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2017 27th EAEEIE Annual Conference (EAEEIE)最新文献

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E-learning platform WIMS for bachelor first year courses on electric circuit 电子学习平台WIMS用于本科一年级的电路课程
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768619
C. Berland
Electric circuit lecturing for first year bachelor students is for different reasons challenging. Indeed, students are to acquire calculation competences on electric circuit before being able to realize electronic functions. Learning how to use and apply basic theorems is not a stimulating task and is mainly hindered by the student inabilities to operate simple mathematic calculations. In this paper, we present the development of exercises sheets on an e-learning platform, WIMS, to support the students learning process. The results of this experimentation are encouraging with an improvement of four points of the final evaluation compared to previous year’s results and a real involvement of the student for the subject.
由于种种原因,大一本科生的电路课具有挑战性。的确,学生在能够实现电子功能之前,要先掌握电路的计算能力。学习如何使用和应用基本定理并不是一项令人兴奋的任务,主要是由于学生不能进行简单的数学计算。在本文中,我们介绍了在一个电子学习平台WIMS上的练习表的开发,以支持学生的学习过程。这次实验的结果是令人鼓舞的,与去年的结果相比,最终评价提高了4分,学生真正参与了这门学科。
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引用次数: 2
The social model of the candidate for a study of the electric engineering as an inspiration for flexibility in planning of the study 该社会模型的候选研究为电气工程的灵活性规划研究提供了启发
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768626
J. Kozieł, Mariusz Śniadkowski, A. Wac-Włodarczyk
The research methods of diagnostic survey aimed to draw the attention to the openness of the lecturers to more flexible learning programs in order to meet the needs of graduates and potential employers. The focus was, inter alia, on educational institutions, from which the subjects graduated, promotional activities of the Lublin University of Technology, students' interest, activity in various associations and organizations, and career plans after graduating from the analyzed specialization. The presented article analyzes selected research problems, the results of which can be used in the educational process through more flexible timetables for the electric engineering and enhancing the quality of education as well as extending educational offer.
诊断性调查的研究方法旨在引起人们对讲师对更灵活的学习计划的开放性的关注,以满足毕业生和潜在雇主的需求。除其他外,重点是学生毕业的教育机构、卢布林工业大学的宣传活动、学生的兴趣、参加各种协会和组织的活动以及从所分析的专业毕业后的职业规划。本文选取研究问题进行分析,研究结果可应用于电气工程专业的教学过程中,为电气工程专业制定更灵活的教学时间表,提高教学质量,扩大教学范围提供参考。
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引用次数: 0
Modernising Instructional Methodologies in Computer and Telecomminication Engineering Education 计算机与通信工程教育教学方法的现代化
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768591
Irene Mamakou, C. Halatsis, Maria Gregoriadou
The instructional methodologies that are applied in Computer and Telecommunication Engineering Education are outdated and contribute to student failure and attrition. A methodological framework which is considered appropriate, respecting individuality and enhancing (Gardner’s) multiple intelligences is analysed and applied in an experimental course intelligences is analysed and applied in an experimental course which addresses academic/research skills development through project-based instruction. This piece of research is thus two-fold as it proposes a dual shift which involves new content (skills) and a modern mode of acquisition. The pedagogical considerations and learning objectives are outlined and the effectiveness of this approach is investigated through the evaluation of student projects submissions.
在计算机和电信工程教育中应用的教学方法已经过时,导致学生失败和流失。一个被认为是适当的、尊重个性和增强(加德纳的)多元智能的方法框架被分析并应用在实验课程中,智能被分析并应用在实验课程中,通过基于项目的教学来解决学术/研究技能的发展。因此,这项研究是双重的,因为它提出了双重转变,涉及新的内容(技能)和现代的获取模式。概述了教学考虑和学习目标,并通过评估学生提交的项目来调查这种方法的有效性。
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引用次数: 0
Learning project management skills through game programming 通过游戏编程学习项目管理技能
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768727
C. Baras, Rémy Chollet, Jérôme Martin
Engineering training programmes commonly integrate project management skills as a legitimate subject for training competent graduates [7], [5]. Since a few years, this topic has been expanding to lower academic degrees. The challenge is then to combine students’ limited technical competences with management requirements and entrepreneurial skills (work experience, staff planning, feedback and even product promotion).The French institutes of technology (such as Grenoble IUT) provide undergraduate technical degrees in different technical specialities with two-year training programmes. In 2013, the programme of the Network and Telecommunication speciality [4] was modernised in this way to :1)introduce project management aspects with 20 hours of lectured training and 30 hours per student of personal work;2)take into account high-level programming languages and mobile devices (smartphones, tablets, …): 60 hour training must cover the basic algorithmic principles (procedural programming using Python language) but also the operating principles of the applications letting clients query server services.In this paper, we propose to describe the pedagogical approach we adopt to combine these two goals: students work in pairs for 12 weeks and experiment the programming process by developing a game (namely the Battleship) with given technical specifications. This approach offers two major learning points:•gaining skills on programming: students are motivated with a fun basic application [3]. Then they are invited to add gaming options with respect to their abilities and with increasing programming complexity (including graphical interface or network gaming service).•placing students in a professional situation: student work is driven by well-documented functional specifications and demonstrator programs. Specifications split the project development into four stages with fixed deadlines. Students are in charge of work assignment using classical project management tools and professional collaborative work systems (Gantt diagram and Subversion source version control system [1]).The proposed project is detailed based on our three-year teaching experience focusing on the pedagogical progression, the advantages of IT project management tools and the skills learned by students after this first practical experience.
工程培训计划通常将项目管理技能作为培训合格毕业生的合法科目[7],[5]。几年来,这个话题已经扩展到较低的学位。接下来的挑战是将学生有限的技术能力与管理要求和创业技能(工作经验、员工规划、反馈甚至产品推广)结合起来。法国技术学院(如格勒诺布尔工业技术学院)提供不同技术专业的本科技术学位,并提供为期两年的培训课程。2013年,网络和电信专业[4]的课程以这样的方式进行现代化:1)引入项目管理方面的内容,包括20小时的授课培训和每个学生30小时的个人工作;2)考虑高级编程语言和移动设备(智能手机、平板电脑等);60小时的培训必须涵盖基本的算法原理(使用Python语言的过程编程),还包括让客户端查询服务器服务的应用程序的操作原理。在本文中,我们建议描述我们采用的结合这两个目标的教学方法:学生们结对工作12周,并通过开发一款具有特定技术规格的游戏(即《战舰》)来实验编程过程。这种方法提供了两个主要的学习点:•获得编程技能:学生被有趣的基本应用程序所激励[3]。然后邀请他们根据自己的能力和不断增加的编程复杂性(包括图形界面或网络游戏服务)添加游戏选项。•将学生置于专业环境中:学生的工作是由记录良好的功能规范和演示程序驱动的。规范将项目开发分为四个阶段,每个阶段都有固定的截止日期。学生使用经典的项目管理工具和专业的协同工作系统(甘特图和Subversion源代码版本控制系统[1])负责工作分配。建议的项目是基于我们三年的教学经验,重点是教学进展,IT项目管理工具的优势,以及学生在第一次实践经验后学到的技能。
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引用次数: 0
Teaching Hardware/Software Co-design of Embedded Systems – a Case Study 嵌入式系统软硬件协同设计教学案例研究
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768584
Nina Bencheva, N. Kostadinov
With expanding proliferation of embedded systems the demand for qualified engineers to design them increases. In response to raised interest many computing curricula have been subject to change in order to expand the embedded systems topics. To meet the challenges of real embedded development, the students should be trained in applying the hardware/software co-design as a key to ensure a successful final product and to reduce costs and design time. This paper presents a case study describing an undergraduate course project involving design of a simple, but realistic embedded system using hardware/software co-design approach. It demonstrates how Specification and Description Language (SDL) can be used to model the structure and behavior of the system, as well as to help the partitioning and allocation tasks in the design flow. Conclusions of the impact of using the hardware/software co-design method in the embedded system design projects on raising students’ interest and understanding are outlined.
随着嵌入式系统的不断扩展,对设计嵌入式系统的合格工程师的需求也在增加。为了响应人们对嵌入式系统的兴趣,许多计算机课程都进行了修改,以扩展嵌入式系统的主题。为了应对真正的嵌入式开发的挑战,学生应该接受训练,将硬件/软件协同设计作为确保最终产品成功的关键,并降低成本和设计时间。本文介绍了一个案例研究,描述了一个本科课程项目,涉及使用硬件/软件协同设计方法设计一个简单但现实的嵌入式系统。它演示了如何使用规范和描述语言(SDL)对系统的结构和行为建模,以及如何在设计流中帮助划分和分配任务。总结了在嵌入式系统设计项目中使用软硬件协同设计方法对提高学生的兴趣和理解的影响。
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引用次数: 3
The SALEIE Project : A successful International Collaborative Project and springboard for future projects SALEIE项目:一个成功的国际合作项目和未来项目的跳板
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768651
A. Ward, I. Grout, H. Frémont, D. Cojocaru, M. Poboroniuc, L. Lhotská, T. Welzer, L. Grindei
The Strategic ALignment of Electrical and Information Engineering in European Higher Education Institutions (SALEIE) Project was the latest project in a series of projects submitted with the support of the EAEEIE. The project was EU funded and ran from October 2012 to December 2015. It had 45 project partners, 44 from Europe and one from Russia. With a focus on Electrical and Information Engineering, the project explored academic programme governance issues across the consortium and proposed models for ways in which curricula can be specified to help ensure the detail of the programme can be easily understood by others. The project also established a set of fully developed curricula for the ICT Securities and Renewable Energies at the First and Second Cycle Degree levels. Finally the project developed an extensive online resource for the support of students with disabilities. All three of these project ‘threads’ combine to provide a solid foundation for teaching collaborations across Europe especially those which have, as an integral component, a transnational student mobility. The resources created together lay down a suggested academic programme in the two technical areas considered but also as a model that can be used in other technical areas; and also to ‘level the playing field’ of student engagement – opening programmes up for students who need additional support. The paper starts with a summary of the rationale for, and the aims and objectives of the project. It leads on to state the main deliverables and the specific deliverables that should be of interest to curriculum developers across Europe and the impact it has had in terms of dissemination. Finally it makes suggestions for possible follow on projects that promote collaborations and the support of all students.
欧洲高等教育机构电气和信息工程战略联盟(SALEIE)项目是EAEEIE支持下提交的一系列项目中的最新项目。该项目由欧盟资助,从2012年10月持续到2015年12月。它有45个项目合作伙伴,其中44个来自欧洲,一个来自俄罗斯。该项目以电气和信息工程为重点,探讨了整个联盟的学术项目管理问题,并提出了可以指定课程的方法模型,以帮助确保项目的细节可以被其他人轻松理解。该项目还为第一和第二周期学位级别的信息和通信技术证券和可再生能源制定了一套完整的课程。最后,该项目开发了一个广泛的在线资源,以支持残疾学生。所有这三个项目的“线索”结合起来,为整个欧洲的教学合作提供了坚实的基础,特别是那些作为一个不可分割的组成部分,跨国学生流动。共同创造的资源为所考虑的两个技术领域制定了建议的学术方案,但也可作为可用于其他技术领域的模式;同时也为学生的参与创造“公平的竞争环境”——为需要额外支持的学生开放课程。本文首先概述了该项目的基本原理、目的和目标。它引出了欧洲课程开发者应该感兴趣的主要可交付成果和具体可交付成果,以及它在传播方面的影响。最后,它为可能的后续项目提出建议,以促进合作和所有学生的支持。
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引用次数: 0
"The Active Project-Based Learning" for Electrical and Information Engineering Teaching 电子与信息工程教学中的“主动项目式学习”
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768628
S. Baccar, Sophie Houlier, M. Messaadia
This paper deals with the description of a newly practiced method of teaching in EI. CESI, a French engineering school. This method called "The Active Project-Based Learning" (APBL) belongs to an emergent trend of innovative and active learning methods. The APBL approach has as a goal to eliminate the drawbacks of the classical education methods, which are often based on an almost unidirectional teacher speech, an unbalance in the amounts of information exchange and interaction between the transmitter (the teacher) and the receiver (the learner). Moreover, clearly, the great quantity of knowledge flow, the inactivity of the learner, a certain monotony of the teacher speech and finally the abstract character of some scientific fields are critical factors of risk and failure of the conventional method. This is more and more true face to a new generation growing in a digital environment where media and digital tools are preponderant. Consequently, the "old" conventional method has reached its limitation.In opposition to the conventional method, the APBL puts the student in the center of the learning mechanism. The learning is based rather on a flexible and dynamic interaction between the teacher and the student. he teacher ensures a role of coaching and accompanying the learner to reach the preplanned pedagogical goal with an easier and a faster way on a hand and with a greater chance of success on the other hand. The student can trust more and more in his capacities and can manage better, organize and customize his own learning process. Organizing studies by project will increase the student autonomy and will set up a similar context of professional work of an engineer in a company. Finally, elementary steps of the project are defined to ensure a continual improvement process, by following the PDCA process (P-Plan, D-Do, Check, A-Act), a widely used management method in industry. These are the great outlines of the APBL method, its expected results and impacts on the quality and efficiency of learning.
本文介绍了一种新的教学实践方法。CESI,一所法国工程学校。这种方法被称为“主动项目学习”(APBL),属于创新和主动学习方法的新兴趋势。APBL方法的目标是消除经典教育方法的缺点,这些方法通常基于几乎单向的教师演讲,传递者(教师)和接收者(学习者)之间的信息交换和互动数量不平衡。此外,很明显,大量的知识流动、学习者的不主动性、教师讲话的某种单调性以及某些科学领域的抽象性是传统方法风险和失败的关键因素。这是在媒体和数字工具占主导地位的数字环境中成长的新一代越来越真实的面孔。因此,“旧的”传统方法已经达到了它的极限。与传统方法不同,APBL将学生置于学习机制的中心。学习是基于教师和学生之间灵活和动态的互动。教师确保指导和陪伴学习者的角色,一方面以更简单、更快的方式达到预定的教学目标,另一方面也有更大的成功机会。学生可以越来越相信自己的能力,可以更好地管理、组织和定制自己的学习过程。通过项目组织学习将增加学生的自主权,并将建立类似于公司工程师专业工作的背景。最后,定义了项目的基本步骤,以确保持续改进过程,遵循PDCA过程(P-Plan, D-Do, Check, a - act),这是一种在工业中广泛使用的管理方法。这些是APBL方法的概要,它的预期结果和对学习质量和效率的影响。
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引用次数: 1
Preservation and popularisation of the ancient Roman cultural heritage using the modern information and communication technologies 运用现代资讯及通讯科技,保存及推广古罗马文化遗产
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768720
P. Zahariev, Georgi V. Hristov, Nina Bencheva, M. Iliev, Yoana Ruseva
The paper outlines how the modern information technologies can be used for the preservation and the popularisation of historically and culturally significant Roman sites from the lower part of the Danube Limes, a UNESCO World Heritage site candidate. This specific geographical zone was selected due to the many well preserved, but fairly unknown sites along the lower part of the Danube River and on the border area between Bulgaria and Romania. All results, which are presented in this paper, are obtained during the implementation of the ongoing project 15.2.1.038 "Ancient roman cultural heritage interactive visualization environment for the cross border area between Bulgaria and Romania" (ARCHIVE), co-financed by the European Union through the European Regional Development Fund under the INTERREG V-A Romania-Bulgaria Programme.In the initial sections of the paper we briefly present the international consortium and the structure of the project, its aim and main objectives. The next sections of the paper are focused on the activities for the preservation and popularization of the ancient Roman sites. These activities range from the traditional ground-based photo and video shootings of the selected Roman locations to the use of the modern unmanned aerial vehicles for obtaining low and high altitude photographs, video clips, as well as for the creation of ortho-photo images and 3D models. The paper investigates also the use of 3D scanners and photo cameras for the digitalization and the creation of 3D models of some of the most significant Roman artefacts and the printing of these 3D models as scaled replicas using modern eco-friendly 3D printers. The next section of the paper investigates the possibilities for the use of the created digital materials – for the development of tourist applications for mobile devices, for the creation of electronic educational resources about the Roman history in the cross-border area between Bulgaria and Romania, for the creation of Virtual museums and so on. Last, but not least, we present some topics from the created joint strategy for popularisation of the Roman heritage, which focus on the use of the developed resources for the training and education of the local school and university students.
这篇论文概述了如何利用现代信息技术来保护和推广多瑙河下游具有重要历史和文化意义的罗马遗址。多瑙河下游是联合国教科文组织世界遗产候选地之一。之所以选择这个特殊的地理区域,是因为多瑙河下游以及保加利亚和罗马尼亚边境地区有许多保存完好但鲜为人知的遗址。本文中介绍的所有结果都是在15.2.1.038“保加利亚和罗马尼亚跨境地区古罗马文化遗产互动可视化环境”(ARCHIVE)项目实施期间获得的,该项目由欧盟通过INTERREG V-A罗马尼亚-保加利亚方案下的欧洲区域发展基金共同资助。在论文的开头部分,我们简要介绍了国际财团和项目的结构,其目的和主要目标。本文的下一节将重点介绍古罗马遗址的保护和普及活动。这些活动范围从选定罗马地点的传统地面照片和视频拍摄到使用现代无人驾驶飞行器获取低空和高空照片,视频剪辑,以及创建正交照片图像和3D模型。本文还研究了使用3D扫描仪和照相机对一些最重要的罗马文物进行数字化和3D模型的创建,并使用现代环保3D打印机将这些3D模型打印为比例复制品。本文的下一部分研究了使用创建的数字材料的可能性-用于开发移动设备的旅游应用程序,在保加利亚和罗马尼亚之间的跨境地区创建关于罗马历史的电子教育资源,创建虚拟博物馆等等。最后,但并非最不重要的是,我们从创建的罗马遗产普及联合战略中提出了一些主题,重点是利用已开发的资源对当地中小学和大学生进行培训和教育。
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引用次数: 1
Blind’s Inclusion in Mobile Games 盲人在手机游戏中的融入
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768494
P. Escudeiro, N. Escudeiro, Pedro Oliveira, Maciel Barbosa
Over the last three decades, video games have evolved from a pastime into a force of change that is transforming the way people perceive, learn about, and interact with the world around them. Despite this increased interest, a significant number of people encounter barriers when playing games, due to a disability. Most games are developed without taking into account the accessibility for people with visual disabilities. Despite all efforts to promoting equal opportunities and social inclusion of people with disabilities, there are still few computer games taking into account the accessibility for the blind. The Game2Senses project intends to reduce the social barriers between the blind community and those not suffering from visual disabilities. It aims to increase the quantity, variety and quality of computer games for the visually impaired. This will be achieved by developing a multiplayer game for mobile devices that requires players to interact. It uses 3D auditory experiences and haptic feedback as ways for primary stimuli. It also provides a basic graphic interface to motivate individuals to play since we aim the game to be played by visually impaired and sighted people cooperating with each other. The inputs of the game are very simple consisting in only six movements, gyroscope movements and touchscreen movements: click, double-click, swipe left, swipe right, swipe up and swipe down. In the end, the game will be tested to know if a blind can play the game. It will be evaluated with a survey with questions about intuitiveness, gameplay and degree of entertainment.
在过去的三十年里,电子游戏已经从一种消遣演变成一种变革的力量,改变了人们感知、学习和与周围世界互动的方式。尽管人们对游戏的兴趣越来越浓厚,但仍有相当多的人在玩游戏时遇到障碍,这是由于残疾造成的。大多数游戏的开发都没有考虑到视觉障碍人士的可访问性。虽然政府致力促进残障人士的平等机会和社会包容,但仍有少数电脑游戏顾及盲人的无障碍。Game2Senses项目旨在减少盲人社区和那些没有视觉障碍的人之间的社会障碍。它旨在增加视障人士电脑游戏的数量、种类和质量。这将通过为移动设备开发一款需要玩家互动的多人游戏来实现。它使用3D听觉体验和触觉反馈作为主要刺激的方式。它还提供了一个基本的图形界面来激励个人玩游戏,因为我们的目标是让视障人士和视力正常的人相互合作玩游戏。游戏的输入非常简单,只有6个动作,陀螺仪运动和触摸屏运动:点击,双击,向左滑动,向右滑动,向上滑动和向下滑动。最后,游戏将进行测试,以了解盲人是否可以玩游戏。我们将通过一项关于直观性、游戏玩法和娱乐程度的调查来评估它。
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引用次数: 0
Blended Learning and Innovation in the Education of ElectronicsThe case study of the Riga Technical University 电子教育中的混合式学习与创新里加技术大学的案例研究
Pub Date : 2017-06-01 DOI: 10.1109/EAEEIE.2017.8768675
I. Slaidiņš
Latvia has a long-lasting tradition in education of Radio Engineers (now called Electronics Engineers). The Riga Technical University is the main institution providing education in electronics and related fields in the country. The e-learning portal ORTUS, based on Moodle, has been introduced at the Riga Technical University 10 years ago. It is used in all study programs since then thus facilitating wide introduction of blended learning. A short historical review on the developments in Electronics Engineering education at the Riga Technical University, legislation background of the academic and professional higher education in Latvia is presented. There will be also review of innovation introduced in the education methodology and technology via several local and international projects. The professional MSc program in Electronics Engineering containing the internship and the master thesis with a design project has been introduced since 2010.
拉脱维亚在无线电工程师(现在称为电子工程师)的教育方面有着悠久的传统。里加技术大学是提供电子和相关领域教育的主要机构。10年前,里加技术大学推出了基于Moodle的电子学习门户网站ORTUS。从那时起,它被用于所有的学习项目,从而促进了混合学习的广泛引入。简要回顾了里加技术大学电子工程教育的发展,拉脱维亚学术和专业高等教育的立法背景。还将通过几个本地和国际项目审查教育方法和技术方面的创新。电子工程专业硕士课程,包含实习和硕士论文设计项目,自2010年开始引入。
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引用次数: 2
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2017 27th EAEEIE Annual Conference (EAEEIE)
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