11,198 research outputs found
Embedding Spatial Software Visualization in the IDE: an Exploratory Study
Software visualization can be of great use for understanding and exploring a
software system in an intuitive manner. Spatial representation of software is a
promising approach of increasing interest. However, little is known about how
developers interact with spatial visualizations that are embedded in the IDE.
In this paper, we present a pilot study that explores the use of Software
Cartography for program comprehension of an unknown system. We investigated
whether developers establish a spatial memory of the system, whether clustering
by topic offers a sound base layout, and how developers interact with maps. We
report our results in the form of observations, hypotheses, and implications.
Key findings are a) that developers made good use of the map to inspect search
results and call graphs, and b) that developers found the base layout
surprising and often confusing. We conclude with concrete advice for the design
of embedded software maps.Comment: To appear in proceedings of SOFTVIS 2010 conferenc
Methodological development
Book description: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research
Visualizing the Reading Activity of People Learning to Read
Several popular visualizations of gaze data, such as scanpaths and heatmaps, can be used independently of the viewing task. For a specific task, such as reading, more informative visualizations can be created. We have developed several such techniques, some dynamic and some static, to communicate the reading activity of children to primary school teachers. The goal of the visualizations was to highlight the reading skills to a teacher with no background in the theory of eye movements or eye tracking technology. Evaluations of the techniques indicate that, as intended, they serve different purposes and were appreciated by the school teachers differently. Dynamic visualizations help to give the teachers a good understanding of how the individual students read. Static visualizations help in getting a simple overview of how the children read as a group and of their active vocabulary
Gaze transitions when learning with multimedia
Eye tracking methodology is used to examine the influence of interactive multimedia on the allocation of visual attention and its dynamics during learning. We hypothesized that an interactive simulation promotes more organized switching of attention between different elements of multimedia learning material, e.g., textual description and pictorial visualization. Participants studied a description of an algorithm accompanied either by an interactive simulation, self-paced animation, or static illustration. Using a novel framework for entropy-based comparison of gaze transition matrices, results showed that the interactive simulation elicited more careful visual investigation of the learning material as well as reading of the problem description through to its completion
Introductory programming: a systematic literature review
As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming.
This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research
ImpacT2 project: preliminary study 1: establishing the relationship between networked technology and attainment
This report explored teaching practices, beliefs and teaching styles and their influences on ICT use and implementation by pupils. Additional factors explored included the value of school and LEA policies and teacher competence in the use of ICT in classroom settings. ImpaCT2 was a major longitudinal study (1999-2002) involving 60 schools in England, its aims were to: identify the impact of networked technologies on the school and out-of-school environment; determine whether or not this impact affected the educational attainment of pupils aged 816 years (at Key Stages 2, 3, and 4); and provide information that would assist in the formation of national, local and school policies on the deployment of IC
Enabling the Development and Implementation of Digital Twins : Proceedings of the 20th International Conference on Construction Applications of Virtual Reality
Welcome to the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2020). This year we are meeting on-line due to the current Coronavirus pandemic. The overarching theme for CONVR2020 is "Enabling the development and implementation of Digital Twins". CONVR is one of the world-leading conferences in the areas of virtual reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. This year, with all the difficulties of replicating a real face to face meetings, we are carefully planning the conference to ensure that all participants have a perfect experience. We have a group of leading keynote speakers from industry and academia who are covering up to date hot topics and are enthusiastic and keen to share their knowledge with you. CONVR participants are very loyal to the conference and have attended most of the editions over the last eighteen editions. This year we are welcoming numerous first timers and we aim to help them make the most of the conference by introducing them to other participants
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