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2020 39th International Conference of the Chilean Computer Science Society (SCCC)最新文献

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Fostering Engagement and Creativity through Programming: The Beauty and Joy of Computing in a First-year Engineering class 通过编程培养参与和创造力:一年级工程课程中的计算之美和乐趣
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281159
Federico Meza, Nicolás Torres, Andrea Vásquez
There is a growing interest in learning computer programming even among students from majors other than computer science (CS). Many universities offer a common Introduction to Programming (CS1) course, but this approach is usually detrimental to those who are not pursuing a CS major. This article is an experience report that summarizes the results of adapting and implementing the course "The Beauty and Joy of Computing" (BJC) in an Engineering in Product Design first-year class, a group that showed below-average performance in the past. BJC is a course for undergraduate non-CS majors at UC Berkeley, designed to broaden student participation in Computer Science. After a fully online semester of BJC at UTFSM, students showed greater responsibility and commitment when compared to previous cohorts. They also reported greater satisfaction with programming while having a lower attrition rate and comparable final grades to students in the regular CS1 class.
即使在非计算机科学专业的学生中,学习计算机编程的兴趣也越来越大。许多大学都提供通用的编程入门(CS1)课程,但这种方法通常对那些不是计算机科学专业的人有害。本文是一份经验报告,总结了在产品设计工程一年级的班级中适应和实施“the Beauty and Joy of Computing”(BJC)课程的结果,该课程在过去的表现低于平均水平。BJC是一门针对加州大学伯克利分校非计算机专业本科生开设的课程,旨在扩大学生对计算机科学的参与。在UTFSM的一个完整的在线学期BJC之后,学生们比以前的同龄人表现出更大的责任感和承诺。与普通CS1班的学生相比,他们对编程的满意度更高,流失率更低,最终成绩也相当。
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引用次数: 1
Use of a video game to learn about heritage sites of Atacama Region: A pilot experience 使用视频游戏来了解阿塔卡马地区的遗产遗址:试点经验
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281193
N. M. M. Araya, José A. Gallardo Arancibia, Jorge A. Palma Villalon
Cultural heritage is made up of a permanent, complex and controversial social and cultural process of attribution of values, functions and meanings. Heritage is not faithfully rescued in a past, but rather in the relationship that people and societies establish in the present, with these traces and testimonies. New technologies are a tool with great potential, where the use of video games with a gamified methodology favors learning. The study reports information gathered from pilot experiences with the use of an educational video game to facilitate the learning process about heritage sites in the Atacama region carried out with children between 5 and 12 years of age at the beginning of 2020. The results obtained indicate that the participants feel motivated, their concentration becomes immersive, and they have fun while they intrinsically learn about regional historical heritages.
文化遗产是由价值、功能和意义归属的一个永久的、复杂的和有争议的社会文化过程组成的。遗产不是在过去被忠实地拯救,而是在人们和社会在现在建立的关系中,通过这些痕迹和见证。新技术是一种具有巨大潜力的工具,使用带有游戏化方法的电子游戏有助于学习。该研究报告了从使用教育视频游戏的试点经验中收集的信息,以促进2020年初5至12岁儿童对阿塔卡马地区遗产地的学习过程。结果表明,参与者在学习区域历史遗产的过程中感到了动力,注意力变得身临其境,并获得了乐趣。
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引用次数: 0
On sorting transmission demands in Elastic Optical Networks with Spatial-Division Multiplexing 基于空分复用的弹性光网络传输需求排序研究
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281183
Dayana Hernández, P. Morales, A. Lozada, R. Olivares, N. Jara
In this paper, we analyze the impact of sorting the network users when attending their demands on network performance. For this purpose, we solve Routing, Modulation Level, Spatial mode, and Spectrum Assignment (RMLSSA) problem for elastic optical networks (EONs) with spatial-division multiplexing (SDM) with static network operation. We use several different criteria to order the users to find the best ones in terms of network capacity and spectrum and spatial fragmentation on the network. Experimental results that sorting the users in a descending order obtains better results, notwithstanding the criteria chosen. In these experiments, sorting the users according to their path length (in terms of distance or number of links) achieve better results. Despite the sorting criteria, we found that good practices are to attend first the users with significant resource demands and use the highly efficient user demands to fill the gaps left by the previous ones.
本文分析了在关注网络用户需求时对其进行排序对网络性能的影响。为此,我们在静态网络运行的情况下,解决了具有空分复用(SDM)的弹性光网络(EONs)的路由、调制级别、空间模式和频谱分配(RMLSSA)问题。我们使用几种不同的标准来命令用户在网络容量、频谱和网络空间碎片化方面找到最佳的标准。实验结果表明,无论选择何种标准,按降序对用户进行排序都可以获得更好的结果。在这些实验中,根据用户的路径长度(以距离或链接数为单位)对用户进行排序可以获得更好的结果。尽管有分类标准,我们发现良好的实践是首先关注具有重要资源需求的用户,并使用高效的用户需求来填补之前的需求留下的空白。
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引用次数: 0
An Iterated Local Search for the Traveling Salesman Problem with Pickup, Delivery and Handling Costs 带取货、配送和处理费用的旅行推销员问题的迭代局部搜索
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281164
Carlos Rey, P. Toth, D. Vigo
In this paper the Traveling Salesman Problem with pickup, delivery and handling costs is studied. We have to find a route from a depot to a set of customers, each of which requires a pickup and delivery service. The goal is to minimize the global routing and handling cost. We have developed an Iterated Local Search for this problem combining different heuristics of the Traveling Salesman Problem, and using frequency of improvements and a perturbation with memory. The proposed algorithm is tested on different benchmark instances from the literature with up to 200 vertices, obtaining high quality solutions in reasonable computing times.
本文研究了具有取货、配送和搬运费用的旅行商问题。我们必须找到一条从仓库到一组客户的路线,每个客户都需要取货和送货服务。目标是最小化全局路由和处理成本。我们结合旅行推销员问题的不同启发式方法,使用改进频率和记忆扰动,开发了一种迭代局部搜索方法来解决这个问题。该算法在200个顶点的不同基准实例上进行了测试,在合理的计算时间内获得了高质量的解。
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引用次数: 1
Collaborative learning methodologies and peer assessment in virtual educational environments 虚拟教育环境中的协作学习方法与同伴评价
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281201
Carlos Huerta Briones, C. P. Soto
In the current situation in times of the pandemic, it is necessary to use new methodologies accompanied by technological resources that help the teaching-learning process in the university environment. This work focuses on the use of collaborative learning methodologies in virtual environments, with the support of technological resources in the second-year subject of Mathematics of the Faculty of Economics of the Universidad Católica del Norte in a course with 61 students. Collaborative work of exercises in groups and between groups is highlighted, as well as coevaluation through rubrics. Teaching is emphasized with Geogebra, OneNote, and digital whiteboards. Online classes are held and recorded using Google-Meet. Recorded classes are uploaded to the LMS platform to be shared with students. The results show a positive experience and the innovation was well evaluated by the students through the online surveys.
在大流行时期的当前情况下,有必要使用新的方法和技术资源,以帮助大学环境中的教学过程。这项工作的重点是在虚拟环境中使用协作学习方法,在有61名学生的课程中,在Católica del Norte大学经济学院数学二年级课程的技术资源的支持下。强调小组内和小组间练习的协作,以及通过规则进行共同评价。教学强调使用Geogebra、OneNote和数字白板。在线课程是通过Google-Meet进行的。录制的课程被上传到LMS平台,与学生共享。结果表明,通过在线调查,学生们对这一创新给予了积极的评价。
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引用次数: 2
A Virtual Reality Application using Hand Motion Tracking with Leap Motion Sensor 基于Leap运动传感器的手部运动跟踪虚拟现实应用
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281210
L. Caro, Emilio Villablanca, B. Peralta
The kinesiological treatment of hand typically requires exercise either of mobility, elasticity or reflexes in the hands. This exercises requires to be evaluated by an expert, however, he could not be present. An alternative is the use of technologies, where eventually these exercises could be remotely modelled using 3D models for a more detailed representation of action respect to typical video records. Nonetheless, the hands are a very complex object as it is conformed by multiple parts, which difficults the application of typical sensors as RGB cameras. In this work, we propose to develop a software capable of implementing hand tracking system over a real-time infrared device. This system associates the sensor measures to precise position and pose of the hand. Besides, the software graph the hands three-dimensionally in a virtual environment considering different exercises that the user might perform. We expect that this proposal will be the basis of an application for kinesiological exercise in the hands, since this implementation technology also aims to increase the motivation of users to carry out the exercises and consequently, this could even mean a decrease in the recovery time.
手部的运动学治疗通常需要锻炼手部的机动性、弹性或反射性。这个练习需要一位专家来评估,但是他没能到场。另一种选择是使用技术,最终这些练习可以使用3D模型远程建模,以更详细地表示典型视频记录的行动。然而,手是一个非常复杂的物体,因为它是由多个部分组成的,这给RGB相机等典型传感器的应用带来了困难。在这项工作中,我们建议开发一个能够在实时红外设备上实现手部跟踪系统的软件。该系统将传感器测量与手的精确位置和姿势联系起来。此外,该软件还考虑到用户可能进行的不同练习,在虚拟环境中以三维方式绘制了手。我们希望这一建议将成为手部运动学锻炼应用的基础,因为这种实施技术还旨在增加用户进行锻炼的动机,因此,这甚至可能意味着恢复时间的减少。
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引用次数: 1
A Hybrid Compressed Data Structure Supporting Rank and Select on Bit Sequences 支持位序列排序和选择的混合压缩数据结构
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281244
Diego Arroyuelo, Manuel Weitzman
We introduce a practical data structure for supporting the fundamental operations rank, select, and member on integer sets (and their corresponding characteristic bit vector). Our data structure uses a hybrid compression approach to achieve compressed space, while still supporting the operations efficiently. Our aim is to take advantage of the long runs of successive elements that arise in several practical scenarios. Our experimental results indicate that our approach is highly competitive in these cases with the most efficient state-of-the-art data structures.
我们介绍了一种实用的数据结构,用于支持整数集(及其相应的特征位向量)上的基本操作rank、select和member。我们的数据结构使用混合压缩方法来实现压缩空间,同时仍然有效地支持操作。我们的目标是利用在几个实际场景中出现的连续元素的长期运行。我们的实验结果表明,在这些情况下,我们的方法与最有效的最先进的数据结构具有很强的竞争力。
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引用次数: 5
Modelo de evaluación gamificado en cursos de algoritmos y programación 算法和编程课程中的游戏化评估模型
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281150
Luis Norberto Zapata Puerta, M. Gómez-Álvarez
Currently, engineering and computer science programs worldwide face several challenges, on the one hand, high dropout rates still persist in these programs with rates ranging from 30% to 50%. On the other hand, due to this problem, a crisis is looming in the software industry due to the high demand and the shortage of qualified talent in Information and Communication Technologies (ICT). This is why software development and more specifically learning to program has become a worldwide trend. While gamification-based teaching methodologies and strategies can improve student motivation and engagement during the teaching-learning process, the design and implementation of gamified assessment models remains a largely unmet challenge, due to that most authors apply the use of gamification in virtual learning environments and little in face-to-face activities developed in the classroom. Due to the above, this article proposes a gamified evaluation model aimed at improving the performance of students during an introductory course on algorithms and programming, through permanent feedback, assertive problem solving and mini-lines, and the development of video games to motivate learning by accumulating points or bonuses. With the application of this model, not only will it be possible to improve the motivation, permanence and performance of the students, but also the teachers will be able to maintain an adequate level of demand in each of the proposed evaluative activities and thus achieve greater commitment in the students, motivation and effort to obtain the bonuses and increase the results obtained in each of the course evaluations.
目前,世界范围内的工程和计算机科学专业面临着一些挑战,一方面,这些专业的高辍学率仍然存在,辍学率从30%到50%不等。另一方面,由于这个问题,由于信息和通信技术(ICT)方面的高需求和合格人才的短缺,软件行业正在出现危机。这就是为什么软件开发,更具体地说,学习编程已经成为一种全球趋势。虽然基于游戏化的教学方法和策略可以在教学过程中提高学生的积极性和参与度,但游戏化评估模型的设计和实施仍然是一个很大程度上未解决的挑战,因为大多数作者将游戏化应用于虚拟学习环境,而很少用于课堂上开发的面对面活动。基于上述原因,本文提出了一个游戏化的评估模型,旨在提高学生在算法和编程入门课程中的表现,通过永久反馈,自信的问题解决和迷你线,以及通过积累积分或奖励来激励学习的视频游戏的开发。该模型的应用不仅可以提高学生的积极性、持久性和绩效,而且教师也可以在每次提出的评价活动中保持足够的需求水平,从而使学生有更大的投入、动力和努力来获得奖励,提高每次课程评价的结果。
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引用次数: 1
VisualMail+ as a Dialogue-oriented Forum: An Empirical Case about Cooperation and Learning VisualMail+作为对话导向的论坛:关于合作与学习的实证案例
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281217
Edmundo P. Leiva-Lobos, H. Ponce, Santiago J. Braganza
This study experimentally tested whether cooperation among participants increases when they use a forum application with added functionalities derived from the language-action and situated-action perspectives compared with participating in a forum without such features. We used two versions of a visual-based forum application that included functionalities to visualize the threads of an argumentation. The first one is called VisualMail, and the situated language-action enriched-forum is called VisualMail+. A total of 84 college students participated in the study and were randomly assigned to one of 20 different groups. Subsequently, these groups were randomly assigned to use VisualMail or VisualMail+. The results indicate that using VisualMail+ significantly increases cooperation among participants compared with VisualMail, with a large effect size (d = 1.01).
本研究通过实验测试了当参与者使用带有语言-行动和情境-行动视角的附加功能的论坛应用程序时,他们之间的合作是否比使用没有这些功能的论坛应用程序时有所增加。我们使用了两个版本的基于可视化的论坛应用程序,其中包括可视化论证线程的功能。第一个被称为VisualMail,而位于语言-动作丰富的论坛被称为VisualMail+。共有84名大学生参加了这项研究,他们被随机分配到20个不同的小组中。随后,这些组被随机分配使用VisualMail或VisualMail+。结果表明,与使用VisualMail相比,使用VisualMail+显著提高了被试之间的合作程度,且效应量较大(d = 1.01)。
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引用次数: 0
Perception of achievements achieved as a result of Project-Based Learning application in the Course of Database by Students of the Professional School of Systems Engineering 系统工程专业学院学生在数据库课程中应用项目式学习所取得的成绩感知
Pub Date : 2020-11-16 DOI: 10.1109/SCCC51225.2020.9281272
César Baluarte-Araya
At the undergraduate level in universities, Formative Research is applied to strengthen and increase knowledge, achieve the student's competencies, soft skills, skills and results. The objective is to show the perceptions of achievement achieved by students by applying Project-Based Learning, adapted to the Database course in laboratory internships; together with the Formative Research project of a real problem in organizations. The survey is used as a technique, the questionnaire instrument, systematizing the data, showing qualitative and quasi-qualitative evidence of achievements. Concluding that Formative Research is given in a cross-cutting way in courses of the curriculum, properly applied didactic strategies allow to obtain the expected student results, improve and reinforce knowledge, soft skills, skills, follow a method of work, achieve the competencies of the course, basic level of research; serve the results as feedback for continuous course improvement.
在大学的本科阶段,形成性研究应用于加强和增加知识,实现学生的能力,软技能,技能和成果。目的是展示学生通过应用基于项目的学习(适应于实验室实习的数据库课程)所取得的成就的感知;结合组织中一个实际问题的形成性研究项目。调查作为一种技术,问卷调查的工具,系统化的数据,显示成果的定性和准定性证据。结论:形成性研究是在课程的课程中以跨领域的方式进行的,正确应用教学策略可以获得预期的学生结果,提高和加强知识,软技能,技能,遵循一种工作方法,达到课程的能力,基本水平的研究;将结果作为持续改进课程的反馈。
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引用次数: 0
期刊
2020 39th International Conference of the Chilean Computer Science Society (SCCC)
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