scholarly journals Construction of Communication Structure: Programming Software for Off-line Robots – MATLAB

2019 ◽  
Vol 23 (4) ◽  
pp. 31-40
Author(s):  
Magdalena Muszyńska ◽  
Dariusz Szybicki ◽  
Paulina Pietruś
2020 ◽  
Vol 2020 (3) ◽  
pp. 60408-1-60408-10
Author(s):  
Kenly Maldonado ◽  
Steve Simske

The principal objective of this research is to create a system that is quickly deployable, scalable, adaptable, and intelligent and provides cost-effective surveillance, both locally and globally. The intelligent surveillance system should be capable of rapid implementation to track (monitor) sensitive materials, i.e., radioactive or weapons stockpiles and person(s) within rooms, buildings, and/or areas in order to predict potential incidents proactively (versus reactively) through intelligence, locally and globally. The system will incorporate a combination of electronic systems that include commercial and modifiable off-the-shelf microcomputers to create a microcomputer cluster which acts as a mini supercomputer which leverages real-time data feed if a potential threat is present. Through programming, software, and intelligence (artificial intelligence, machine learning, and neural networks), the system should be capable of monitoring, tracking, and warning (communicating) the system observer operations (command and control) within a few minutes when sensitive materials are at potential risk for loss. The potential customer is government agencies looking to control sensitive materials and/or items in developing world markets intelligently, economically, and quickly.


Author(s):  
Svitlana Gruschko

The article investigates the role of communicative-functional approach in the translation of scientific and technical literature, when the translation itself is seen as a tool to accomplish purposeful activity of communicators, representatives of different interlingual groups. In practical terms, the difficulties of translating scientific and technical texts are due to the peculiarities of scientific style, insufficient understanding of the terminology of a particular field of knowledge, which complicates the choice of adequate translation solutions. In this context, an important role is played by the translation strategy, where the communicativefunctional approach dominates. The translation is implicitly included in the communication structure between the author and the recipient. The relevance of the article is determined by the necessity of studying the problems of scientific and technical literature translation, taking into account the current realities of interlanguage information exchange. Key words: communicative-functional approach, interlingual communication, translation, structure


Author(s):  
Claire Johnson

Game Maker is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting.  The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts (Papert, 1980; Harel and Papert, 1991), and considers the extent to which a constructionist approach is suitable for introducing basic programming concepts within a contemporary, game authoring context.  The research was conducted in a high achieving comprehensive school in South East England. Twenty-two pupils (12 boys; 10 girls; 13-14 years old) completed a unit of work in computer game authoring over an eight-week (16 x 50 minute lessons) period. In planning and developing their games, they worked in self-selected pairs, apart from two pupils (one boy and one girl) who worked alone, by choice. Nine of the ten pairs were the same gender. Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair, group and artefact-based interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the constructionist-designed activity, demonstrated positive attitudes to their work, and felt a sense of achievement in creating a complex artefact that had personal and cultural significance for them. However, the findings also suggest that the constructionist approach adopted in the research did not effectively support the learning of programming concepts for all pupils. This research arises out of a perceived need to develop accessible, extended units of work to implement aspects of the Computing curriculum in England. It suggests that using Game Maker may offer a viable entry, and identifies the programming concepts and practices which pupils encountered, the difficulties they experienced, and the errors they made when authoring computer games. It also offers recommendations to increase the readiness with which students engage with key programming concepts and practices when using this visual programming software. In so doing it makes a practical contribution to the field of qualitative research in secondary computing education. 


2010 ◽  
Vol 22 (2) ◽  
pp. 21-35 ◽  
Author(s):  
Yasmin B. Kafai ◽  
Deborah A Fields ◽  
William Q. Burke

Previous efforts in end-user development have focused on facilitating the mechanics of learning programming, leaving aside social and cultural factors equally important in getting youth engaged in programming. As part of a 4-month long ethnographic study, we followed two 12-year-old participants as they learned the programming software Scratch and its associated file-sharing site, scratch.mit.edu, in an after-school club and class. In our discussion, we focus on the role that agency, membership, and status played in their joining and participating in local and online communities of programmers.


2013 ◽  
Vol 38 (3) ◽  
pp. 1-7
Author(s):  
V. Bhujanga Rao ◽  
P. Seetha Ramaiah ◽  
K. Raja Kumar
Keyword(s):  

2010 ◽  
Vol 68 (2) ◽  
pp. 626-633 ◽  
Author(s):  
P.J.J. Herings ◽  
G. van der Laan ◽  
A.J.J. Talman ◽  
Z. Yang

2014 ◽  
Vol 621 ◽  
pp. 558-563
Author(s):  
X.M. Li ◽  
Ya Lin Shen ◽  
L.H. Zhu

On the basis of analyzing assembly process of main structural components in CA6140 lathe, 3D models for those components were established with CAD software UGNX6.0. Virtual assembly and motion simulation of the structure parts were performed with virtual technology. A set of virtual assembly system of CA6140 engine lathe was developed with programming software Visual Basic 6.0. It contains six main modules about spindle box, feed box, apron, tailstock, turret, etc. Dynamic simulation and motion simulation of the corresponding components in entity lathe can be realized, respectively. And also, mechanical structure, working principle, assembly relation between different components and motion transmission process of the lathe can be realistically reproduced with the system. This virtual assembly system not only can be used to analyze and transform old products, but also can be used in new products development, and to some extent, can be used to replace the prototype. It is an indispensable tool in the employee training and mechanical engineering activities.


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