1,721,420 research outputs found
SOFSEM 2016: Theory and practice of computer science: 42nd international conference on current trends in theory and practice of computer science harrachov, Czech Republic, January 23-28, 2016 proceedings
Gamification- and Virtual Reality-Based Learning Environment for UML Class Diagram Modeling
In the realm of conceptual and system design, mod-eling stands out as a pivotal activity, emphasizing the significance of mastering modeling languages such as the Unified Modeling Language (UML). Despite the existence of numerous interactive UML learning applications and the emergence of gamification-based alternatives designed to enhance learner engagement, a gap persists in providing an immersive learning environment ca-pable of significantly increasing interactivity during the learning process. Current approaches fall short in creating a sense of presence that could positively impact learning outcomes, and the full potential of gamification remains underexplored. To address this gap, this paper introduces an innovative so-lution-a gamification-based UML learning environment within Virtual Reality (VR), named GaMo Vr.This immersive platform is specifically tailored for practicing the creation of class diagrams in an interactive manner, incorporating mini games to support the learning process. The study conducted to evaluate GaMo Vrinvolved 16 participants and utilized the MEEGA360 question-naire. In comparison to a similar desktop application, the results of the evaluation revealed that GaMo Vrsignificantly enhanced learners' motivation, enjoyment, and engagement, along with a perceivable improvement in the overall learning outcome. This groundbreaking approach not only bridges the existing gap in UML learning applications but also harnesses the potential of VR and gamification to revolutionize the way modeling is taught and learned
Property-Driven Black-Box Testing of Numeric Functions
In this work, we propose a property-driven testing mechanism to perform unit testing of functions performing numerical computations. Our approach, similar to the property-based testing technique, allows the tester to specify the requirements to check. Unlike property-based testing, the specification is then used to generate test cases in a targeted manner. Moreover, our approach works as a black-box testing tool, i.e. it does not require knowledge about the internals of the function under test. Therefore, besides on programmed numeric functions, we also apply our technique to machine-learned regression models. The experimental evaluation on a number of case studies shows the effectiveness of our testing approach
Gamification-based UML learning environment in virtual reality
Modeling is a key activity in conceptual design and system design which makes learning and understanding modeling languages like the Unified Modeling Language (UML) important. Many interactive UML learning applications exist and also gamification-based alternatives have been proposed in recent years to promote the engagement of learners. However, none of the existing approaches provide an immersive learning environment that can be used to increase interactivity while learning. As a consequence, existing UML learning applications cannot create a feeling of presence that can positively influence learning outcomes, and the potential of gamification is not fully exploited. To overcome this problem, in this demo paper, we present an immersive gamification-based UML learning environment in Virtual Reality (VR) to practice modeling class diagrams in an interactive way. The VR environment provides minigames and multi-viewpoint modeling features to learn creating class diagrams. The multi-viewpoint component highlights correspondences between a class diagram and a 3D model of an example system. The goal of this approach is to improve the learners' motivation, make the learning process an enjoyable experience, and boost learning outcomes
GaMoVR: Gamification-based UML learning environment in virtual reality
Over the years, UML has become the de facto modeling language used in conceptual design and systems design leading to its adoption in computer science university courses. To improve learning outcomes, motivation, and fun of students learning about modeling UML and modeling in general, a variety of interactive learning applications has been presented over the years. However, so far, they fail to create immersive environments for the students missing out on drastically increasing engagement with the learning objectives. Hence, we present GaMoVR, a VR-based and gamified learning environment giving students learning about UML modeling an interactive and fun learning experience. Learning outcomes are further improved by utilizing gamification in the form of minigames encapsulating the modeling activity in an engaging and fun way. Furthermore, GaMoVR provides a multi-viewpoint modeling environment in which students can explore how a UML class diagram relates to a 3D model instancing the UML-modeled system
Proceedings of Student Research Forum Papers and Posters at SOFSEM 2016 co-located with 42nd International Conference on Current Trends in Theory and Practice of Computer Science (SOFSEM 2016), Harrachov, Czech Republic, January 23-28, 2016
Forensic debugging of model transformations
Software bugs occur in model-driven development, just as\ud
they do with traditional development techniques. We explore the types\ud
of bugs that occur in model transformations and identify debugging ap-\ud
proaches that can be applied or adapted to a model-driven context. In-\ud
vestigation shows that the detailed source-to-target traceability avail-\ud
able with model transformations enables effective post-hoc, or forensic,\ud
debugging. Forensic debugging techniques are introduced for automated\ud
bug localisation in model transformations. The methods discussed are\ud
grounded with examples using the Eclipse Modeling Framework (EMF)\ud
and Tefkat, a declarative model transformation engine
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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