, and K. A. Nigim, Improve Learning Efficiency by Using General PurposeMathematics Software in Power Engineering, IEEE Transactions on Power Systems, 2003, Vol. 18(3), pp. 979-985.11. M. Glavic, I. Dzafic, and S. Tesnjak, A General-Purpose Symbolically Assisted Numeric ComputationEnvironment as a Support in Power Engineering Education, IEEE Trans. on Power Systems, 2005, Vol. 20, pp. 3-12.12. C. Domnisoru, Using MATHCAD in Teaching Power Engineering, IEEE Transactions on Education, 2005,Vol. 48(1), pp. 157 – 161.13. A. Lamari, Modelling and simulation of electrical machines on the basis of experimental frequency responsecharacteristics, Journal of Computer Engineering Research, 2010, Vol. 1(1), pp. 7-13.14. A.M. Dąbrowski, S.A. Mitkowski, A
and Carr [6] have concluded that students learn 20% of the material taughtby hearing, 40% by seeing and hearing, and 75% by seeing, hearing, and doing. Highlyinteractive, well-designed computer-based-instruction (CBI) modules then offer the possibility ofachieving the 75% goal. Renshaw, et al. [7] state “students unanimously preferred modules thatincorporated animations and interactive design tools.” Others [2-5,7,8] have reported similarfindings in several engineering fields and topics. Since it seems that students prefer interactivemultimedia modules and retain more material presented in this way, the goal of any CBI moduleshould be to use interactive engaging material rather than static material.The challenge is then one of developing
the subject matter that we teach. This paper is intended to serve as a road map tothe extensive literature that exists on active and collaborative learning strategies for computer-science courses.It is not the goal of this work to tell you how to go about integrating ACL into your classes. Forthat, I would recommend the series by Jeffrey McConnell19, 20, 21, 22 in Inroads over the past twoyears. Rather, this paper attempts to survey how others have used ACL in computer science andcomputer engineering classes, in the hope that you might run across some practices that you canadopt. Moreover, by collecting a large number of techniques in one place, I hope to sufficientlyfamiliarize readers with the practices that they will have no difficulty
; Shute et al., 2017, Weintrop et al., 2016). For instance, Weintrop et al. (2016)separated CT into four categories: data practices, modeling & simulation practices,computational problem-solving processes, and systems thinking practices. These models identifyshared facets of CT such as troubleshooting or iterative refinement as universally important toCT, but differ in how they represent CT analytically, and what other practices are consideredcentral to their models. The processes of abstraction, representation, modeling, simulation, andlogic of algorithms situate CT in a set of broader inquiry practices. An expansive definitionviews CT as a problem-solving approach that involves breaking problems into parts, recognizingpatterns, identifying
apply. 4 . ResultsThus, the hourly rate for a 250 W computer is 3.1875 cents.Computers were operated 40 hours per week for 39 weeks per i) For condition A (where s is the number of students):year for a annual load of 1,560 hours every year. Cost function for traditional tutorial,iv) Monitoring: this includes monitoring of the C t (s) = $7,200 + $226scomputer system as well as the students’ performance. The Cost function for computer-based
with several ACM and IEEE publications in virtual and augmented reality and has recently published a book chapter in the Handbook for Augmented Reality (Springer). As a graduate student in the Graphics, Visualization, and Usability (GVU) Center at the Georgia Institute of Technology, he contributed to early research in the nascent field of self-harmonizing karaoke software. He currently serves as an Associate Professor in Computer Game Design and Development, teaching courses such as Computer Graphics (OpenGL), 3D Modeling and Animation, and Production Pipeline & Asset Management. He has served in a variety of capacities academically including Interim Department Head, Associate Dean of the College of Information
Paper ID #10954Gamification of Physical Therapy for the Treatment of Pediatric CerebralPalsy: A Pilot Study Examining Player PreferencesDr. David M Whittinghill, Purdue University, West Lafayette Dr. David Whittinghill is an Assistant Professor of Computer Graphics Technology and Computer and Information Technology. Dr. Whittinghill’ s research focuses on simulation, gaming and computer pro- gramming and how these technologies can more effectively address outstanding issues in health, educa- tion, and society in general. Dr. Whittinghill leads projects in pediatric physical therapy, sustainable energy simulation, phobia
, more suited to developing a “personal computing” – getting results that are of interest and immediately useful for an individual's work. Pedagogically, it allows students to get at least simple results immediately, with incremental growth from that point. 2. Maple has a large library of STEM procedures, permitting use of sophisticated technical computing without extensive user programming. Typical small-scale software development consists of writing the scripting connecting invocations of library procedures, and providing the user interface programming that allows facile comprehension of computed results through tabular listing, plots and animations, etc. 3. Maple's standard user interface
datasetdescribing animals. This allowed the students to understand the basic interactions availablewithin Andromeda with an approachable multidimensional dataset. The class exploredAndromeda by answering questions such as “What makes a good pet?” and “What differentiateswild and domestic animals?”. The class grouped together animals they considered similar andincreased the weight of variables they suspected would answer the questions. Once the studentswere familiar enough with Andromeda to understand the software’s capabilities, they then usedAndromeda for their WhiteBox Learning assignments.The class completed the two assignments, shelter and dragster, through WhiteBox Learning. Theycreated and competed their designs using WhiteBox Learning simulations
such as:‚ High faculty-to-student ratios: For example, the ratio for Manufacturing Automation and Robotics at one major university is 1:36 for lectures and 1: 18 for each of two lab sections.‚ Limited lab access: Students may only use equipment during scheduled lab times.‚ Limited resources to support students outside labs and the classroom: In many cases, no lab assistant support is available.‚ Limited equipment to support lab assignments: Because lab equipment is often expensive, students must often work in groups. For example, an industrial scale PLC—such as an Allen Bradley RSLogix 5550 processor and a set of I/O cards—costs about $8000.To help offset these obstacles, in recent years, a variety of computer and
348C: Computer Graphics: Animation and Simulation.” http://graphics.stanford.edu/courses/cs348c/(accessed March 1, 2021).D. H. Eberly. “Geometric Tools.” https://www.geometrictools.com (accessed March 1, 2021).PyBullet/Bullet Physics, https://pybullet.org/wordpress (accessed March 1, 2021).PhysX https://developer.nvidia.com/gameworks-physx-overview (accessed March 1, 2021).Havok Physics https://www.havok.com (accessed March 1, 2021).S. Niebe and K. Erleben, Numerical Methods for Linear Complementarity Problems in Plysics-Based Animation, Morgan &Claypool, 2015.D. I. Schwartz. “ATLAS.” http://bit.ly/programgames (accessed March 29, 2021).
images to simulate an environment that isimpossible or costly to replicate in real circumstances.The hardware for VR primarily consists of input, processing unit, and output. The input hardwaregenerates signals for movements and operations that the user reacts with the surrounding virtualreality. They can include the keyboard, mouse, controller, treadmills, and motion trackers. Thetracker has various forms, such as head sensors, hand controller, data glove, and data suit that isembedded with directional sensors to record and collect the position data in real-time and transmitthe wearer’s movements to the computer in digital forms. Output devices include video displaymonitors, audio devices, and other devices that can have feedback to the
Engineering Educationinvolve development of computer games, which require some engineering and scientificknowledge. One of these projects is development of a pool game. In this project studentshave to incorporate the friction and dynamics of bouncing balls when they hit each otheror the sides of the a pool table. Additionally, students have to develop programming skillto determine the location of an array of balls (eight balls plus a cue ball) at various timesteps and show it in real time (animated mode) on the GUI screen.II. Description of “Computer Programming for Engineers” CourseThe Computer Programming for Engineers introduces freshman students to software andcomputer skills that can be used in all engineering disciplines. The course is broken
behavior. Two models, theVicsek and the boids model, were used to simulate swarm behavior.The Vicsek model is a simple, mathematically rigorous approach rooted in statistical physics,while the boids model emphasizes the behavioral aspect of collective motion, making itsuitable for creating realistic animations and simulations of swarm behavior. In addition, itcan be extended to include obstacles and environmental factors that affect the swarmbehavior.The task of our students was to develop ̶ as a team of three ̶ a computer program in C#, inwhich both models are implemented and visualized. Teamwork was an additional challenge,as organizational skills were required in addition to the underlying task, such as holdingmeetings with collaborative
computer graphics and applications to construction activities suchas planning, designing, and simulation. The proposed course includes three major components: • Part I – Basic Computer Graphics: This review allows students to review the basic theories about computer graphics and learn the potential benefits for construction. • Part II – Applications in Construction: This part focuses on using available software packages based on computer graphics and their applications in construction. These include Computer Aided Design (CAD), animation, simulation, and integration. • Part III – Advanced Technologies: This part introduces new technologies related to computer graphics in
instructor often sits withstudents at the computer to offer advice and monitor their modeling skill and physicalunderstanding of the problem. The focuses of this investigation are on: (1) how the CADsoftware is used as a visually driven design tool, (2) how the tool allows students to see andincrease their understanding the effects of different design parameters, and (3) what difficultiesstudents encounter while using the software.I. IntroductionCurrently in the industry, the CAE software packages have a wide range and sophisticatedcapabilities. They are becoming more and more user-friendly, easier to operate and master.Some of these software packages in the market today include Unigraphics, CATIA,Pro/ENGINEER, I-DEAS, etc. The capabilities of all
. EM wave simulation: An animated electromagneticwave teaching package. Computer Applications in Engineering Education, 9(4):208-219, 2001.7. Iskander, M. F. Technology-based electromagnetic education. Microwave Theory and Techniques, IEEETransactions on, 50(3):1015-1020, 2002.8. Fink, L. D. Creating significant learning experiences: An integrated approach to designing college courses.Jossey-Bass Inc Pub, 2003.9. Belu, R. and Belu, A. Using Symbolic Computation, Visualization, And Computer Simulation Tools To EnhanceTeaching And Learning Of Engineering Electromagnetics. ASEE 2009 Annual Conference & Exposition, 2009.10. Human, I. and Sinigoj, A. R. and Hagler, M. O. Mathematical tools for supporting Web-based education of Proceedings
a CT framework developed by the Purdue INSPIREResearch Institute for Pre-College Engineering [11]. The CT framework includes Abstraction,Algorithms and Procedures, Use of Data, Debugging/Troubleshooting, Problem Decomposition,Parallelization, Simulations & Patterning. A definition of each of the competencies of our CTframework will be included in the results section.MethodsIn this Work in Progress paper, we utilized an exploratory qualitative approach to capture youngchildren’s engagement in computational thinking competencies. We focused on video data we collected 1 from 21 students from a first-grade class during a field trip to a
Visualization and Animation TechniquesIII. Laboratory-based Computational Physics CourseThe formal prerequisites for this course have been college level physics and calculuslevel courses, but I have often been willing to waive some of the prerequisites if a studenthas had solid programming experience. Student taking the course are expected to have atleast some minimal knowledge, although the programming is not a formal prerequisite.Over the years, there have been a significant number of students who have taken thecourse without prior programming knowledge. Finally, they developed goodprogramming skills along the way, even though this lack entailed a somewhat steeplearning curve at the beginning of the course. An immediate question that I faced when
subject—one’s comprehension is often improved byseeing a picture, or a graphical simulation, of a topic or an algorithm. Cache coherence andinstruction-level parallelism are examples of such topics. Since some students are clearly giftedin visual arts, I have allowed students to choose an animation as one of their peer-reviewedassignments. The best of their animations can then be incorporated into future lectures.Peer review can be used for research papers. Though I have not yet assigned this in acomputer-architecture course, in my operating-systems course, I had each student select aresearch topic from a set that included topics like “Scheduling in Windows NT,” “Deadlockhandling in Unix or a particular flavor of Unix,” and “Virtual memory in
. Table-I Comparison of different experimental activities Guided lab experiments with Computer Integrated Individual design projects conventional instruments Computer simulations Experiments
, particularly emotions.7,9 For example, the humanmind is known for its energy-efficient operation, consuming as little electricity as a dim lightbulb (20 Watts), while computational cognitive modeling and simulation of human brain isexpected to consume 106 times more electricity – equivalent to a nuclear power plant.21 Onewonders, then, what accounts for the energy efficiency of human brain? Neuropsychologists,as well as evolutionary biologists, point to some structural (hardware) interference by anautopilot limbic system (animal-like brain) to by-pass, simplify, or reduce more elaboratecognitive functions of an evolved neocortex (outer parts of the human brain). It almostappears that we are caught up between two competing brains,9,23 as illustrated by
surfaces by depth buffering is very Page 7.37.7 Proceedings of the 2002 American Society for Engineering Education Annual Conference & Exposition Copyright © 2002, American Society for Engineering Educationclear. With this capability it is reasonably easy to produce quality graphics and animations. Thedriving simulator of Figure 10 is an example discussed in class and which students can modifyfor their own projects. The number on the car hood in Figure 10 is an example of a studentmodification where the texture mapping necessary to place the number on the hood wasintroduced as part of a final project for the course
of multi-threaded code for a restaurant simulation driven by concurrent agents.They are asked to enhance the project by adding new agents and scenarios. Along the way, theylearn about threading, concurrency, shared data, agents, messaging, operating systems, unittesting, etc., all taught in the context of the restaurant application. We feel that working within anexisting code base is the way they will encounter code in their first industry jobs.In the restaurant simulation, there is an animation and user-interface, but the class focuses on thebackend application code. There is simply no time (or motivation) to make the front-end moresophisticated; that is not the point of the class.A few years later, we noticed that the C4 class was
behavior of theAbsHDL constructs during symbolic simulation, as well as to define a formula for the correctnessof a pipelined processor. In symbolic simulation, the initial state of a processor is represented withvariables, while the next state is computed as a function of these variables, based on the descrip-tion of the processor. In the sequence of three projects, symbolic simulation is done according to the inductive cor-rectness criterion in Figure 4, which checks the safety property of a single-issue pipelined proces-sor—if the processors does something during one step of operation, then it does it correctly.Specifically, if the implementation makes one step starting from an arbitrary initial state QImpl
narration and animations in the form of callouts to the PowerPoint lessons. A qualityUSB microphone, such as model AT2020 from Audio-Technica is used for the sound recording.To narrate the lessons using the text script while navigating through the slide presentation, it isconvenient to use a computer system with two video monitors. After the audio narration iscompleted, it is edited within Camtasia to remove verbal “hedges” and add the callouts. Inparticular, callouts are used to prompt the students to stop the presentations and solve the sampleproblems before reading through the solution. An MP4 video file of each lesson is generatedwithin Camtasia for posting on the Blackboard website associated with the Medical Electronicscourse. An example of
. Academically, he is an active researcher with several ACM and IEEE publications in virtual and augmented reality and has recently published a book chapter in the Handbook for Augmented Reality (Springer). As a graduate student in the Graphics, Visualization, and Usability (GVU) Center at the Georgia Institute of Technology, he contributed to early research in the nascent field of self-harmonizing karaoke software. He currently serves as an Associate Professor in Computer Game Design and Development, teaching courses such as Computer Graphics (OpenGL), 3D Modeling and Animation, and Production Pipeline & Asset Management. He has served in a variety of capacities academically including Interim Department Head, Associate
ReasoningHaving explicated the processes of causal reasoning, learners must be able to completelydescribe those relationships covariationally in terms of direction, probability, valency, duration,and responsiveness and mechanistically in terms of causal explication, conjunctions/disjunctions,and necessity/sufficiency. In this next section, I describe instructional methods for supportingthe learning of those causal attributes. There are three classes of methods that may be used toenhance causal learning: direct instruction that conveys causal relationships, exploring causalrelationships in simulations, and learner modeling of causal relationships. No direct comparisonsof these methods have been made.Conveying Causal RelationshipsA potentially effective
research, Washington DC: American Psychological Association, pp. 281-302.13. Despotakis, T., Palaigeorgiou, G., and Tsoukalas, I., 2007, “Students‟ Attitudes Towards Animated Demonstrations as Computer Learning Tools,” Journal of Educational Technology & Society, 10(1), pp.196-205.14. Ertelt, A., Renkl, A., and Spada, H., 2006, “Making a Difference – Exploiting the Full Potential of Instructionally Designed on-Screen Videos,” in the Proceedings of the International Conference on Learning Sciences, pp.154-160.15. Bransford, J., Brown, A. L., and Cocking, R. R., 2000, “How People Learn: Brain, Mind, Experience, and School (2nd Edition), ” Washington DC: National Academy Press.16. Yalvac, B., Smith, H. D., Hirsch, P., and Troy
received his BSME and MSME degrees at the University of Wyoming in 1960 and 1962 respectively.He was an NSF Science Faculty Fellow at Purdue University where he received the Ph.D. in MechanicalEngineering in 1969. He is a member of ASEE, IEEE and ASME and has been active in ASEE for the past twodecades serving as Rocky Mountain Section Chair and PIC IV Chair. His professional interests are in modeling,control, simulation and animation of dynamic systems. He currently serves as Professor of Electrical Engineering.PAUL MARQUARDPaul Marquard received his BS degree in Physics from Creighton University in 1979, his MS in ElectricalEngineering from UCLA in 1981 and his MS in Physics and Astronomy from the University of Nebraska in 1986.Since 1986 he has