Classification of construction resource states, using sensor data analytics, has implications for improving informed decision-making for safety and productivity. However, training on sensor data analytics in construct...
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Classification of construction resource states, using sensor data analytics, has implications for improving informed decision-making for safety and productivity. However, training on sensor data analytics in construction education faces challenges owing to the complexity of analytical processes and the large stream of raw data involved. This research presents the development and user evaluation of ActionSens, a block-based enduserprogramming platform, for training students from construction-related disciplines to classify resources using sensor data analytics. ActionSens was designed for construction students to perform sensor data analytics such as activity recognition in construction. ActionSens was compared to traditional tools (i.e., combining Excel and MATLAB) used for performing sensor data analytics in terms of usability, workload, visual attention, and processing time using the System Usability Scale, NASA Task Load Index, eye-tracking, and qualitative feedback. Twenty students participated, performing data analytics tasks with both approaches. ActionSens exhibited aAbetter user experience compared to conventional platforms, through higher usability scores and lower cognitive workload. This was evident through participants' interaction behavior, showcasing optimized attentional resource allocation across key tasks. The study contributes to knowledge by illustrating how the integration of construction domain information into block-based programming environments can equip students with the necessary skills for sensor data analytics. AThe development of ActionSens contributes to the Learning-for-Use framework by employing graphical and interactive programming objects to foster procedural knowledge for addressing challenges in sensor data analytics. AThe formative evaluation provides insights into how students engage with the programming environment and assesses the impact of the environment on their cognitive load.
This paper proposes an architecture that makes programming of robot behavior of an arbitrary complexity possible for end-users and shows the technical solutions in a way that is easy to understand and generalize to di...
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This paper proposes an architecture that makes programming of robot behavior of an arbitrary complexity possible for end-users and shows the technical solutions in a way that is easy to understand and generalize to different situations. It aims to facilitate the uptake and actual use of robot technologies in therapies for training social skills to autistic children. However, the framework is easy to generalize for an arbitrary human robot interaction application, where users with no technical background need to program robots, i.e. in various assistive robotics applications. We identified the main needs of end-user programming of robots as a basic prerequisite for the uptake of robots in assistive applications. These are reusability, modularity, affordances for natural interaction and the ease of use. After reviewing the shortcomings of the existing architectures, we developed an initial architecture according to these principles and embedded it in a robot platform. Further, we used a co-creation process to develop and concretize the architecture to facilitate solutions and create affordances for robot specialists and therapists. Several pilot tests showed that different user groups, including therapists with general computer skills and adolescents with autism could make simple training or general behavioral scenarios within 1 h, by connecting existing behavioral blocks and by typing textual robot commands for fine-tuning the behaviors. In addition, this paper explains the basic concepts behind the TiViPE based robot control platform, and gives guidelines for choosing the robot programming tool and designing end-user platforms for robots. (C) 2012 Elsevier B.V. All rights reserved.
There is no ideal programming language. Each is better suited to some tasks rather than others. This is true not only for complete programs, but also for different stages such as architectural design, detailed impleme...
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There is no ideal programming language. Each is better suited to some tasks rather than others. This is true not only for complete programs, but also for different stages such as architectural design, detailed implementation and maintenance. The situation is even more acute in the case of end-user programming languages, which cater for a much more varied user population. It would therefore be advantageous to allow the same program to be viewed, and edited, in a number of different languages. We have developed a system, Lingua Franca, that provides this facility for end-user programming languages in the setting of ubiquitous computing in the home. Copyright (C) 2006 John Wiley & Sons, Ltd.
Specifying varying speeds and temporal relationships is necessary when programming graphical animations, but support for temporal programming has usually been done by adding new language features to a VPL, and these f...
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Specifying varying speeds and temporal relationships is necessary when programming graphical animations, but support for temporal programming has usually been done by adding new language features to a VPL, and these features must be mastered over and above the other aspects of the VPL. However, some researchers have believed that time should be able to be treated like just another dimension. In this paper, we explore whether programming of temporal relationships can be sup ported using exactly the same devices as in spatial programming in grid-oriented VPLs. Toward this end, we provide a continuum of models aimed at this goal, with their advantages and disadvantages, and identify core issues that help illuminate the essence of the problem. We also describe an empirical study comparing one of these models against a widely used traditional approach. The results were that endusers were significantly more successful using the one model tested than with the traditional approach. (C) 2002 Elsevier Science Ltd. All rights reserved.
While the cost of creating robots is declining, deploying them in industry remains expensive. Widespread use of robots, particularly in smaller industries, is more easily realized if robot programming is accessible to...
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ISBN:
(纸本)9781450356152
While the cost of creating robots is declining, deploying them in industry remains expensive. Widespread use of robots, particularly in smaller industries, is more easily realized if robot programming is accessible to non-programmers. Our research explores techniques to lower the barrier to robot programming. In one such attempt, we propose situated tangible robot programming to program a robot by placing specially designed tangible blocks in its workspace. These blocks are used for annotating objects, locations, or regions, and specifying actions and their ordering. The robot compiles a program by detecting blocks and objects in the environment and grouping them into instructions by solving constraints. We designed a preliminary tangible language and blocks and evaluated the intuitiveness and learnability of the approach. Our user studies provide evidence for the promise of situated tangible programming and identify the challenges to address. In addition to improving the block design and extending the language, we are planning to integrate tangible programming into a holistic ecosystem of a programming environment in future.
This paper presents a pilot study for an initial assessment of a tangible tool to support end-user programming (EUP) by teachers to facilitate learning mathematics in primary school. The study aimed to explore teacher...
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ISBN:
(纸本)9781450397193
This paper presents a pilot study for an initial assessment of a tangible tool to support end-user programming (EUP) by teachers to facilitate learning mathematics in primary school. The study aimed to explore teachers' reasoning strategies and mental representations during trigger-action rules composition. The pilot study provided initial insight into the strengths and weaknesses of this approach and useful hints for designing a larger and more robust study
In this paper, we introduce an end-user programming approach for allowing physical trainers to program robot-assisted physical training activities without the assistance of a robotics engineer. The approach relies on ...
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ISBN:
(纸本)9798400703232
In this paper, we introduce an end-user programming approach for allowing physical trainers to program robot-assisted physical training activities without the assistance of a robotics engineer. 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 workshop with a physical therapist who was tasked with programming two different routines for a training robot. Results of the study highlighted the cognitive strategies employed by the enduser to solve the task and also the pain points which required higher efforts from the user and should be therefore prioritized in our future work.
enduserprogramming (EUP) environments are difficult to evaluate empirically. Most users do not engage in programming, and those who do are often discouraged by the complexity of programming tasks. Often the difficul...
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enduserprogramming (EUP) environments are difficult to evaluate empirically. Most users do not engage in programming, and those who do are often discouraged by the complexity of programming tasks. Often the difficulties arise from the programming languages in which users are expected to express themselves. But there are other difficulties associated with designing extensions and adjustments to artifacts that have been originally designed by others. This paper characterizes EUP as a semiotic design process, and presents two principles that can be used to illustrate the distinctions between the various kinds of techniques and approaches proposed in this field. The principles support a preliminary theoretical model of EUP and should thus facilitate the definition and interpretation of empirical evaluation studies. They also define some specific semiotic qualifications that more usable and applicable EUP languages could be expected to have. (C) 2001 Elsevier Science B.V. All rights reserved.
end-user Development (EUD), end-programming (EUP) and end-user Software Engineering (EUSE) are three related research fields that study methods and techniques for empowering endusers to modify and create digital arti...
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end-user Development (EUD), end-programming (EUP) and end-user Software Engineering (EUSE) are three related research fields that study methods and techniques for empowering endusers to modify and create digital artifacts. This paper presents a systematic mapping study aimed at identifying and classifying scientific literature about EUD, EUP and EUSE in the time range January 2000-May 2017. We selected 165 papers found through a manual selection of papers from specific conferences, journal special issues, and books, integrated with an automatic search on the most important digital libraries. The answer to our research question was built through a classification of the selected papers on seven dimensions: type of approach, interaction technique, phase in which the approach is adopted, application domain, target use, class of users, and type of evaluation. Our findings suggest that EUD, EUP and EUSE are active research topics not only in Human-Computer Interaction, but also in other research communities. However, little cross-fertilization exists among the three themes, as well as unifying frameworks and approaches for guiding novice designers and practitioners. Other findings highlight trends and gaps related to the analysis' dimensions, which have implications on the design of future tools and suggest open issues for further investigations. (C) 2018 Elsevier Inc. All rights reserved.
This research enables computer literate engineers to model problems in software by minimising code they need to write. Software development is difficult for many engineers as they may have no time, experience, or acce...
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This research enables computer literate engineers to model problems in software by minimising code they need to write. Software development is difficult for many engineers as they may have no time, experience, or access to software development tools necessary to model their problems. Using a combination of modelling via use of formulae (equations) and visualisation of the way these formulae interact, it is possible to construct modelling software without requiring code. This technique of user-driven modelling/programming (UDM/P) could be applied to any problem that requires linked equations to be represented and tracked, and results from these calculated. end-user programming could be tackled by many researchers co-operating to create specific solutions to different kinds of end-user programming problems. A stepped ontology based translation process assists with progress towards a generic solution, this is first applied to engineering modelling. (c) 2012 Elsevier Ltd. All rights reserved.
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