visual programming
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2022 ◽  
Vol 29 (3) ◽  
pp. 1-34
Author(s):  
Moritz Alexander Messerschmidt ◽  
Sachith Muthukumarana ◽  
Nur Al-Huda Hamdan ◽  
Adrian Wagner ◽  
Haimo Zhang ◽  
...  

We present ANISMA, a software and hardware toolkit to prototype on-skin haptic devices that generate skin deformation stimuli like pressure, stretch, and motion using shape-memory alloys (SMAs). Our toolkit embeds expert knowledge that makes SMA spring actuators more accessible to human–computer interaction (HCI) researchers. Using our software tool, users can design different actuator layouts, program their spatio-temporal actuation and preview the resulting deformation behavior to verify a design at an early stage. Our toolkit allows exporting the actuator layout and 3D printing it directly on skin adhesive. To test different actuation sequences on the skin, a user can connect the SMA actuators to our customized driver board and reprogram them using our visual programming interface. We report a technical analysis, verify the perceptibility of essential ANISMA skin deformation devices with 8 participants, and evaluate ANISMA regarding its usability and supported creativity with 12 HCI researchers in a creative design task.


2022 ◽  
pp. 648-676
Author(s):  
Serhat Altiok ◽  
Erman Yükseltürk

In our age, computational thinking that involves understanding human behavior and designing systems for solving problems is important as much as reading, writing and arithmetic for everyone. Computer programming is one of the ways that could be promote the process of developing computational thinking, in addition to developing higher-order thinking skills such as problem solving, critical and creative thinking skills etc. However, instead of focusing on problems and sub-problems, algorithms, or the most effective and efficient solution, focusing on programming language specific needs and problems affects the computational thinking process negatively. Many educators use different tools and pedagogical approaches to overcome these difficulties such as, individual work, collaborative work and visual programming tools etc. In this study, researchers analyze four visual programming tools (Scratch, Small Basic, Alice, App Inventor) for students in K-12 level and three methodologies (Project-based learning, Problem-based learning and Design-based learning) while teaching programming in K-12 level. In summary, this chapter presents general description of visual programming tools and pedagogical approaches, examples of how each tool can be used in programming education in accordance with the CT process and the probable benefits of these tools and approaches to explore the practices of computational thinking.


2021 ◽  
pp. 073563312110533
Author(s):  
Yu-Sheng Su ◽  
Mingming Shao ◽  
Li Zhao

Scratch, a kind of visual programming software, has been widely used in instruction for primary school children. Scratch constructs a digital world for children to design, develop, and create coursework in which their creative thinking is fostered. Different instructional methods have been designed and implemented to stimulate children’s creative thinking skills through their coursework. This study investigated whether scaffolding construction with mind mapping promoted children’s creative thinking in a Scratch course. Two groups of 84 fifth-grade pupils participated in the study. The experimental group of 44 students adopted the scaffolding construction with mind mapping in the Scratch course, while the control group of 40 students did not use the mind mapping method. The Torrance Tests of Creative Thinking-Figural (TTCT-F) and Torrance Creative Personality Self-Report Scale were used three times over the 16-week learning period. The results show that learning in the Scratch course promoted the children’s creative thinking. The difference between the two groups indicates that mind mapping was beneficial to improve the children’s creative thinking.


Electronics ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 8
Author(s):  
José M. Cañas ◽  
Jesús Fernández-Conde ◽  
Julio Vega ◽  
Juan Ordóñez

Reconfigurable computing provides a paradigm to create intelligent systems different from the classic software computing approach. Instead of using a processor with an instruction set, a full stack of middleware, and an application program running on top, the field-programmable gate arrays (FPGAs) integrate a cell set that can be configured in different ways. A few vendors have dominated this market with their proprietary tools, hardware devices, and boards, resulting in fragmented ecosystems with few standards and little interoperation. However, a new and complete toolchain for FPGAs with its associated open tools has recently emerged from the open-source community. Robotics is an expanding application field that may definitely benefit from this revolution, as fast speed and low power consumption are usual requirements. This paper hypothesizes that basic reactive robot behaviors may be easily designed following the reconfigurable computing approach and the state-of-the-art open FPGA toolchain. They provide new abstractions such as circuit blocks and wires for building intelligent robots. Visual programming and block libraries make such development painless and reliable. As experimental validation, two reactive behaviors have been created in a real robot involving common sensors, actuators, and in-between logic. They have been also implemented using classic software programming for comparison purposes. Results are discussed and show that the development of reactive robot behaviors using reconfigurable computing and open tools is feasible, also achieving a high degree of simplicity and reusability, and benefiting from FPGAs’ low power consumption and time-critical responsiveness.


2021 ◽  
Vol 9 (4) ◽  
pp. 56-60
Author(s):  
Sergey Fedorov ◽  
Pavel Kaydas

The development of digital technologies serves as an important tool for solving urgent problems in the field of construction of new and reconstruction of existing real estate objects. The widespread introduction into practice of modern software systems that imply BIM technologies allows to avoid errors in the creation of design models of buildings and structures for the analysis of resistance to progressive collapse. This article examines the influence of the method of forming the design model on the qualitative and quantitative indicators of the parameters of the stress-strain state of the bearing system. The research methods are based on comparing the analysis results and the established parameters of the stress-strain state of the design model of a multi-storey building made of monolithic reinforced concrete when comparing them with the results of experimental studies. It was found that the use of BIM-technologies, in particular, the system of the graphic editor of algorithms for constructing the design scheme of the building using the SAPFIR-3D software complex, when analyzing the resistance to the phenomena of progressive collapse, does not reduce the quality of the executed design model. Together with a decrease in labor intensity and the number of possible errors, the use of the described technology for the formation of a computational model will reduce the time required for the design work, which will reduce the time required to prepare the necessary documentation.


2021 ◽  
Vol 9 (4) ◽  
pp. 81-85
Author(s):  
Ol'ga Baranova ◽  
Kseniya Kurushkina

The use of information modeling tools at all stages of the life cycle of a capital construction object allows you to analyze design information in order to make the most correct decision, while significantly reducing the uncertainty of processes by increasing the amount of data available for analysis. One of the labor-intensive processes at the design stage is the selection of the most suitable structural elements, including translucent structures. As part of the work, the normative and reference information related to the calculation of the heat-shielding characteristics of building structures has been analyzed, scientific developments and publications devoted to the automation of the implementation of heat engineering calculations using various software tools are considered. For the purpose of the study, two indicators were calculated: the normalized value of the reduced heat transfer resistance and the reduced heat transfer resistance of the window. To solve the problem, such automation tools as the Dynamo visual programming tool and the Python programming language were used, with the help of which a script was developed for calculating the thermal performance of windows for use in Autodesk Revit (Autodesk, Inc., USA). As part of the study, it was determined that the combined use of the Dynamo visual programming tool and the Python text programming tool, expanding the functionality of Autodesk Revit, made it possible to automate the task of calculating the reduced heat transfer resistance of a window and the normalized heat transfer resistance, taking into account conditions of a specific construction region.


2021 ◽  
Vol 2 (4) ◽  
pp. 98-102
Author(s):  
Robby Tan ◽  
Maresha Caroline Wijanto ◽  
Oscar Karnalim ◽  
Setia Budi ◽  
Mewati Ayub ◽  
...  

Systematic thinking is a process of thinking that should be introduced from early age. While developing such thinking, students will learn how to solve a task by breaking it down to smaller tasks and complete them one by one. There are many activities that can support such thinking. One of them is to program visually. Visual programming is usually featured with drop-down blocks where students are only required to choose which process or logic needed than then put them in the play board. A training of such activity was done in a high school at Bandung, Indonesia with Scratch. Students were first introduced with Scratch, a software that is expected to help them think systematically. For conducting the training itself, several stages were followed. It started with introduction, and then followed by lecture and case-based practice. To engage students with the practice, the case study is COVID-19 where students are expected to deliver relevant information creatively, such as developing a game of social distancing, spray vs virus, etc. Evaluation shows that via this training, students were able to further develop their own systematic thinking via the creation of Scratch projects. Further, they believed that this training is interesting and can help them to study in the high school.


2021 ◽  
Author(s):  
◽  
Michael Richards

<p>This research investigates the generation of urban environments through the use of visual programming tools. These tools enable the procedural creation of architectural geometries for installation in design environments, with a focus on producing outputs for virtual implementation, including small scale built environments, individual buildings, city blocks, and neighbourhoods.  The creation of large-scale urban environments is a complex and time-consuming task. Subsequently, this field of research has a high level of relevance in the areas of architecture, design, urban planning, film, entertainment, and so forth. In most situations, the groups responsible for the creation of these environments do not contain members with architectural backgrounds. Instead, they consist of designers, computer scientists, technicians, and other specialists. These groups are reliant on their collective experience, skill, and reference materials to create their works.  This thesis proposes that architects possess knowledge, skills, and training suitable for utilisation by this industry. As such, this research explores applying an architectural education with a greater multidisciplinary focus.  This investigation concludes that while visual programming tools are incredibly powerful, they have their limitations. This research further concludes that because there are so many facets to the creation of these environments this area of investigation is best suited to a team of researchers. While individuals can achieve a significant amount, the contribution of outside parties would have had benefits at every stage of the work. The sharing of knowledge, skills, and understandings would allow for the creation of systems that function to generate the best outcomes possible.</p>


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