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A visual tool for tracing users' behavior in Virtual Environments 用于在虚拟环境中跟踪用户行为的可视化工具
Pub Date : 2004-05-25 DOI: 10.1145/989863.989868
L. Chittaro, Lucio Ieronutti
Although some guidelines (e.g., based on architectural principles) have been proposed for designing Virtual Environments (VEs), several usability problems can be identified only by studying the behavior of real users in VEs. This paper proposes a tool, called VU-Flow, that is able to automatically record usage data of VEs and then visualize it in formats that make it easy for the VE designer to visually detect peculiar users' behaviors and thus better understand the effects of her design choices. In particular, the visualizations concern: i) the detailed paths followed by single users or groups of users in the VE, ii) areas of maximum (or minimum) users' flow, iii) the parts of the environment more seen (or less seen) by users, iv) detailed replay of users visits. We show examples of how these visualizations allow one to visually detect useful information such as the interests of users, navigation problems, users' visiting style. Although this paper describes how VU-Flow can be used in the context of VEs, it is interesting to note that the tool can be also applied to the study of users of location-aware mobile devices in physical environments.
尽管已经为设计虚拟环境(ve)提出了一些指导方针(例如,基于架构原则),但只有通过研究ve中真实用户的行为才能确定一些可用性问题。本文提出了一种名为VU-Flow的工具,它能够自动记录VE的使用数据,然后将其可视化,使VE设计师能够轻松地从视觉上发现用户的特殊行为,从而更好地了解她的设计选择的效果。具体而言,可视化涉及:i) VE中单个用户或用户组所遵循的详细路径,ii)用户流量最大(或最小)的区域,iii)用户更容易看到(或更少看到)的环境部分,iv)用户访问的详细回放。我们将展示一些示例,说明这些可视化如何使人们能够直观地检测有用的信息,例如用户的兴趣、导航问题、用户的访问风格。虽然本文描述了如何在虚拟现实环境中使用VU-Flow,但有趣的是,该工具也可以应用于物理环境中位置感知移动设备用户的研究。
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引用次数: 84
Visualizing programs with Jeliot 3 使用Jeliot 3可视化程序
Pub Date : 2004-05-25 DOI: 10.1145/989863.989928
Andrés Moreno, Niko Myller, E. Sutinen, M. Ben-Ari
We present a program visualization tool called Jeliot 3 that is designed to aid novice students to learn procedural and object oriented programming. The key feature of Jeliot is the fully or semi-automatic visualization of the data and control flows. The development process of Jeliot has been research-oriented, meaning that all the different versions have had their own research agenda rising from the design of the previous version and their empirical evaluations. In this process, the user interface and visualization has evolved to better suit the targeted audience, which in the case of Jeliot 3, is novice programmers. In this paper we explain the model for the system and introduce the features of the user interface and visualization engine. Moreover, we have developed an intermediate language that is used to decouple the interpretation of the program from its visualization. This has led to a modular design that permits both internal and external extensibility.
我们提出了一个程序可视化工具,称为Jeliot 3,旨在帮助新手学习过程和面向对象编程。Jeliot的主要特点是数据和控制流的全自动或半自动可视化。Jeliot的发展过程是以研究为导向的,这意味着所有不同的版本都有自己的研究议程,这些议程来自于前一个版本的设计和他们的实证评估。在这个过程中,用户界面和可视化已经发展到更适合目标受众,在Jeliot 3的情况下,目标受众是新手程序员。本文阐述了该系统的模型,并介绍了用户界面和可视化引擎的特点。此外,我们还开发了一种中间语言,用于将程序的解释与其可视化解耦。这导致了一种允许内部和外部可扩展性的模块化设计。
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引用次数: 261
Example-based programming: a pertinent visual approach for learning to program 基于示例的编程:学习编程的相关可视化方法
Pub Date : 2004-05-25 DOI: 10.1145/989863.989924
Nicolas Guibert, P. Girard, L. Guittet
Computer Science introductory courses are known to be difficult for students. Kaasboll [1] reports that drop-out or failure rates vary from 25 to 80 % world-wide. The explanation is related to the very nature of programming: "programming is having a task done by a computer" [2]. We can notice three internal difficulties in this definition:• The task itself. How do we define it, and specify it?• The abstraction process. In order to "have it done by..." students need to create a static model covering each task behavior.• The "cognitive gap". It is difficult for novice programmers to model the computer, and its "mindset", which is required to express the task model in a computer-readable way. The bad usability of programming languages increases this difficulty.The lack of interactivity in the editing-running-debugging loop is often pointed as an important aggravating factor for these difficulties. In the mid-seventies, Smith [3] introduced with Pygmalion another programming paradigm: Programming by Examples, where algorithms are not described abstractly, but are demonstrated through concrete examples. This approach involves several advantages for novices. It allows them to work concretely, and to express the solution in their own way of thinking, instead of having to embrace a computer-centered mindset. The programming process becomes interactive, and as PbE languages are "animated" languages, no translation from the dynamic process to any static representation is required.In this paper we investigate both the novice programmer and existing PbE languages, to show how visual and example-based paradigms can be used to improve programming teaching. We give some elements of a new Example-based Programming environment, called Melba, based on this study, which has been designed to help novice programmers learning to program.
众所周知,计算机科学入门课程对学生来说很难。Kaasboll[1]报告说,世界范围内的退学率或失败率从25%到80%不等。这种解释与编程的本质有关:“编程就是让计算机完成一项任务”[2]。在这个定义中,我们可以注意到三个内在的困难:我们如何定义它,并指定它?•抽象过程。为了“由……完成”,学生需要创建一个涵盖每个任务行为的静态模型。•“认知差距”。新手程序员很难对计算机及其“心态”进行建模,这需要用计算机可读的方式来表达任务模型。编程语言的糟糕可用性增加了这种困难。编辑-运行-调试循环中缺乏交互性通常被认为是造成这些困难的一个重要因素。在70年代中期,Smith[3]与Pygmalion一起引入了另一种编程范式:示例编程,其中算法不是抽象地描述,而是通过具体的示例进行演示。这种方法对新手有几个好处。它允许他们具体地工作,并以自己的思维方式表达解决方案,而不必接受以计算机为中心的思维方式。编程过程变得交互式,并且由于PbE语言是“动画”语言,因此不需要将动态过程转换为任何静态表示。在本文中,我们调查了新手程序员和现有的PbE语言,以展示如何使用可视化和基于示例的范式来改进编程教学。基于这项研究,我们给出了一个新的基于示例的编程环境(称为Melba)的一些元素,该环境旨在帮助新手程序员学习编程。
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引用次数: 24
Quantum web fields and molecular meanderings: visualising web visitations 量子网络场和分子蜿蜒:可视化网络访问
Pub Date : 2004-05-25 DOI: 10.1145/989863.989895
Geoffrey P. Ellis, A. Dix
This paper describes two visualisation algorithms that give an impression of current activity on a web site. Both focus on giving a sense of the trail of individual visitors within the web space and showing their navigation paths. Past web activity is used to produce a spatial mapping of pages, which results in highly traversed page links lying close together in the 2D visualisation space. Pages visited by typical individual visitors thus form intelligible paths when plotted in the visualisation space. Both techniques attempt to enhance user awareness and experience, but they differ in their balance between utility and aesthetics.
本文描述了两种可视化算法,它们给出了网站上当前活动的印象。两者都专注于在网络空间中提供个人访问者的路径感,并显示他们的导航路径。过去的网络活动被用来生成页面的空间映射,这导致高度遍历的页面链接在2D可视化空间中紧密相连。典型的个人访问者访问的页面因此在可视化空间中绘制时形成可理解的路径。这两种技术都试图增强用户意识和体验,但它们在实用性和美学之间的平衡有所不同。
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引用次数: 1
Perceiving awareness information through 3D representations 通过3D表示感知感知信息
Pub Date : 2004-05-25 DOI: 10.1145/989863.989947
Fabrizio Nunnari, C. Simone
The paper describes a framework supporting the creation of 3D user interfaces to visualize awareness information about the cooperation context of distributed actors. The paper discusses the motivations behind the framework and illustrates ThreeDmap, an editor allowing the creation and customization of 3D interfaces supporting the perception of awareness information.
本文描述了一个支持创建3D用户界面的框架,以可视化分布式参与者的协作上下文的感知信息。本文讨论了框架背后的动机,并举例说明了ThreeDmap,一个允许创建和定制支持感知信息感知的3D界面的编辑器。
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引用次数: 7
Interactive visual tools to explore spatio-temporal variation 探索时空变化的交互式可视化工具
Pub Date : 2004-05-25 DOI: 10.1145/989863.989940
N. Andrienko, G. Andrienko
CommonGIS is a developing software system for exploratory analysis of spatial data. It includes a multitude of tools applicable to different data types and helping an analyst to find answers to a variety of questions. CommonGIS has been recently extended to support exploration of spatio-temporal data, i.e. temporally variant data referring to spatial locations. The set of new tools includes animated thematic maps, map series, value flow maps, time graphs, and dynamic transformations of the data. We demonstrate the use of the new tools by considering different analytical questions arising in the course of analysis of thematic spatio-temporal data.
commonis是一个开发中的空间数据探索性分析软件系统。它包括许多适用于不同数据类型的工具,并帮助分析人员找到各种问题的答案。commonis最近得到扩展,以支持探索时空数据,即涉及空间位置的时间变量数据。这套新工具包括动画专题地图、地图系列、价值流图、时间图和数据的动态转换。我们通过考虑专题时空数据分析过程中出现的不同分析问题来演示新工具的使用。
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引用次数: 64
How users interact with biodiversity information using TaxonTree 用户如何使用TaxonTree与生物多样性信息交互
Pub Date : 2004-05-25 DOI: 10.1145/989863.989918
Bongshin Lee, C. Parr, D. Campbell, B. Bederson
Biodiversity databases have recently become widely available to the public and to other researchers. To retrieve information from these resources, users must understand the underlying data schemas even though they often are not content experts. Many other domains share this problem.We developed an interface, TaxonTree, to visualize the taxonomic hierarchy of animal names. We applied integrated searching and browsing so that users need not have complete knowledge either of appropriate keywords or the organization of the data.Our qualitative user study of TaxonTree in an undergraduate course is the first to describe usage patterns in the biodiversity domain. We found that tree-based interaction and visualization aided users' understanding of the data. Most users approached biodiversity data by browsing, using common, general knowledge rather than the scientific keyword expertise necessary to search using traditional interfaces. Users with different levels of interest in the domain had different interaction preferences.
生物多样性数据库最近已广泛地向公众和其他研究人员开放。要从这些资源中检索信息,用户必须了解底层数据模式,即使他们通常不是内容专家。许多其他领域也存在这个问题。我们开发了一个接口TaxonTree来可视化动物名称的分类层次。我们采用了集成的搜索和浏览,因此用户不需要完全了解合适的关键字或数据的组织。我们在本科课程中对TaxonTree的定性用户研究是第一个描述生物多样性领域使用模式的研究。我们发现基于树的交互和可视化有助于用户理解数据。大多数用户通过浏览来获取生物多样性数据,使用常见的、一般的知识,而不是使用传统界面搜索所必需的科学关键字专业知识。对领域有不同兴趣程度的用户有不同的交互偏好。
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引用次数: 22
Exploring and examining assessment data via a matrix visualisation 通过矩阵可视化探索和检查评估数据
Pub Date : 2004-05-25 DOI: 10.1145/989863.989886
Martin Graham, J. Kennedy
OPAL (Online PArtner Lens) is an application designed to match project requirements with suitable teams and individuals, and as part of its matching process features an evaluation mechanism designed to elicit measures of trust between potential partners. We describe a matrix-style visualisation that displays these hierarchically structured assessments between sets of OPAL users to allow them to select potential partners. The main feature of the matrix visualisation is the ability for users to assess the context of a specific assessment as the visualisation not only reveals simple related statistics for the two users concerned, but also overlays summaries of related assessor and candidate evaluations as compact and ordered 'value bars' when the user examines information in the matrix. This enables the user to better decide whether a given assessment is in line with what would be expected from an assessor's and candidate's history, or whether it indicates a specifically localised interplay between the two users. Other features include a simple focus+context effect that can reveal the tree-like structure and details of assessments, and filtering assessments by their position in the matrix or by particular assessment attributes.
OPAL(在线合作伙伴镜头)是一个应用程序,旨在将项目需求与合适的团队和个人相匹配,并且作为其匹配过程的一部分,具有一个评估机制,旨在引发潜在合作伙伴之间的信任度量。我们描述了一个矩阵风格的可视化,它显示了OPAL用户之间的这些分层结构的评估,以允许他们选择潜在的合作伙伴。矩阵可视化的主要特点是用户能够评估特定评估的背景,因为可视化不仅显示了两个相关用户的简单相关统计数据,而且当用户检查矩阵中的信息时,还将相关评估员和候选评估的摘要覆盖为紧凑有序的“值条”。这使用户能够更好地决定给定的评估是否符合评估员和候选人的历史预期,或者它是否表明两个用户之间存在特定的局部相互作用。其他特性包括一个简单的焦点+上下文效果,它可以显示评估的树状结构和细节,并根据它们在矩阵中的位置或特定的评估属性过滤评估。
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引用次数: 6
Scene-Driver: reusing broadcast animation content for engaging, narratively coherent games Scene-Driver:将广播动画内容重新用于引人入胜、叙事连贯的游戏
Pub Date : 2004-05-25 DOI: 10.1145/989863.989876
A. Wolff, P. Mulholland, Z. Zdráhal
Scene-Driver is a software toolkit for the reuse of broadcast animation content to provide new engaging experiences for children. It has been developed and tested using content from the children's television series "Tiny Planets". Scene-Driver can be used to produce variations on a domino-like game. When playing, the child selects from a set of tiles that depict, for example, characters from the series. The child manipulates the direction of a story in the Tiny Planet world by their choice of tile. The successful selection of a tile will result in a scene from the show being played. A scene is defined as a section from an episode which has certain self-contained narrative elements such as conflict introduction, conflict resolution or comedic event. A scene-supervisor uses these descriptions to ensure that as well as having all the properties prescribed by the child's choice of tile, the scenes are presented in a coherent order according to certain plot and directorial principles. Inter-scene continuity is provided in the form of transition scenes which depict the departure and arrival of relevant characters between one scene and the next. Preliminary evaluations have demonstrated the potential of Scene-Driver to produce engaging and usable games based on broadcast content for young children.
Scene-Driver是一个软件工具包,用于重复使用广播动画内容,为儿童提供新的引人入胜的体验。它的开发和测试使用了儿童电视连续剧《微小星球》的内容。Scene-Driver可以用来制作多米诺骨牌游戏的变体。在玩游戏时,孩子们从一组描述的贴图中进行选择,例如系列中的角色。在《小小星球》中,孩子们通过选择砖块来操纵故事的发展方向。成功选择一个贴图将导致一个场景从节目中播放。场景被定义为情节的一个部分,它具有某些独立的叙事元素,如冲突介绍、冲突解决或喜剧事件。场景监制使用这些描述来确保所有的属性都是由孩子选择的贴图所决定的,场景是根据特定的情节和导演原则以连贯的顺序呈现的。场景间的连续性以过渡场景的形式提供,过渡场景描绘了一个场景与下一个场景之间相关人物的离开和到达。初步评估表明,Scene-Driver有潜力根据广播内容为幼儿制作引人入胜和可用的游戏。
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引用次数: 3
Modelling internet based applications for designing multi-device adaptive interfaces 基于互联网的多设备自适应接口设计应用建模
Pub Date : 2004-05-25 DOI: 10.1145/989863.989906
E. Bertini, G. Santucci
The wide spread of mobile devices in the consumer market has posed a number of new issues in the design of internet applications and their user interfaces. In particular, applications need to adapt their interaction modalities to different portable devices. In this paper we address the problem of defining models and techniques for designing internet based applications that automatically adapt to different mobile devices. First, we define a formal model that allows for specifying the interaction in a way that is abstract enough to be decoupled from the presentation layer, which is to be adapted to different contexts. The model is mainly based on the idea of describing the user interaction in terms of elementary actions. Then, we provide a formal device characterization showing how to effectively implements the AIUs in a multidevice context.
随着移动设备在消费者市场的广泛普及,互联网应用程序及其用户界面的设计出现了许多新问题。特别是,应用程序需要使其交互模式适应不同的便携式设备。在本文中,我们解决了定义模型和技术的问题,以设计基于互联网的应用程序,自动适应不同的移动设备。首先,我们定义一个正式的模型,该模型允许以一种足够抽象的方式指定交互,以便与表示层解耦,以适应不同的上下文。该模型主要基于用基本动作来描述用户交互的思想。然后,我们提供了一个正式的设备表征,展示了如何在多设备上下文中有效地实现aiu。
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引用次数: 14
期刊
Proceedings of the working conference on Advanced visual interfaces
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