This paper describes the design and development stages of a web-based framework, aiming to support the creation of mobile applications within the context of mobile learning. The suggested approach offers the opportuni...
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ISBN:
(纸本)9781479940387
This paper describes the design and development stages of a web-based framework, aiming to support the creation of mobile applications within the context of mobile learning. The suggested approach offers the opportunity to deploy and execute these applications on mobile devices. This web-based solution additionally offers the possibility to visualize the data collected by the mobile applications in a web-browser. Despite previous research efforts carried out in this domain, few of the projects have addressed these processes from a purely web-based perspective. Currently, a prototype of an authoring tool for creating mobile data collection applications is already implemented. In order to integrate and validate this solution in everyday educational settings, we are collaborating with a network of high schools. On the basis of workshops with teachers we will carry out, refinements and requirements for further enhancements will be collected and will be used to guide our coming efforts.
Creating a program that performs even a simple task and shows the result is unapproachable to most people, and even trained programmers face a burden to create a new program. In this paper, we introduce a prototype sy...
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ISBN:
(纸本)9781450396561
Creating a program that performs even a simple task and shows the result is unapproachable to most people, and even trained programmers face a burden to create a new program. In this paper, we introduce a prototype system and model for live visual dataflow programming where intermediate steps are visible and all components are tangible and manifest. Our system aims to allow a user to dive in and immediately have a working program that can be incrementally extended.
In this paper we introduce an end-user programming approach for defining interaction sequences with collaborative robots using gestures. The approach relies on a textual domain-specific language (DSL) to allow end use...
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In this paper we introduce an end-user programming approach for defining interaction sequences with collaborative robots using gestures. The approach relies on a textual domain-specific language (DSL) to allow endusers to specify the expected robot behaviour through Behaviour-Driven Development (BDD) scenarios. To evaluate the feasibility of our approach, we conducted a user study with 12 participants having an entry level in programming. The participants were asked to code a sequence in which the collaborative robot responds to their body gestures by performing a pick-and-place task. The study's findings indicate that the method is both effective and user-friendly for individuals with limited programming experience, while highlighting opportunities for adopting new end-user development practices.
Visualizations can facilitate data exploration and communication of insights. While many tools exist to support the design of interactive visualizations, the development process relies heavily on the user's domain...
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Visualizations can facilitate data exploration and communication of insights. While many tools exist to support the design of interactive visualizations, the development process relies heavily on the user's domain and programming expertise. To facilitate interactive visualization design, improved tools should better align with and enrich the user's mental model. This dissertation contributes three projects to help end-user programmers more effectively author, understand, and reuse both code and data to design interactive visualizations. To this end, this dissertation explores (1) the design of customized graph layouts, (2) the development and debugging process for interactive visualizations, and (3) the synchronization and customization of multiple visualization versions for responsive visualization design. Across these projects, this dissertation explores how new techniques that raise the level of abstraction can help users focus on the domain-specific concepts of interest, while deferring low-level implementation details to the underlying system. A crucial step in this process is to identify and communicate actionable information to the enduser. To accomplish this goal, this dissertation contributes three sets of formative interviews with potential users to identify unique challenges and design opportunities for the given domain. These interviews illustrate the disconnect between users' expectations and the functionality provided by existing systems or development workflows, and further highlight the types of tangential, low-level information that systems should hide from the user's view to improve the development process. While this information may be useful for completely or accurately representing the program behavior, such details can unnecessarily complicate the program understanding or debugging process. Motivated by these challenges and interviews, this dissertation contributes new programming languages and program visualization tools to better help end-us
We explore the factors that determine whether individuals are likely to experience intrinsic motivation in end-user programming (EUP). We report two experiments: one that tests whether there are reliable psychometric ...
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ISBN:
(纸本)9781467374576
We explore the factors that determine whether individuals are likely to experience intrinsic motivation in end-user programming (EUP). We report two experiments: one that tests whether there are reliable psychometric constructs that describe different aspects of intrinsic motivation, and one that tests whether these constructs are successful in predicting individuals' own self-reported intrinsic motivation after using a popular EUP product. We conclude that there are identifiable and distinct motivational factors in EUP, and that these are associated with particular psychometric personality traits. We offer several suggestions for future research that could apply these findings to improve uptake and quality of user experience for educational and general-purpose EUP applications.
Programmable tools for design offer users an expressive new medium for their work. but becoming acquainted with the tool's language can be a daunting task. To address this problem. we present a framework for the d...
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Adapting the behavior of robots and their interaction with other machines on the shop floor is typically accomplished by non-programmers. Often these non-programmers use visual languages to specify the robot's and...
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Adapting the behavior of robots and their interaction with other machines on the shop floor is typically accomplished by non-programmers. Often these non-programmers use visual languages to specify the robot's and/or machine's control logic. While visual languages are explored as a means to enable novices to program, there is little understanding of what problems novices face when tasked with realistic adaptation programming tasks on the shop floor. In this paper, we report the results of a controlled experiment where domain experts in the injection molding industry inspected and changed realistic programs involving a robot, injection molding machine, and additional external machines. We found that participants were comparably quick to understand the program behavior with a familiar sequential function chart-based language and a Blockly-based language used for the first time. We also observed that these non-programmers had difficulty in multiple aspects independent of language due to the interweaving of physical and software-centric interaction between robot and machine. We conclude that assistance needs to go beyond optimizing available language elements to include suggesting relevant programming elements and their sequence.(c) 2022 The Author(s). Published by Elsevier Inc. This is an open access article under the CC BY license (http://***/licenses/by/4.0/).
Cross-smart space applications are specific types of software services that enable users to share information, monitor the physical and logical surroundings and control it in a way that is meaningful for the user'...
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Cross-smart space applications are specific types of software services that enable users to share information, monitor the physical and logical surroundings and control it in a way that is meaningful for the user's situation. For developing cross-smart space applications, this paper makes two main contributions: it introduces (i) a component design and scripting method for end-user programming of cross-smart space applications and (ii) a backend framework of components that interwork to support the brunt of the RDFScript translation, and the use and execution of ontology models. Before end-user programming activities, the software professionals must develop easy-to-apply Driver components for the APIs of existing software systems. Thereafter, end-users are able to create applications from the commands of the Driver components with the help of the provided toolset. The paper also introduces the reference implementation of the framework, tools for the Driver component development and end-user programming of cross-smart space applications and the first evaluation results on their application.
As robots interact with a broader range of end-users, end-user robot programming has helped democratize robot programming by empowering end-users who may not have experience in robot programming to customize robots to...
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As robots interact with a broader range of end-users, end-user robot programming has helped democratize robot programming by empowering end-users who may not have experience in robot programming to customize robots to meet their individual contextual needs. This article surveys work on end-user robot programming, with a focus on end-user program specification. It describes the primary domains, programming phases, and design choices represented by the end-user robot programming literature. The survey concludes by highlighting open directions for further investigation to enhance and widen the reach of end-user robot programming systems.
Rule-based programming systems can be fragile because they force the user to account for all logical alternatives. If an unconsidered case does arise during execution, program behavior falls through the cracks into un...
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Rule-based programming systems can be fragile because they force the user to account for all logical alternatives. If an unconsidered case does arise during execution, program behavior falls through the cracks into unspecified behavior. We investigate rule-based, end-user strategy programming by introducing our Interactive Football Playbooka domain specific, end-user programming environment to allow American football coaches to create animated football scenarios by associating strategy information with virtual football players. We address the problem of rule explosion through "rule bending" to support a minimalist, scaffolding-driven programming environment. Additionally, we introduce visual language representations for logical and sequential "and" to mitigate end-user confusion with the semantic meaning of these "and" constructs. (c) 2008 Published by Elsevier Ltd.
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