22,350 research outputs found

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Visual and Textual Programming Languages: A Systematic Review of the Literature

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    It is well documented, and has been the topic of much research, that Computer Science courses tend to have higher than average drop out rates at third level. This is a problem that needs to be addressed with urgency but also caution. The required number of Computer Science graduates is growing every year but the number of graduates is not meeting this demand and one way that this problem can be alleviated is to encourage students at an early age towards studying Computer Science courses. This paper presents a systematic literature review on the role of visual and textual programming languages when learning to program, particularly as a first programming language. The approach is systematic, in that a structured search of electronic resources has been conducted, and the results are presented and quantitatively analysed. This study will give insight into whether or not the current approaches to teaching young learners programming are viable, and examines what we can do to increase the interest and retention of these students as they progress through their education.Comment: 18 pages (including 2 bibliography pages), 3 figure

    A Programming Environment Evaluation Methodology for Object-Oriented Systems

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    The object-oriented design strategy as both a problem decomposition and system development paradigm has made impressive inroads into the various areas of the computing sciences. Substantial development productivity improvements have been demonstrated in areas ranging from artificial intelligence to user interface design. However, there has been very little progress in the formal characterization of these productivity improvements and in the identification of the underlying cognitive mechanisms. The development and validation of models and metrics of this sort require large amounts of systematically-gathered structural and productivity data. There has, however, been a notable lack of systematically-gathered information on these development environments. A large part of this problem is attributable to the lack of a systematic programming environment evaluation methodology that is appropriate to the evaluation of object-oriented systems

    Visual iconic object-oriented programming to advance computer science education and novice programming

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    Learning how to program a computer is difficult for most people. Computer programming is a cognitively challenging, time consuming, labor intensive, and frustrating endeavor. Years of formal study and training are required to learn a programming language\u27s world of algorithms and data structures. Instructions are coded in advance before the computer demonstrates the desired behavior. Seeing all the programming steps and instruction code is complicated. There exists a tremendous gap between the representations the human brain uses when thinking about a problem and the representations used in programming a computer. Often people are much better at dealing with specific, concrete objects than working with abstract ideas. Concrete and specific programming examples and demonstrations can be very useful. When cleverly chosen and properly used, programming examples and demonstrations help people understand the abstract concepts. Programming by example or demonstration attempts to extend these novel ideas to novice programming

    Agent-Based Models and Simulations in Economics and Social Sciences: from conceptual exploration to distinct ways of experimenting

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    Now that complex Agent-Based Models and computer simulations spread over economics and social sciences - as in most sciences of complex systems -, epistemological puzzles (re)emerge. We introduce new epistemological tools so as to show to what precise extent each author is right when he focuses on some empirical, instrumental or conceptual significance of his model or simulation. By distinguishing between models and simulations, between types of models, between types of computer simulations and between types of empiricity, section 2 gives conceptual tools to explain the rationale of the diverse epistemological positions presented in section 1. Finally, we claim that a careful attention to the real multiplicity of denotational powers of symbols at stake and then to the implicit routes of references operated by models and computer simulations is necessary to determine, in each case, the proper epistemic status and credibility of a given model and/or simulation

    Homogenization studies for optical sensors based on sculptured thin films

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    In this thesis we investigate theoretically various types of sculptured thin film (STF) enviïżœsioned as platforms for optical sensing. A STF consists of an array of parallel nanowires which can be grown on a substrate using vapour deposition techniques. Typically, each nanowire has a diameter in the range from ∌ 10−300 nm while the film thickness is . 1”m. Through careful control of the fabrication process, both the optical properties and the porosity of the STF can be tailored to order. These abilities make STFs promising for optical sensing applications, wherein it is envisaged that the material to be sensed infiltrates the void reïżœgion in between the parallel nanowires and hence changes the optical properties of the STF. Various homogenization formalisms can be used to estimate the constitutive parameters of the infiltrated STFs. In this thesis two different homogenization formalisms were used: the Bruggeman formalism (extended and non–extended versions) and the strong-permittivityïżœfluctuation theory (SPFT). These were used in investigations of the following optical–sensing scenarios: (i) Electromagnetic radiation emitted by a dipole source inside an infiltrated chiral STF. The effects of using the extended Bruggeman homogenization formalism, which takes into account the nonzero size of the component particles, were studied. (ii) Surface–plasmon– polariton waves on a metal–coated, infiltrated columnar thin film. The influences of using the extended SPFT formalism, which takes into account the nonzero size of the component particles and their statistical distributions, were explored. (iii) A metal-coated infiltrated chiral STF which supports both surface-plasmon-polariton waves and the circular Bragg pheïżœnomenon. The possibility of using in parallel both surface-plasmon-polariton waves and the circular Bragg phenomenon was investigated using the non–extended Bruggeman formalism. Our numerical studies revealed that the design performance parameters of the infiltrated STF are bode well for these optical–sensing scenarios. The use of inverse Bruggeman formalism was also investigated: this was found to be problematic in certain constitutive parameter regimes, but not those for optical–sensing scenarios considered in this thesis

    Innovation and communication technologies + Problem based learning: a new approach for teaching architecture

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    This article presents the results obtained during its first year of application in the educational innovation project called “New frameworks of teaching: ICT applied to problem based learning in technical bachelors” (PIE 15-166) developed at the School of Architecture in the University of Malaga. This has been focused on the development of educational strategies based on exploiting the potential of ICT, taking as a framework the ABP. Its application on subjects from different areas of knowledge (architectural composition, urban planning, projects and architectural constructions) has allowed assessing the adaptability of this methodology depending on the content. Among the obtained results can be highlighted the improvement in cross curricular coordination between subjects from different fields of studies, providing different ways of synchronous and asynchronous communication between students and teachers to generate a greater interaction between all the involved subjects; increasing in addition the interest and an improvement of the results.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tec

    17 ways to say yes:Toward nuanced tone of voice in AAC and speech technology

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    People with complex communication needs who use speech-generating devices have very little expressive control over their tone of voice. Despite its importance in human interaction, the issue of tone of voice remains all but absent from AAC research and development however. In this paper, we describe three interdisciplinary projects, past, present and future: The critical design collection Six Speaking Chairs has provoked deeper discussion and inspired a social model of tone of voice; the speculative concept Speech Hedge illustrates challenges and opportunities in designing more expressive user interfaces; the pilot project Tonetable could enable participatory research and seed a research network around tone of voice. We speculate that more radical interactions might expand frontiers of AAC and disrupt speech technology as a whole

    Innovative Teaching and Digital Literacy in Preschool. App Content Analysis and Experimental Case Studies in a Sociological Perspective

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    The objective of this article is to illustrate, from the theoretical and methodological perspective, the construction of an experimental process of a “digital education app” in several preschools in the municipality of Rome. The general objective the project fits into is related to a sociological analysis, based on the relationship between theory and empirical research, of the effects of introducing digital media into preschool didactics. Preschools are a privileged site for observing and analyzing the formation and development of children’s capabilities (Nussbaum, 2000), since the plasticity of the child’s thought begins to be configured as early as preschool and evolves progressively taking into account the perceptive, sociocultural and behavioural conditions emerging from different educational agencies (Piaget, Inhelder, 1950). The article refers to the research project of the Mediamonitor Minori Observatory of the Sapienza University of Rome entitled “Media Usage in Pre-school. Analysis and Evaluation of the Influence of Digital Media on the Socialization of Children between 0-6”. The article retraces in particular the stages of the research strategy designed to structure a formative, experimental protocol to be experimented in some case studies in Rome and illustrates the main results
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