We present TileCode, a video game creation environment that runs on battery-powered microcontroller-based gaming handhelds. Our work is motivated by the popularity of retro video games, the availability of low-cost ga...
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ISBN:
(纸本)9781450375146
We present TileCode, a video game creation environment that runs on battery-powered microcontroller-based gaming handhelds. Our work is motivated by the popularity of retro video games, the availability of low-cost gaming handhelds loaded with many such games, and the concomitant lack of a means to create games on the same handhelds. With TileCode, we seek to close the gap between the consumers and creators of video games and to motivate more individuals to participate in the design and creation of their own games. The TileCode programming model is based on tile maps and provides a visual means for specifying the context around a sprite, how a sprite should move based on that context, and what should happen upon sprite collisions. We demonstrate that a variety of popular video games can be programmed with TileCode using 10-15 visual rules and compare/contrast with block-based versions of the same games implemented using MakeCode Arcade.
Contemporary Geographic Information Systems (GIS software) are, in some cases, extended by components for visual programming. These components are used to design a dataflow process. In this poster two examples of comp...
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ISBN:
(纸本)9781467308502
Contemporary Geographic Information Systems (GIS software) are, in some cases, extended by components for visual programming. These components are used to design a dataflow process. In this poster two examples of components are assessed. These are ModelBuilder in ArcGIS Desktop 10 and the Workflow Designer in AutoCAD Map 3D 2012. In both components for visual programming users are offered a possibility to graphically design steps for spatial data processing. The interfaces, graphic elements and a functionality scope vary greatly between these two components. An assessment is presented from both cognitive as well as usability point of view. AutoCAD Map is based on ideas of Windows Workflow Foundation. ModelBuilder is the solution by Esri Company. Moreover, an output model from ModelBuilder can be converted from graphical sketch to textual scripting language Python. The output Python script can also be used as the starting point for novice programmers. A practical application of a model for batch processing is presented as an example that demonstrates the cartographic generalization-smoothing of vector data for the smaller map scale in ArcGIS ModelBuilder. The following example demonstrates workflow for the spatial function Create Buffer of data in AutoCAD Map Workflow Designer. The presented experiences are based on several years of lecturing at the university. Both visual components are taught within the study program "Geoinformatics" at Palacky University.
This paper describes a method for manipulating a three-dimensional object without considering conventional three independent orthogonal views. We apply the direct manipulation to operate the three-dimensional object. ...
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ISBN:
(纸本)0818683481
This paper describes a method for manipulating a three-dimensional object without considering conventional three independent orthogonal views. We apply the direct manipulation to operate the three-dimensional object. We propose "augmented manipulation" which is an enhanced direct manipulation technique by using additional information. We implement three-dimensional modeling tool "Claymore" by using the "augmented manipulation" technique. Users can construct three-dimensional models in an intuitive manner. "Claymore" and the examples described in this paper are fully implemented and can be obtained via WWW.
The subjects of programming and robotics are quintessential subjects in today's world. The use of development boards like the Raspberry Pi and Arduino are making huge inroads into schools where they are used to te...
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ISBN:
(纸本)9781665444347
The subjects of programming and robotics are quintessential subjects in today's world. The use of development boards like the Raspberry Pi and Arduino are making huge inroads into schools where they are used to teach the aforementioned subjects. But as the study explored, better interfaces can be built to simplify its ease of use and that is the motivation that has led to the development of the 'SPArK-Bot' - an all batteries-included educational robot that has the versatility of the Raspberry Pi with the simplicity of the Arduino all combined in a package that incentivizes the students to practice programming in a hands-on manner. Using standard hardware, but presenting them in a simple, fault tolerant way with tutorials to guide the students every step of the way resulted in a positive reaction from our evaluators with it scoring a perfect 'A Grade' on the System Usability Scale (SUS). These evaluators include school students who are new to programming and college students who are well versed with the basics of programming. The college going students find that they can test out their ideas and easily prototype their proof of concept solutions and even use it in competitions. This system can be incorporated into existing curriculum and holistically help raise the bar for practical exposure and learning in this domain.
A dataflow environment based on a client/server approach, called WIT, enables dataflow graphs to be executed efficiently with little overhead. Data tokens are managed by reference and reside on servers until either da...
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Computational thinking - the ability to reformulate and solve problems in ways that can be undertaken by computers - has been heralded as a foundational capability for the 21st Century. However, there are potentially ...
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Computational thinking - the ability to reformulate and solve problems in ways that can be undertaken by computers - has been heralded as a foundational capability for the 21st Century. However, there are potentially different ways to conceptualise and measure computational thinking, for instance, as generalized problem solving capabilities or as applied practice during computer programming tasks, and there is little evidence to substantiate whether higher computational thinking capabilities using either of these measures result in better quality computer programs. This study examines the relationship between different forms of computational thinking and two different measures of programming quality for a group of 37 pairs of pre-service teachers. General computational thinking capabilities were measured using Bebras tests, while applied computational thinking processes were measured using a Computational Thinking Behavioural Scheme. The quality of computer programs was measured using a qualitative rubric, and programs were also assessed using the Dr Scratch auto-grading platform. The Test of Nonverbal Intelligence (3rd edition, TONI-3) was used to test for confounding effects. While significant correlations between both measures of computational thinking and program quality were detected, regression analysis revealed that only applied computational thinking processes significantly predicted program quality (general computational thinking capability and non-verbal intelligence were not significant predictors). The results highlight the importance of students developing applied computational thinking procedural capabilities more than generalized computational thinking capabilities in order to improve the quality of their computer programs.
Internet-of-Things (IoT) systems have spread among different application domains, from home automation to industrial manufacturing processes. The rushed development by competing vendors to meet the market demand of Io...
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ISBN:
(纸本)9781665445696
Internet-of-Things (IoT) systems have spread among different application domains, from home automation to industrial manufacturing processes. The rushed development by competing vendors to meet the market demand of IoT solutions, the lack of interoperability standards, and the overall lack of a defined set of best practices have resulted in a highly complex, heterogeneous, and frangible ecosystem. Several works have been pushing towards visual programming solutions to abstract the underlying complexity and help humans reason about it. As these solutions begin to meet widespread adoption, their building blocks usually do not consider reliability issues. Node-RED, being one of the most popular tools, also lacks such mechanisms, either built-in or via extensions. In this work we present SHEN (Self-Healing Extensions for Node-RED) which provides 17 nodes that collectively enable the implementation of self-healing strategies within this visual framework. We proceed to demonstrate the feasibility and effectiveness of the approach using real devices and fault injection techniques.
We present a language with all the power of abstraction and the simplicity of two fundamental relations: substitution and categorization. With a graphic symbol representing each one of them, we created a playful visua...
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ISBN:
(纸本)9781450399098
We present a language with all the power of abstraction and the simplicity of two fundamental relations: substitution and categorization. With a graphic symbol representing each one of them, we created a playful visual programming environment aimed at teaching with high expressive power. This environment includes tools to inspect the program execution and a console to try visual expressions. This is achieved without resorting to text, since the symbols are user-defined drawings. To address complex problems, the language offers another set of tools to define text-based programs. Here we show a functional prototype of our rule-based, general-purpose declarative programming language.
Iterative artistic exploration, mechanism building, and interaction programming are essential processes of prototyping interactive kinetic art (IKA). However, scattered tools and interwoven workfows across digital and...
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ISBN:
(纸本)9781450375146
Iterative artistic exploration, mechanism building, and interaction programming are essential processes of prototyping interactive kinetic art (IKA). However, scattered tools and interwoven workfows across digital and physical worlds make the task difficult. We present WIKA, an integrated environment supporting the whole creation process of IKA in the form of a layered picture frame in a single workspace. A projected AR system with a mobile device efficiently makes an interactive tabletop. The projected information connected with physical components (e.g. sensors and motors) enables the programming and simulation on the workspace. Physical components are applied from the initial phase of prototyping using an AR plate, and this supports the iterative trial-and-error process by bridging the workflow. A user study shows that WIKA enabled non-experts to create diverse IKA with their ideas. A tangible interaction and projected information enable the iterative and rapid creation. The method that integrates the hardware and software in the physical environment can be applied to other prototyping tools that support the creation of interactive and kinetic elements.
Large software projects are often based on libraries that provide abstractions for a particular domain such as writing database queries, staging, or constraint solving. The API provided by such a library can be consid...
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ISBN:
(纸本)9781479903696
Large software projects are often based on libraries that provide abstractions for a particular domain such as writing database queries, staging, or constraint solving. The API provided by such a library can be considered a domain-specific language within the implementation language of the library, a so-called internal or embedded domain-specific language (eDSL). Embedding a DSL leverages the tool infrastructure of the host language, but also restricts the syntax and IDE support to that of the host language. This restriction prevents programmers from using convenient specialized notations and, thus, has a negative effect on their productivity. To address this problem, we outline concepts for a structured code editor that enable developers of eDSLs to customize how eDSL code is rendered and what interactions are available. We demonstrate the benefits of our approach by customizing a structured editor for the .NET Code Contracts API. Our prototype shows in particular that we can customize many aspects of visualization and interaction with little effort.
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