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arXiv 2608.16898cs.CYcs.HCcs.LOcs.SE

使用弹珠台(Pachinko)进行运行时监控的体验式学习

Experiential Learning of Runtime Monitoring Using Pachinko

Miles Scharff, Maria Chemodanova, Mark Santolucito

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中文总结 AI 辅助

本文介绍了一项以交互式弹珠台游戏为载体的课堂作业,依托双核ESP32工作流,通过实践式项目教学教授运行时监控知识,相关资源可移植至其他同类课程。

中文摘要 AI 辅助

本文介绍了一项课堂作业的相关文档,该作业通过一个创意嵌入式系统构建项目——交互式弹珠台(Pachinko)游戏,教授运行时监控知识。作业围绕双核ESP32工作流展开,学生需为监控器编写RTLola规范,将这些监控器编译为C语言代码,并与传感器及执行器控制逻辑一同部署。弹珠台游戏事件会被实时记录,并根据形式化时序逻辑规范触发声音、动画及电机行为。本研究展示了如何在创意且课堂规模的环境中,通过实践式、项目式教学向学习者教授形式化方法。我们还讨论了可移植性:作业模板、硬件栈、代码库及评估方法均经过设计和文档记录,以便在其他嵌入式系统、创意计算或创客空间风格的课程中复制。该作业已在巴纳德学院创意嵌入式系统(COMS3930)课程中向学生布置。

英文摘要

We present documentation of a classroom assignment that teaches runtime monitoring through a creative embedded systems build: an interactive Pachinko game. The assignment centers on a dual-core ESP32 workflow in which students write RTLola specifications for monitors, compile these monitors to C, and deploy them alongside sensor and actuator control logic. Pachinko game events are logged in real time and used to trigger sound, animation, and motor behavior according to formal temporal logic specifications. This work showcases how formal methods can be taught in a hands-on, project-based setting for learners in a creative and classroom-scale setting. We also discuss portability: the assignment template, hardware stack, code base, and assessment approach are designed and documented to be replicated in other embedded systems, creative computing, or makerspace-style courses. This assignment was given to the students of Creative Embedded Systems (COMS3930) at Barnard College.

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