22,585 research outputs found

    Eye movements in code reading:relaxing the linear order

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    Abstract—Code reading is an important skill in programming. Inspired by the linearity that people exhibit while natural lan-guage text reading, we designed local and global gaze-based mea-sures to characterize linearity (left-to-right and top-to-bottom) in reading source code. Unlike natural language text, source code is executable and requires a specific reading approach. To validate these measures, we compared the eye movements of novice and expert programmers who were asked to read and comprehend short snippets of natural language text and Java programs. Our results show that novices read source code less linearly than natural language text. Moreover, experts read code less linearly than novices. These findings indicate that there are specific differences between reading natural language and source code, and suggest that non-linear reading skills increase with expertise. We discuss the implications for practitioners and educators. I

    Reading skills can predict the programming performance of novices: an eye-tracking study

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    Due to the character of programming languages, reading ability may have more impact on learning to program than on learning in other subjects. This paper describes an exploratory study of the relationship between reading skills, as perceived through eye tracking, and the ability to program. An empirical investigation into this relationship determined that students with inadequate reading skills are at risk of failing at introductory programming. As an explanation for the effect of reading ability on learning to program, we argue that a programming language is a special high-level written language and that using it requires high levels of comprehension, inferencing, selective attention, organising and reflecting. As a result, a student’s reading ability will have a considerable effect on learning to program. Lack of reading skills may therefore be a factor that affect students’ ability to learn to program. Eye tracking can expose reading skills and, therefore, be used to identify at-risk introductory programming students. The practical contribution of this research is the demonstration of how eye tracking can reveal reading problems among programming students. We relate these reading problems to their programming performance, providing a theoretical account of the connection. The results suggest that efforts to improve reading skills could have a positive impact on learning to program

    An eye-tracking methodology for characterizing program comprehension processes

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    Intelligent computing applications to assist perceptual training in medical imaging

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    The research presented in this thesis represents a body of work which addresses issues in medical imaging, primarily as it applies to breast cancer screening and laparoscopic surgery. The concern here is how computer based methods can aid medical practitioners in these tasks. Thus, research is presented which develops both new techniques of analysing radiologists performance data and also new approaches of examining surgeons visual behaviour when they are undertaking laparoscopic training. Initially a new chest X-Ray self-assessment application is described which has been developed to assess and improve radiologists performance in detecting lung cancer. Then, in breast cancer screening, a method of identifying potential poor performance outliers at an early stage in a national self-assessment scheme is demonstrated. Additionally, a method is presented to optimize whether a radiologist, in using this scheme, has correctly localised and identified an abnormality or made an error. One issue in appropriately measuring radiological performance in breast screening is that both the size of clinical monitors used and the difficulty in linking the medical image to the observer s line of sight hinders suitable eye tracking. Consequently, a new method is presented which links these two items. Laparoscopic surgeons have similar issues to radiologists in interpreting a medical display but with the added complications of hand-eye co-ordination. Work is presented which examines whether visual search feedback of surgeons operations can be useful training aids

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Language-Learner Computer Interactions

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    This book focuses on learner-computer interactions (LCI) in second language learning environments drawing largely on sociocultural theories of language development. It brings together a rich and varied range of theoretical discussions and applications in order to illustrate the way in which LCI can enrich our comprehension of technology-mediated communication, hence enhancing learners’ digital literacy skills. The book is based on the premise that, in order to fully understand the nature of language and literacy development in digital spaces, researchers and practitioners in linguistics, sciences and engineering need to borrow from each others’ theoretical and practical toolkits. In light of this premise, themes include such aspects as educational ergonomics, affordances, complex systems learning, learner personas and corpora, while also describing such data collecting tools as video screen capture devices, eye-tracking or intelligent learning tutoring systems

    The importance of ICT: Information and communication technology in primary and secondary schools, 2005/2008

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