Participatory sensing (PS) platforms enable stakeholders to collect, analyse and visualise data for a particular interest. Despite high societal demand, developing a new PS platform remains a labour-intensive, nonreus...
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ISBN:
(纸本)9781450360708
Participatory sensing (PS) platforms enable stakeholders to collect, analyse and visualise data for a particular interest. Despite high societal demand, developing a new PS platform remains a labour-intensive, nonreusable process that requires high technical expertise. We present DISCOPAR, a visual reactive flow-based domain-specific language geared towards the construction of reusable citizen observatories. With DISCOPAR, users interact with visual components to implement the various elements of a PS platforms without having to worry about its underlying technological complexities. We validate our approach through experiments using real-world empirical usability studies of ICT-agnostic users. The results show that DISCOPAR allows users with limited technological knowledge to create their own PS platform.
This poster presents results from an EEG study comparing visual and textual programming, carried out on informatics students. We observe brain rhythms as the subjects complete programming tasks using Python and Scratc...
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ISBN:
(纸本)9781450357074
This poster presents results from an EEG study comparing visual and textual programming, carried out on informatics students. We observe brain rhythms as the subjects complete programming tasks using Python and Scratch. The present study belongs in the domain of Neuroeducation/Educational Neuroscience, which is an attempt to join cognitive science and education in order to create a sound grounding of education. Our goal is to gain a better understanding of different types of programming as one of the parameters that can impact professional involvement in software development, so as to help us formulate educational methodologies in software engineering education.
Monaco is a domain-specific language for machine automation programming. It has been developed with the objective to empower domain experts with limited programming capabilities. Its main language features are an impe...
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ISBN:
(纸本)9780769529875
Monaco is a domain-specific language for machine automation programming. It has been developed with the objective to empower domain experts with limited programming capabilities. Its main language features are an imperative notation for reactive systems, concepts for describing asynchronous event handling in a. concise way, and a state-of-the-art component approach. Monaco is a programming language with a Pascal-like syntax, but also comes with a visual programming environment. In. this paper we review the language Monaco, show the visual representation scheme, report on the programming environment and compare our visual notation to Statecharts.
Typical text editors allow "Free Typing" (syntax/semantics-free editing) to construct and maintain textual programs rapidly and easily by expert programmers, but this style does not support novice programmer...
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ISBN:
(纸本)9781467384605
Typical text editors allow "Free Typing" (syntax/semantics-free editing) to construct and maintain textual programs rapidly and easily by expert programmers, but this style does not support novice programmers learning the syntax and semantics of a language. On the other hand, visual editors enforce correct construction of programs using syntax-directed editing. Additionally, they clearly represent the program flow in a visual way. Both textual and visual editors have pros and cons for learners and experts. This paper argues that an editor that offers both a visual and a textual representation of the program in tandem has advantages to offer both learner and expert programmers. It describes the editor, HASKEU, which embodies this principle by providing visual and textual support for editing Haskell functional programs.
Arts & Bots is an educational program that aims to broaden diversity and participation in technology by integrating arts and crafts with robotics. Arts & Bots is a flexible program that can be integrated into ...
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ISBN:
(纸本)9781467356411;9781467356435
Arts & Bots is an educational program that aims to broaden diversity and participation in technology by integrating arts and crafts with robotics. Arts & Bots is a flexible program that can be integrated into in-school and out-of-school programs in many subject areas. This paper describes the visual programming environment developed for Arts & Bots and its goals of low barriers to entry, classroom compatibility, supporting student acquisition of computational thinking skills, and enabling complex robot behaviors. The authors also compare and contrast the programming environment with other popular visual programming environments, namely Scratch, Alice and LEGO NXT-G.
The design and implementation of a programming environment including an editor, a debugger and an interpreter engine for Lograph, a general-purpose visual logic programming language, is discussed. The rationale for us...
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The design and implementation of a programming environment including an editor, a debugger and an interpreter engine for Lograph, a general-purpose visual logic programming language, is discussed. The rationale for user-interface design decisions is presented, the goal of which is to increase cognitive support for the creation, exploration and debugging of Lograph programs. The design of the interpreter engine allows for animation of execution in the debugger. The engine takes full advantage of an efficient implementation of Prolog, and operates on a Prolog translation of Lograph programs and queries. The translated Lograph programs are probed with instrumentation code at appropriate places so that applications of Lograph rules are reported to the visual interface of the Lograph debugger as a side er effect of the execution of a program.
This paper presents an object-oriented architecture, called the Model-View-Shape (MVS) architecture, for constructing an Integrated visual programming Environment (IVPE), whose constituent tools deal with (fine-graine...
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This study aims to facilitate a comparison between construction monitoring data and simulation results, focusing on the dynamic adjustment of safety monitoring parameters in shield construction. First, a finite elemen...
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This study aims to facilitate a comparison between construction monitoring data and simulation results, focusing on the dynamic adjustment of safety monitoring parameters in shield construction. First, a finite element simulation was performed to define a reasonable range for shield parameters based on settlement control values, thereby determining the theoretical settlement value. An early warning system was then developed integrating two key factors: theoretical and control settlement values. Finally, Dynamo was used to merge the digital and analog data, enhancing the visual representation of the monitoring information. The findings show that combining simulations with an early warning system effectively addresses the dynamic control challenges of shield construction parameters. Furthermore, integrating digital and analog monitoring significantly improves the efficiency of real-time visualization in monitoring data. This research provides a novel and effective methodology for enhancing shield tunnel construction safety, precision, and efficiency, offering critical insights for large-scale infrastructure projects and contributing to more reliable monitoring systems in complex construction environments.
Multimodal scene search of conversations is essential for unlocking valuable insights into social dynamics and enhancing our communication. While experts in conversational analysis have their own knowledge and skills ...
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Multimodal scene search of conversations is essential for unlocking valuable insights into social dynamics and enhancing our communication. While experts in conversational analysis have their own knowledge and skills to find key scenes, a lack of comprehensive, user-friendly tools that streamline the processing of diverse multimodal queries impedes efficiency and objectivity. To address this gap, we developed ConverSearch, a visual-programming-based tool based on insights for effective interface and implementation design derived from a formative study with experts. The tool allows experts to integrate various machine learning algorithms to capture human behavioral cues without the need for coding. Our user study, employing the System Usability Scale (SUS) and satisfaction metrics, demonstrated high user preference, reflecting the tool's ease of use and effectiveness in supporting scene search tasks. Additionally, through a deployment trial within industrial organizations, we confirmed the tool's objectivity, reusability, and potential to enhance expert workflows. This suggests the advantages of expert-AI collaboration in domains requiring human contextual understanding and demonstrates how customizable, transparent tools yielding reusable artifacts can support expert-driven tasks in complex, multimodal environments.
Serious games are powerful interactive environments that provide more authentic experiences for learning or training different skills. However, developing effective serious games is complex, and a more systematic appr...
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Serious games are powerful interactive environments that provide more authentic experiences for learning or training different skills. However, developing effective serious games is complex, and a more systematic approach is needed to create better evidence-based games. Learning analytics-based on the analysis of collected in-game user interactions-can support game development and the players' learning process, providing assessment information to teachers, students, and other stakeholders. However, empirical studies applying and demonstrating the use of learning analytics in the context of serious games in real environments remain scarce. In this paper, we study the application of learning analytics throughout the whole lifecycle of a serious game, in order to assess the game's design and players' learning using a serious game that introduces basic programming concepts through a visual programming language. The game was played by N = 134 high school students in two 50-min sessions. During the game sessions, all player interactions were collected, including the time spent solving levels, their programming solutions, and the number of replays. We analyzed these interaction traces to gain insights that can facilitate teachers' use of serious games in their lessons and assessments, as well as guide developers in making possible improvements to the game. Among these insights, knowing which tasks students struggle with is critical for both teachers and game developers, and can also reveal game design issues. Among the results obtained through analysis of the interaction data, we found differences between boys and girls when playing. Girls play in a more reflexive way and, in terms of acceptance of the game, a higher percentage of girls had neutral opinions. We also found the most repeated errors, the level each player reached, and how long it took them to reach those levels. These data will help to make further improvements to the game's design, resulting in a more effect
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