May 2017
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37 Reads
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3 Citations
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May 2017
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37 Reads
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3 Citations
July 2007
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83 Reads
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22 Citations
Communications of the ACM
This professional master's degree program puts artists and technologists together on interdisciplinary teams to create interactive experiences.
July 2007
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217 Reads
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251 Citations
Communications of the ACM
Using the Storytelling Alice programming environment to create computer-animated movies inspires middle school girls' interest in learning to program computers.
April 2007
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2,314 Reads
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497 Citations
We describe Storytelling Alice, a programming environment that introduces middle school girls to computer programming as a means to the end of creating 3D animated stories. Storytelling Alice supports story creation by providing 1) a set of high-level animations, that support the use of social characters who can interact with one another, 2) a collection of 3D characters and scenery designed to spark story ideas, and 3) a tutorial that introduces users to writing Alice programs using story- based examples. In a study comparing girls' experiences learning to program using Storytelling Alice and a version of Alice without storytelling support (Generic Alice), we found that users of Storytelling Alice and Generic Alice were equally successful at learning basic programming constructs. Participants found Storytelling Alice and Generic Alice equally easy to use and entertaining. Users of Storytelling Alice were more motivated to program; they spent 42% more time programming, were more than 3 times as likely to sneak extra time to work on their programs, and expressed stronger interest in future use of Alice than users of Generic Alice. Author Keywords Alice, gender, children, motivation, programming, computer science education, programming environments
March 2007
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84 Reads
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10 Citations
Researchers have created D interaction techniques for immersive virtual worlds, but existing techniques represent just part of the design space. While exploring other parts of the design space might yield more effective techniques, conducting that exploration is difficult and time-consuming. Analyzing the particular task, user, and hardware characteristics for any given problem is straightforward, but only suggests the shape of a potential technique; generating the technique itself still requires a creative breakthrough. We propose extending existing approaches to generating D interaction techniques by focusing more explicitly on identifying and breaking assumptions about the real world to inspire potential technique ideas. We describe our approach, suggest an initial list of assumptions to consider, and present a case study of applying the process to create a technique for navigation with visible landmarks and place representations.
May 2006
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813 Reads
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290 Citations
Creativity support tools is a research topic with high risk but potentially very high payoff. The goal is to develop improved software and user interfaces that empower users to be not only more productive but also more innovative. Potential users include software and other engineers, diverse scientists, product and graphic designers, architects, educators, students, and many others. Enhanced interfaces could enable more effective searching of intellectual resources, improved collaboration among teams, and more rapid discovery processes. These advanced interfaces should also provide potent support in hypothesis formation, speedier evaluation of alternatives, improved understanding through visualization, and better dissemination of results. For creative endeavors that require composition of novel artifacts (e.g., computer programs, scientific papers, engineering diagrams, symphonies, artwork), enhanced interfaces could facilitate exploration of alternatives, prevent unproductive choices, and enable easy backtracking. This U.S. National Science Foundation sponsored workshop brought together 25 research leaders and graduate students to share experiences, identify opportunities, and formulate research challenges. Two key outcomes emerged: (a) encouragement to evaluate creativity support tools through multidimensional in-depth longitudinal case studies and (b) formulation of 12 principles for design of creativity support tools. As Galileo struggled to view Jupiter through his newly built telescope, he adjusted the lenses and saw four twinkling points of light nearby. After recording their positions carefully, Galileo compared them to his drawings from previous nights. His conclusion that Jupiter had four moons circling it was a profound insight with far reaching implications.
March 2006
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200 Reads
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203 Citations
ACM Transactions on Computer-Human Interaction
Large wall-sized displays are becoming prevalent. Although researchers have articulated qualitative benefits of group work on large displays, little work has been done to quantify the benefits for individual users. In this article we present four experiments comparing the performance of users working on a large projected wall display to that of users working on a standard desktop monitor. In these experiments, we held the visual angle constant by adjusting the viewing distance to each of the displays. Results from the first two experiments suggest that physically large displays, even when viewed at identical visual angles as smaller ones, help users perform better on mental rotation tasks. We show through the experiments how these results may be attributed, at least in part, to large displays immersing users within the problem space and biasing them into using more efficient cognitive strategies. In the latter two experiments, we extend these results, showing the presence of these effects with more complex tasks, such as 3D navigation and mental map formation and memory. Results further show that the effects of physical display size are independent of other factors that may induce immersion, such as interactivity and mental aids within the virtual environments. We conclude with a general discussion of the findings and possibilities for future work.
January 2006
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69 Reads
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64 Citations
Traditional approaches to teaching computer sci- ence are often unsuccessful in attracting girls into the discipline. Our hypothesis is that presenting computer programming as a means to the end of storytelling will help motivate girls to learn to program, a traditional gateway to computer science. In this paper, we present a case study in designing a version of the Alice pro- gramming system to support storytelling. We present lessons we learned about what supports are necessary to enable girls to program animated movies and de- scribe the kinds of programming tasks that arise in girls' stories.
June 2005
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114 Reads
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602 Citations
ACM Computing Surveys
Since the early 1960's, researchers have built a number of programming languages and environments with the intention of making programming accessible to a larger number of people. This article presents a taxonomy of languages and environments designed to make programming more accessible to novice programmers of all ages. The systems are organized by their primary goal, either to teach programming or to use programming to empower their users, and then, by each system's authors' approach, to making learning to program easier for novice programmers. The article explains all categories in the taxonomy, provides a brief description of the systems in each category, and suggests some avenues for future work in novice programming environments and languages.
April 2005
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166 Reads
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148 Citations
Users of traditional tutorials and help systems often have difficulty finding the components described or pictured in the procedural instructions. Users also unintentionally miss steps, and perform actions that the documentation's authors did not intend, moving the application into an unknown state. We introduce Stencils, an interaction technique for presenting tutorials that uses translucent colored stencils containing holes that direct the user's attention to the correct interface component and prevent the user from interacting with other components. Sticky notes on the stencil's surface provide necessary tutorial material in the context of the application. In a user study comparing a Stencils-based and paper-based version of the same tutorial in Alice, a complex software application designed to teach introductory computer programming, we found that users of a Stencils-based tutorial were able complete the tutorial 26% faster, with fewer errors, and less reliance on human assistance. Users of the Stencils-based and paper-based tutorials attained statistically similar levels of learning.
... The display field of view (DFOV) significantly impacts VR. Wider DFOV enhances presence but may induce more simulator sickness, magnifying visual and motion cue distortions outside the central projection area (Pausch et al., 1992). Desktops have smaller DFOV, maintained body stability and reduced simulator sickness. ...
May 2017
... We successfully applied this approach to create three interaction techniques: Voodoo Dolls (Pierce and Pausch 2002), painting Interaction Surfaces (Pierce and Pausch 2003), and navigating with visible landmarks and place representations (Pierce et al. 2004). In the next section we present a case study describing how we applied this approach to create the latter technique. ...
January 2003
... The human body offers a large and always-available surface that can be accessed quickly and accurately without relying on visual feedback, due to proprioception [7]. It serves as a mnemonic frame of reference for associating meanings to different body parts [1] or kinesthetic cues [25]. While previous work, e.g., [8,16,32], propose on-body tapping as a promising technique for interacting with smart mobile devices, it remains unknown how users' motion, e.g., running, impacts this technique. ...
January 2002
... Research has highlighted that display size and resolution influences a wide range of variables including viewing distance [105,157,158], text legibility [159,160], accommodation [161], asthenopia [162], pupil size [163], musculoskeletal strain [164,165] and visual performance [166], although many of these effects are likely to be device specific. These larger high-resolution displays have been shown to aid productivity [167][168][169][170][171] and improve the ability to share content [172], but such displays typically have increased power demands, device weight/bulk and a requirement for more graphical processing power. ...
January 2003
... Alice 2 has been used successfully as an intervention to draw atrisk students (who are disproportionately female or underrepresented minorities) into computing [4,5,6]. At-risk students were defined as those students who had demonstrated less success in math and/or those who had little previous programming experience. ...
Reference:
Mediated transfer: Alice 3 to Java
January 2003
ACM SIGCSE Bulletin
... Finding the optimal answer is the goal of the decision-making system [13]. The choice the components of the DSS is the system, support, and modular elements. ...
December 1996
ACM Computing Surveys
... Puede abarcar una amplia gama de temas con distintos niveles de exhaustividad y amplitud. Ejemplos: [12][13][14][15] • Mapping review/ systematic map. Traza y categoriza la literatura existente a partir de la cual encargar nuevas revisiones y/o investigaciones primarias, identificando las lagunas en la literatura de investigación. ...
June 2005
ACM Computing Surveys
... Regarding formulating problems, the tools found in our study go towards to found by other studies, as Repenning et al. (2016), which describes formulation problem can be supported by a great variety of tools. Furthermore, Nardi and Miller (1990) list spreadsheets as a potential tool and many works such as Repenning and Ambach (1996), Resnick et al. (2009), andConway et al. (2018) list visual programming as a good tool to support formulation problem and Keith et al. (2019) argues robotics is a very robust activity for stimulating the development of CT. ...
January 2000
... Ulinski [UWG + 09] used polygonal spheres or splat-based rendered objects. Pierce and Pausch [PP02] evaluated more realistic objects like a book or a desk. However, in the discussion they tried to trace the results back to individual object sizes. ...
January 2002
... Outra dificuldade apontada pela literatura está relacionada com a falta de competências dos estudantes ao nível da resolução de problemas e do raciocínio lógico e abstrato, exigidos pela aprendizagem da programação ( Almeida et al., 2002, Byrne & Lyons, 2001, Disjkstra, 1980, citados por Gomes et al., 2008Dann, Cooper & Pausch, 2000;Chella, 2002, citado por Santos et al., 2005Gal-Ezer & Harel, 1998;Silva et al., 2018). ...
September 2000
ACM SIGCSE Bulletin