1,720,982 research outputs found

    Treemaps and the Visual comparison of hierarchical multi-attribute data

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    Treemaps have the desirable property of presenting overviews along with details of data and thus are of interest in visualizations of multi-attribute tabular data with attribute hierarchies. However, the original treemap algorithms and most subsequent variations are hampered in making parallel structures in a hierarchical data structure visually comparable. Structurally parallel elements are not aligned, making it difficult to compare them visually. We propose a method that allows for proportional and non-proportional subdivisions of subtrees while preserving visual alignment of parallel structures. We extend the framework so that other types of data visualizations can be placed within the graphical areas of a treemap to allow for the visual comparison of a broad collection of data types including temporal data

    Fostering computational thinking skills with a tangible blocks programming environment

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    Computational Thinking has recently returned into the limelight as an essential skill to have for both the general public and disciplines outside Computer Science. It encapsulates those thinking skills integral to solving complex problems using a computer, thus widely applicable in our technological society. Several public initiatives such as the Hour of Code successfully introduced it to millions of people of different ages and backgrounds, mostly using Blocks Programming Environments like Scratch that lower the barriers of programming and facilitate learning. In this paper we present our arguments for fostering Computational Thinking skills using a Blocks Programming Environment augmented with a Tangible User Interface, namely by exploiting objects whose interactions with the physical environment are mapped to digital actions performed on the system. Our demonstration includes a working prototype implementing our Tangible Blocks Programming Environment called TAPAS

    A tangible-programming technology supporting end-user development of smart-environments

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    In recent years, smart objects are increasingly pervading the environments we live in. For HCI researchers, an important challenge is how non-technical users can establish the behavior of such devices. This poster presents a new technology implementing a tangible-programming paradigm, which allows non-programmers to synchronize the behavior of ecologies of smart objects, thus determining the creation and customization of smart environments

    Fostering computational thinking through collaborative game-based learning

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    Algorithms are more and more pervading our everyday life: from automatic checkouts in supermarkets and e-banking to booking a flight online. Understanding an algorithmic solution to a problem is a very relevant activity to improve end-users’ involvement. To this end, adopting a meta-design approach may help to support end-users to appropriate the design skills necessary for contributing to system design, in new and engaging modalities. By acquiring Computational Thinking (CT) skills (e.g., algorithmic thinking, abstraction), end-users will be able to understand and trust algorithms, while at the same time participate in the design and development of systems evolving in accordance with their needs. In this work, we focus on two different ways of improving CT skills: playfulness and collaboration. We introduce a game-based system, TAPASPlay, to foster CT skills and we report the results of an exploratory study with 18 users; our hypothesis is that learning CT through gameplay is effective and we tested it by involving participants in game sessions providing playful experience and collaborative learning

    Pervasive Displays in the Wild: Employing End User Programming in Adaption and Re-Purposing

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    The declining hardware cost has enabled the wide spread of Pervasive Displays anywhere within urban spaces; these systems are composed of displays of various sizes and allow users to interact with the same public screens simultaneously, usually through new and engaging modalities, e.g. Tangible Interaction. Yet the frequent changes in users' needs dictate a continuous adaption and re-purposing of such systems with new and focused features, in order to prevent interest to wear off and overcome people's low expectations of their content value; currently this process has to be done by site managers, and this tedious and necessary task prevented long-term deployments. In this paper we propose to use End User Programming to empower users with the ability to adapt Pervasive Displays to their continuously evolving requirements. We conducted a preliminary study involving university students, gathering scenario's requirements and initial feedback on a prototype we developed

    Sustaining cultures of participation by fostering computational thinking skills through game-play

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    The adoption of a meta-design approach to system development opens up opportunities for transforming consumer cultures to cultures of participation. To this end, meta-design must create the conditions for such participation by supporting end users to appropriate the design skills necessary for system evolution, especially those related to Computational Thinking (CT), in new and engaging modalities. In this paper, we propose a novel approach to fostering CT skills that combines Game-Play learning with Tangible User Interfaces and Virtual Reality (VR). In the resulting system, called TAPASPlay, two players act as alchemists forging swords and shields to fight each other. They build them through a puzzle-based interaction with a tabletop interface, using smartphones as tangible objects. Finally, the players can enjoy the battle in VR using Google Cardboards. In this way, players can develop analysis, abstraction and problem solving abilities, i.e. suitable CT skills for meta-design and supporting cultures of participation. Copyright © 2017 for the individual papers by the papers' authors
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