in this paper is programmed using codes. In a wide range of available programming languages due to the simple interface that does not require advanced programming concepts and gives exceptional results in the field of kinetic typography, Processing was chosen. The Processing programming language is intended for generating and modifying graphics and is based on the Java programming language. The most important difference between Processing and Java is that Processing offers a simple programming interface that does not require advanced levels of programming such as classes, objects, or animations. It also allows advanced users to use them. Processing uses a variety of typography rendering approaches such as raster and vector solutions and allows typography to be programmed and displayed on the Web independently of the user's Web browser and font database. Processing enables the use of visual elements in animation, including typographic ones, by introducing interaction to the user. The user is no longer a passive observer but actively participates in the performance of the application whose final appearance is not predefined but arises from the actions of each individual user. For the purposes of this paper, individual letters were created in a font-making program. The letters made are of various written classifications and cuts, which with their variety contribute to the attractiveness of the animation. In the creating of motion typography in this paper, the programming language Processing was used. Written program codes that manipulate words, letters, or parts of characters to create interesting visual effects for the viewer that aim to hold the viewer's attention and convey the desired message or emotion. There are no strict rules and patterns when making kinetic typography. In kinetic typography, each author determines his own rules, method of production, and there are no same solutions.

2017 ◽  
Vol 25 (03) ◽  
pp. 95 ◽  
Author(s):  
Eliana Pantaleão ◽  
Laurence Rodrigues Amaral ◽  
Gláucia Braga e Silva

This paper describes a methodology for teaching algorithms and programming languages teaching in high school with the aid of the Robocode plattform. The experience was developed since 2012 with the help of undergraduate students that had already concluded courses on computer programming and acted as tutors and co-advisors of the younger students. Robocode environment was used as a support tool, using a playful learning strategy, providing an early contact of the high-school students with Java programming language. The obtained results show the interest of high school students to learn computer programming. Furthermore, the Robocode plataform proved to be a playful tool to support the teaching of Java. Finally, with the realization of the Robocode Tournaments, it was possible to observe how the competitiveness influenced the motivation of students to learn and overcome challenges.


Author(s):  
Mamluatul Hani'ah ◽  
◽  
Yogi Kurniawan ◽  
Imam Fahrur Rozi ◽  
◽  
...  

Java programming language is one of the most popular programming languages among IT developers. There are common problems in the beginning learning process such as the installation and configuration process of java software like JDK (Java Development Kit). During the online class session, it takes a lot of time and a large internet data packet to solve this problem. This research proposes a website-based system called livE (online - java Exercise). Students can practice coding and also do exams in real-time, simply by using a web browser and the internet. If lecturers want to make corrections, lecturers do not need to download student answer files. They can directly run the program code from student answers in the livE system. This indicates that the system implementation provides process efficiency in the student's job sheet exercises and lecturer's corrections. The result from the test that has been carried out shows that livE is running as expected. Usability testing shows that users are "totally agree" with system quality.


2021 ◽  
Vol 15 (5) ◽  
pp. 1-21
Author(s):  
Xiang Ling ◽  
Lingfei Wu ◽  
Saizhuo Wang ◽  
Gaoning Pan ◽  
Tengfei Ma ◽  
...  

Code retrieval is to find the code snippet from a large corpus of source code repositories that highly matches the query of natural language description. Recent work mainly uses natural language processing techniques to process both query texts (i.e., human natural language) and code snippets (i.e., machine programming language), however, neglecting the deep structured features of query texts and source codes, both of which contain rich semantic information. In this article, we propose an end-to-end deep graph matching and searching (DGMS) model based on graph neural networks for the task of semantic code retrieval. To this end, we first represent both natural language query texts and programming language code snippets with the unified graph-structured data, and then use the proposed graph matching and searching model to retrieve the best matching code snippet. In particular, DGMS not only captures more structural information for individual query texts or code snippets, but also learns the fine-grained similarity between them by cross-attention based semantic matching operations. We evaluate the proposed DGMS model on two public code retrieval datasets with two representative programming languages (i.e., Java and Python). Experiment results demonstrate that DGMS significantly outperforms state-of-the-art baseline models by a large margin on both datasets. Moreover, our extensive ablation studies systematically investigate and illustrate the impact of each part of DGMS.


2021 ◽  
Vol 10 (4) ◽  
pp. 146-159
Author(s):  
Qusay Idrees Sarhan

Java is one of the most demanding programming languages nowadays and it is used for developing a wide range of software applications including desktop, mobile, embedded, and web applications. Writing efficient Java codes for those various types of applications (which some are critical and time-sensitive) is crucial and recommended best practices that every Java developer should consider. To date, there is a lack of in-depth experimental studies in the literature that evaluate the impact of writing efficient Java programming strategies on the performance of desktop applications in terms of runtime. Thus, this paper aims to perform a variety of experimental tests that have been carefully chosen and implemented to evaluate the most important aspects of desktop efficient Java programming in terms of runtime. The results of this study show that significant performance improvements can be achieved by applying different programming strategies.


2020 ◽  
Author(s):  
Cut Nabilah Damni

AbstrakSoftware komputer atau perangkat lunak komputer merupakan kumpulan instruksi (program atau prosedur) untuk dapat melaksanakan pekerjaan secara otomatis dengan cara mengolah atau memproses kumpulan intruksi (data) yang diberikan. (Yahfizham, 2019 : 19) Sebagian besar dari software komputer dibuat oleh (programmer) dengan menggunakan bahasa pemprograman. Orang yang membuat bahasa pemprograman menuliskan perintah dalam bahasa pemprograman seperti layaknya bahasa yang digunakan oleh orang pada umumnya dalam melakukan perbincangan. Perintah-perintah tersebut dinamakan (source code). Program komputer lainnya dinamakan (compiler) yang digunakan pada (source code) dan kemudian mengubah perintah tersebut kedalam bahasa yang dimengerti oleh komputer lalu hasilnya dinamakan program executable (EXE). Pada dasarnya, komputer selalu memiliki perangkat lunak komputer atau software yang terdiri dari sistem operasi, sistem aplikasi dan bahasa pemograman.AbstractComputer software or computer software is a collection of instructions (programs or procedures) to be able to carry out work automatically by processing or processing the collection of instructions (data) provided. (Yahfizham, 2019: 19) Most of the computer software is made by (programmers) using the programming language. People who make programming languages write commands in the programming language like the language used by people in general in conducting conversation. The commands are called (source code). Other computer programs called (compilers) are used in (source code) and then change the command into a language understood by the computer and the results are called executable programs (EXE). Basically, computers always have computer software or software consisting of operating systems, application systems and programming languages.


Author(s):  
Norihiro Yamada ◽  
Samson Abramsky

Abstract The present work achieves a mathematical, in particular syntax-independent, formulation of dynamics and intensionality of computation in terms of games and strategies. Specifically, we give game semantics of a higher-order programming language that distinguishes programmes with the same value yet different algorithms (or intensionality) and the hiding operation on strategies that precisely corresponds to the (small-step) operational semantics (or dynamics) of the language. Categorically, our games and strategies give rise to a cartesian closed bicategory, and our game semantics forms an instance of a bicategorical generalisation of the standard interpretation of functional programming languages in cartesian closed categories. This work is intended to be a step towards a mathematical foundation of intensional and dynamic aspects of logic and computation; it should be applicable to a wide range of logics and computations.


2021 ◽  
Vol 31 ◽  
Author(s):  
ANDREA VEZZOSI ◽  
ANDERS MÖRTBERG ◽  
ANDREAS ABEL

Abstract Proof assistants based on dependent type theory provide expressive languages for both programming and proving within the same system. However, all of the major implementations lack powerful extensionality principles for reasoning about equality, such as function and propositional extensionality. These principles are typically added axiomatically which disrupts the constructive properties of these systems. Cubical type theory provides a solution by giving computational meaning to Homotopy Type Theory and Univalent Foundations, in particular to the univalence axiom and higher inductive types (HITs). This paper describes an extension of the dependently typed functional programming language Agda with cubical primitives, making it into a full-blown proof assistant with native support for univalence and a general schema of HITs. These new primitives allow the direct definition of function and propositional extensionality as well as quotient types, all with computational content. Additionally, thanks also to copatterns, bisimilarity is equivalent to equality for coinductive types. The adoption of cubical type theory extends Agda with support for a wide range of extensionality principles, without sacrificing type checking and constructivity.


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