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Mathematics ◽  
2022 ◽  
Vol 10 (1) ◽  
pp. 134
Author(s):  
Diana L. González-Baldovinos ◽  
Pedro Guevara-López ◽  
Jose Luis Cano-Rosas ◽  
Jorge Salvador Valdez-Martínez ◽  
Asdrúbal López-Chau

Every computer task generates response times depending on the computer hardware and software. The response times of tasks executed in real-time operating systems such as RT-Linux can vary as their instances evolve even though they always execute the same algorithm. This variation decreases as the priority of the tasks increases; however, the minimum and maximum response times are still present in the same task, and this complicates its monitoring, decreasing its level of predictability in case of contingency or overload, as well as making resource sizing difficult. Therefore, the need arises to propose a model capable of reconstructing the dynamics of response times for the instances of a task with high priority in order to analyze their offline behavior under specific working conditions. For this purpose, we develop the necessary theory to build the response time reconstruction model. Then, to test the proposed model, we set up a workbench consisting of a single board computer, PREEMPT_RT, and a high priority task generated by the execution of a matrix inversion algorithm. This work demonstrates the application of the theory in an experimental process, presenting a way to model and reconstruct the dynamics of response times by a high-priority task on RT-Linux.


Author(s):  
Sameh S. Ismail ◽  
◽  
Shubair A. Abdullah

Assessment has always been fundamental to teaching as it aims to gauge the impact of the teaching on students learning. The current assessment in teaching computer literacy is objective assessment that focuses on making it intentional, informative, and formalized. Although this assessment is the best way when assessing large groups of students at one limited time, it has a drawback of being limited to check the knowledge of understanding terminology and recalling steps of a particular process. This study introduces a screen-capture technology based approach to performative and authentic assessment. It involved design and implementation of screen-capture assignments to assess computer maintenance skills. The sample consisted of 28 students enrolled in computer hardware and software maintenance classes. Data from students was collected through a multi-modal student survey and a semi-structured interview. The results analysis has indicated that screen-capture performative assessment promotes students’ engagement and learning level of solving real-world problems.


2021 ◽  
Vol 43 (4) ◽  
pp. 383-392
Author(s):  
Łukasz Goździaszek

The aim of the article is to show the evolution of the requirements related to publishing the press and to define the directions of new legal changes. The current regulations are inadequate to the contemporary realities of the media market and communication possibilities. The obligation to register the press can be seen as a relaxed follow-up to the authoritarian or totalitarian regimes’ requirement to obtain a license to publish a journal or a periodical. Press registration would be a democratic alternative to obtaining a press license only if certain values supported it, including the interests of other persons and entities. Currently, such interests are secured by other regulations. The considerations of the courts and legal science focus on the possible contradiction of the current regulation on the registration of newspapers and magazines with the constitutional ban on licensing the press. However, it should be taken into account to a greater extent that the dissemination of the internet and computer hardware has made it more complicated to register a periodical than to start a simple press activity. Therefore, the obligation to register the press in its present form is unreasonable.


2021 ◽  
Vol 14 (1) ◽  
pp. 64
Author(s):  
Anita Sabat-Tomala ◽  
Edwin Raczko ◽  
Bogdan Zagajewski

Recent developments in computer hardware made it possible to assess the viability of permutation-based approaches in image classification. Such approaches sample a reference dataset multiple times in order to train an arbitrary number of machine learning models while assessing their accuracy. So-called iterative accuracy assessment techniques or Monte-Carlo-based approaches can be a useful tool when it comes to assessment of algorithm/model performance but are lacking when it comes to actual image classification and map creation. Due to the multitude of models trained, one has to somehow reason which one of them, if any, should be used in the creation of a map. This poses an interesting challenge since there is a clear disconnect between algorithm assessment and the act of map creation. Our work shows one of the ways this disconnect can be bridged. We calculate how often a given pixel was classified as given class in all variations of a multitude of post-classification images delivered by models trained during the iterative assessment procedure. As a classification problem, a mapping of Calamagrostis epigejos, Rubus spp., Solidago spp. invasive plant species using three HySpex hyperspectral datasets collected in June, August and September was used. As a classification algorithm, the support vector machine approach was chosen, with training hyperparameters obtained using a grid search approach. The resulting maps obtained F1-scores ranging from 0.87 to 0.89 for Calamagrostis epigejos, 0.89 to 0.97 for Rubus spp. and 0.99 for Solidago spp.


2021 ◽  
Vol 5 (12) ◽  
pp. 58-62
Author(s):  
Yi Qian

This study analyzes the current situation of the practical teaching system of computer hardware courses in local undergraduate colleges, scrutinizes the experimental environment construction, contents, and methods of computer hardware courses, and proposes a new practical teaching system for computer hardware courses, so as to meet the needs of transformation and development as well as application-oriented talent training.


2021 ◽  
Author(s):  
David Checa ◽  
Ines Miguel-Alonso ◽  
Andres Bustillo

AbstractImmersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learning rates than conventional teaching. However, up until the present, learning outcomes with VR tools have yet to prove their advantageous aspects over conventional teaching. The project presents a VR serious game for teaching concepts associated with computer hardware assembly. These concepts are often included in any undergraduate’s introduction to Computer Science. The learning outcomes are evaluated using a pre-test of previous knowledge, a satisfaction/usability test, and a post-test on knowledge acquisition, structured with questions on different knowledge areas. The results of the VR serious game are compared with another two learning methodologies adapted to online learning: (1) an online conventional lecture; and (2) playing the same serious game on a desktop PC. An extensive sample of students (n = 77) was formed for this purpose. The results showed the strong potential of VR serious games to improve student well-being during spells of confinement, due to higher learning satisfaction. Besides, ease of usability and the use of in-game tutorials are directly related with game-user satisfaction and performance. The main novelty of this research is related to academic performance. Although a very limited effect was noted for learning theoretical knowledge with the VR application in comparison with the other methodologies, this effect was significantly improved through visual knowledge, understanding and making connections between different concepts. It can therefore be concluded that the proposed VR serious game has the potential to increase student learning and therefore student satisfaction, by imparting a deeper understanding of the subject matter to students.


2021 ◽  
Vol 1 ◽  
pp. 1565-1571
Author(s):  
Isy Anisa ◽  
A Abdurrachman

AbstractPost-stroke is a condition where the stroke patient has gone through an emergency so that he is in a stable condition. Post-stroke patients can experience various functional limitations, one of which is balance disorders. Patients experiencing this type of disorder can be given balance exercises based on virtual reality. Virtual reality will provide visual, proprioceptive, and auditory stimulation trough computer hardware and software to engage in artificial environments that appear and feel similar to real world objects and events. This study aimed to describe balance of post-stroke patients after being given virtual reality-based exercises. The method used in this study was a literature review analysis with the PICO method. Five articles were obtained to be reviewed from several data bases such as PubMed (n=2) and Google Scholar (n=3). The results of the analysis of the five articles showed that the average age of the respondents was > 60 years; 51.7% were female and 48.3% were male; and the average value of pre-test as well as post-test were 42.1 and 47.2 with an increase of 5.1. In conclusion, there was an increase in the balance of post-stroke patients after undergoing virtual reality-based exercises with significant results. . Therefore, researchers or practitioners are suggested to develop a Virtual Reality method on balance disorders in post-stroke patients in the form of treatment and subsequent research.Keywords: Balance; Post Stroke; Virtual Reality AbstrakPost stroke merupakan kondisi dimana pasien stroke telah melalui keadaan darurat sehingga pasien dalam keadaan stabil. Pasien post stroke dapat mengalami berbagai keterbatasan fungsional salah satunya gangguan keseimbangan yang dapat diberikan latihan keseimbangan berbasis Virtual Reality. Virtual Reality akan memberikan stimulasi visual, proprioseptif, dan pendengaran melalui perangkat keras dan perangkat lunak komputer untuk terlibat dalam lingkungan buatan yang muncul dan terasa mirip dengan objek dan peristiwa dunia nyata. Peneltian ini bertujuan untuk mengetahui gambaran keseimbangan pada pasien post stroke setelah pemberian latihan berbasis Virtual Reality. Metode yang digunakan dalam penelitian ini yaitu analisis literature review dengan metode PICO, didapatkan lima artikel untuk direview dari beberapa data base seperti PubMed (n=2) dan Google Scholar (n=3). Hasil analisis lima artikel didapatkan responden rata-rata usia > 60 tahun dan jenis kelamin perempuan 51,7% dan laki-laki 48,3%, nilai rata-rata pre test dan post test 42,1 dan 47,2 dengan peningkatan sebesar 5,1. Kesimpulannya didapatkan gambaran adanya peningkatan keseimbangan pasien post stroke setelah pemberian latihan berbasis Virtual Reality dengan hasil yang signifikan. Saran untuk peneliti atau praktisi bisa mengembangkan metode Virtual Reality pada gangguan keseimbangan pasien post stroke dalam bentuk treatmen dan penelitian berikutnya.Kata kunci: Keseimbangan; Post Stroke; Virtual Reality


Author(s):  
Jopet Vincent B. Medalla ◽  
Mark Anthony D. Dipad ◽  
Corazon G. Bongalosa

Based on CHEd Memorandum Order No. 79, series of 2017, the Bachelor of Technical Vocational Teacher Education (BTVTEd) Major in Computer Hardware Servicing program is designed to enhance the knowledge, desirable values and skills of computer service technicians in accordance with industry standards. This mixed design research sought to determine the feasibility of offering this program in Sorsogon State University - Bulan Campus (SorSU-BC). It was found that the offering of the program is highly necessary and can expect a moderate sufficiency of enrolees. The program will also provide significant benefits to the different domains of the society such as the government, the community, the business industries and the students. The offering of the program is also highly sustainable in terms of enrolment, faculty, competition and facilities. It is also consistent with the vision and mission of the university and adheres to the pertinent legal foundations. Generally, faculty requirements are complied with but there is a need to hire faculty members with master’s degree in technology education or its equivalent. The laboratories and physical facilities required for the offering of the program are already available considering the existence of the IT-education and teacher-education programs. Therefore, the offering of BTVTEd major in Computer Hardware Servicing is found to be feasible. It is recommended for SorSU Bulan Campus to craft a program curriculum for BTVTEd Computer Hardware Servicing so that it can be offered in the university with the approval of the Commission on Higher Education.


Nature ◽  
2021 ◽  
Vol 600 (7888) ◽  
pp. 348-349
Author(s):  
Jeffrey M. Perkel
Keyword(s):  

2021 ◽  
Vol 1 (2) ◽  
pp. 1-16
Author(s):  
Mohammed Y. Shakor ◽  

An operating system is software that is designed to manage computer hardware and software resources. However, this management requires applying an ample number of techniques and algorithms which are called synchronization and scheduling. The scheduling algorithms are used to arrange the way that the CPU is assigned to the processes, while synchronization is utilized to indicate how to work with multi-processes at the same time. Therefore, they are related to each other. CPU scheduling is a vital phenomenon of an operating system. At present, numerous CPU scheduling algorithms exist as First Come First Serve) FCFS(, Shortest Job First (SJF), Shortest Remaining Time First (SRTF), Priority Scheduling, and Round Robin (RR). In this paper, a survey of the current synchronization and scheduling algorithms have been presented. An overview of each technique with the main algorithms have been described in detail with the advantages and the issues of each algorithm. Furthermore, this paper has dug deep into the real-time operating system scheduling issues, which is the current trend in operating system researches.


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