COMPUTER GENERATION OF PRIMITIVE MATRICES
Julie Crossman and Ron Scrofano
(Computer Science and Mathematics, Dr. Wyels)
A list known to contain all mathematical structures of a particular type can be very useful to anyone studying these structures. The creation of such lists can itself be a significant intellectual and practical problem. While a complete list may be generated by brute force methods, current technology does not allow brute force--not if we wish to complete the task during our lifetimes. We examine various methods of generating combinatorial structures, and attempt to create a method to generate primitive matrices. After introducing the basic concepts we will: discuss why the generation of primitive matrices may be significantly harder than the generation of seemingly closely-related structures; and, outline our results.
USING NARRATIVE OPTIONS TO SUSTAIN USER INTEREST IN A MULTIMEDIA PRODUCT
Mike Bilodeau (Multimedia, Dr. Wines)
This project demonstrates a strategy for sustaining user interest in a multimedia product. Choices are important to users partly because they offer a sense of control and of involvement through interactivity. This choice-based interface gives the user the option of being able to determine the order of a set of narratives. I wanted the user to retain control over the first choices, but I introduced a random element so players could have a variety of experiences. The sequence of the narratives is insignificant. Each ties into the others and the user is prompted to notice these differences.
PERSONALIZING ACTIVE LEARNING
Melanie Clarey (MultiMedia.Dr. Wines)
Active learning, long accepted as an essential component of good pedagogy, is being particularly scrutinized as the integration of new technologies into all levels of teaching and learning becomes more common. In order to individualize the active learning method for each user, it is necessary to present that user with choices. My program allows the user to make choices, which, in turn, means that he or she can manipulate the final product. Doing this makes the user an active participant rather than a passive viewer. The choosing aspect of the program makes learning like a game, and research has shown that choosing activities translates into better learning. Incorporating a different language into the program learning program significantly increases its educational potential. Extensions of this project could include the teaching of many different languages, or the teaching of a variety of different subjects to people of all ages.