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Proceedings of the 2nd Workshop on Programming for Mobile & Touch最新文献

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Mobile vs. Desktop Programming Projects: The Effect on Students 移动与桌面编程项目:对学生的影响
Pub Date : 2014-10-20 DOI: 10.1145/2688471.2688479
M. R. Azadmanesh, Amanj Sherwany, D. Eynard, Matej Vitásek, Matthias Hauswirth
Programming projects are a common component of computer science curricula. In this paper we investigate how the decision of using a mobile and touch versus a desktop platform affected students. We ran two sets of programming projects, one developing desktop applications, the other developing mobile apps. Several months after the conclusion of the projects, we interviewed the students about their experiences. We found that our initial expectations regarding an increased student motivation were not completely met. We discuss the specific issues we uncovered, and the lessons we learned.
编程项目是计算机科学课程的一个常见组成部分。在本文中,我们调查了使用移动和触摸与桌面平台的决定如何影响学生。我们运行两套编程项目,一个开发桌面应用程序,另一个开发移动应用程序。项目结束几个月后,我们采访了学生们的经历。我们发现,我们最初对提高学生积极性的期望并没有完全实现。我们讨论我们发现的具体问题,以及我们学到的教训。
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引用次数: 0
Software Engineering Principles in the Midas Gesture Specification Language Midas手势规范语言中的软件工程原理
Pub Date : 2014-10-20 DOI: 10.1145/2688471.2688478
Thierry Renaux, L. Hoste, Christophe Scholliers, W. De Meuter
While many technologies for gesture-based interaction have been proposed and implemented, few focus on core software engineering principles that are commonplace in traditional programming languages. The lack of such principles restricts the applicability of those technologies when developing large scale gesture enabled systems. This paper describes the software engineering challenges associated with developing multi-touch gesture-based interaction, and proposes a solution in the form of the Midas declarative gesture specification language. Midas embeds concepts of logical programming languages and complex event processing to ease the development of gesture based applications. We show how it can be applied to multi-touch gesture recognition, and evaluated our solution in real-world applications.
虽然已经提出并实现了许多基于手势的交互技术,但很少有人关注传统编程语言中常见的核心软件工程原则。这些原则的缺乏限制了这些技术在开发大规模手势系统时的适用性。本文描述了与开发基于手势的多点触控交互相关的软件工程挑战,并以Midas声明性手势规范语言的形式提出了解决方案。Midas嵌入了逻辑编程语言和复杂事件处理的概念,以简化基于手势的应用程序的开发。我们展示了如何将其应用于多点触摸手势识别,并在实际应用中评估了我们的解决方案。
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引用次数: 0
Mobile Computing and Education: (Panel) 移动计算与教育:(小组讨论)
Pub Date : 2014-10-20 DOI: 10.1145/2688471.2688483
J. Bishop, Matthias Hauswirth, A. Sillitti, Sam Stokes
Mobile is a tremendous new opportunity to introduce software development because the interaction with the physical world and the social aspects are very attractive for many students. It is likely that in the future there will be different kinds of software needs that could be satisfied by different kinds of developers: traditional and complex applications that require a professional software developer as it happens today; and customized applications targeting a restricted group of users that can be developed using new approaches to the development allowing the general public to create them. The panel analyzed such trends and provided some interesting discussion points.
移动设备是引入软件开发的一个巨大的新机会,因为与物理世界和社交方面的互动对许多学生来说非常有吸引力。很可能在未来会有不同类型的软件需求,可以由不同类型的开发人员来满足:传统和复杂的应用程序需要专业的软件开发人员,就像今天发生的那样;以及针对特定用户群体的定制应用程序,这些应用程序可以使用允许公众创建的新开发方法进行开发。小组分析了这些趋势,并提供了一些有趣的讨论点。
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引用次数: 1
A Preview of Pencil Code: A Tool for Developing Mastery of Programming 铅笔代码预览:开发编程掌握的工具
Pub Date : 2014-10-20 DOI: 10.1145/2688471.2688481
Davide Baù, Davide Baù
Pencil Code is an educational programming tool designed to help students overcome common obstacles to advancing to open-ended work with real world languages and libraries. It transitions from visual code to text code with a dual-mode block and text editor; it smooths the leap from guided to open-ended work by integrating tutorials with a general-purpose programming tool; and it bridges the gap from educational functions to standard APIs by including a turtle library that subclasses jQuery.
Pencil Code是一个教育编程工具,旨在帮助学生克服常见障碍,使用现实世界的语言和库进行开放式工作。它通过双模式块和文本编辑器从视觉代码转换为文本代码;它通过将教程与通用编程工具集成,平滑了从指导性工作到开放式工作的飞跃;它通过包含一个子类jQuery的turtle库,弥合了从教育功能到标准api的差距。
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引用次数: 9
Supporting Situated STEM Learning: TouchDevelop Integration of the UCL Engduino over Bluetooth 支持原位STEM学习:TouchDevelop通过蓝牙集成UCL英语
Pub Date : 2014-10-20 DOI: 10.1145/2688471.2688477
Simon Baker, Stoyan Dekov, Fadi Fakih, J. Medvešek, Venus Shum, D. Mohamedally
Teaching programming is fast becoming a fundamental learning practice in schools for Science, Technology, Engineering and Maths (STEM) subjects. Through interactive learning with tangible devices such as Lego Mindstorms, students and teachers can explore ways to collect data, analyse and illustrate core principles in STEM subjects. The majority of such educational programmable devices require the use of a PC to program them. This short paper reports on a development project that demonstrates a STEM situated and wireless method to enable students to learn pro-gramming. It allows students and teachers to create STEM exper-iments though only a Windows phone with TouchDevelop and a programmable device solution. This focuses their Constructionist learning applied to STEM learning when situated with program-ming capabilities via a Bluetooth based library to operate the UCL Engduino, a customised teaching apparatus based on the Arduino platform. We demonstrate a process for integrating teaching devices with TouchDevelop to expand on pedagogical techniques for both student programmers and educators in programming
编程教学正迅速成为学校科学、技术、工程和数学(STEM)学科的一项基本学习实践。通过乐高头脑风暴等有形设备的互动学习,学生和教师可以探索收集数据、分析和说明STEM学科核心原则的方法。大多数这样的教育可编程设备需要使用PC来编程。这篇短文报告了一个开发项目,该项目展示了一种STEM定位和无线方法,使学生能够学习编程。它允许学生和老师通过一个带有TouchDevelop和可编程设备解决方案的Windows手机来创建STEM实验。这侧重于他们的建构主义学习应用于STEM学习时,通过基于蓝牙的库来操作UCL Engduino,这是一种基于Arduino平台的定制教学设备。我们演示了将教学设备与TouchDevelop集成的过程,以扩展学生程序员和编程教育者的教学技术
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引用次数: 0
Live Programming of Mobile Apps in App Inventor 在App Inventor的移动应用程序的实时编程
Pub Date : 2014-10-20 DOI: 10.1145/2688471.2688482
J. Schiller, F. Turbak, H. Abelson, J. Domínguez, Andrew McKinney, Johanna Okerlund, Mark Friedman
MIT App Inventor is a programming environment that lowers the barriers to creating mobile apps for Android devices, especially for people with little or no programming experience. App Inventor apps for a mobile device are constructed by arranging components with a WYSIWYG editor in a computer web browser, where the development computer is connected to the device by WiFi or USB. The behavior of the components is specified using a blocks-based graphical programming language. A key feature in making App Inventor accessible to beginning programmers is live programming: developers interact directly with the state of the evolving program as it is being constructed, and changes made in the web browser are realized instantaneously in the running app on the device. This paper describes the live programming features of App Inventor and explains how they are implemented.
MIT App Inventor是一个编程环境,它降低了为Android设备创建移动应用程序的障碍,特别是对于那些很少或没有编程经验的人。用于移动设备的App Inventor应用程序是通过在计算机web浏览器中使用所见即所得编辑器安排组件来构建的,其中开发计算机通过WiFi或USB连接到设备。组件的行为是使用基于块的图形编程语言指定的。让初级程序员可以访问App Inventor的一个关键特性是实时编程:开发人员在构建程序时直接与程序的发展状态进行交互,并且在web浏览器中所做的更改会立即在设备上运行的应用程序中实现。本文描述了App Inventor的实时编程功能,并解释了它们是如何实现的。
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引用次数: 9
Proceedings of the 2nd Workshop on Programming for Mobile & Touch 第二届移动与触摸编程研讨会论文集
Pub Date : 2014-10-20 DOI: 10.1145/2688471
J. Bishop, A. Puder, N. Tillmann
It is our great pleasure to welcome you to the proceedings of the PROMOTO'14. The 2nd Workshop on Programming with Mobile and Touch (PROMOTO'14) was held in Portland, OR on October 22, 2014, in conjunction with SPLASH/OOPSLA 2014. The goals of the workshop were to discuss the issues surrounding touch and mobile programming and to plan future directions. Workshop Overview Today, easy-to-use mobile devices like smartphones and tablets are becoming more prevalent than traditional PCs and laptops. New programming languages are emerging to enable programmers to develop software easily, leveraging the exciting advances in existing hardware, and providing abstractions that fit the capabilities of target platforms with multiple sensors, touch and cloud capabilities. PROMOTO'14 brought together researchers who have been exploring new programming paradigms, embracing the new realities of always connected, touch-enabled mobile devices. Specific areas of interest were the technical aspects of cross-platform computing, cloud computing, social applications, and education. Submissions for this event were invited in the general area of mobile and touch-oriented programming languages and programming environments, and teaching of programming for mobile devices. Topics of interest included: Mobile and touch-oriented programming languages Programming languages using innovative input mechanisms Programming environments on or for mobile devices Teaching of programming on or for mobile devices Programming tools such as debuggers on or for mobiles devices Libraries and programming frameworks that simplify programming for mobile devices The workshop received 11 submissions from all over the world. Each paper was reviewed by three members of the program committee and 6 were chosen for presentation as full papers, short papers or tool demos. We also had three additional stimulating sessions: A keynote on "Programming gadgets with gadgets" presented by Jonathan de Halleux of Microsoft Research. A group hands-on session, were participants were challenged to create an app in an hour, and compare results. A lively panel on "Mobile Computing and Education" The Keynote The keynote by de Halleux son "Programming gadgets with gadgets", not reported on elsewhere, was a lively presentation with an array of gadgets on display. Hardware 2.0 is upon us: cheap micro-controller boards like Arduino have gained massive adoption in recent years. Paired with 3D printers, cheap sensors and actuators, Hardware 2.0 allows anyone to prototype the next hot gadget. And yet, the maker will have to learn a soup of software language and framework to build a connected IoC solution: C++ for the micro controller code, HTML + javascript for the client, some backend language and a communication layer to interact with the devices. In this keynote, de Halleux showed a unified approach for compilation of web server code, rich client and embedded firmware under a simple mobile fri
我们非常高兴地欢迎您参加14年的促销活动。第二届移动和触摸编程研讨会(PROMOTO'14)于2014年10月22日在俄勒冈州波特兰举行,同时举办了SPLASH/OOPSLA 2014。研讨会的目标是讨论围绕触摸和移动编程的问题,并规划未来的方向。如今,智能手机和平板电脑等易于使用的移动设备正变得比传统的个人电脑和笔记本电脑更普遍。新的编程语言正在出现,使程序员能够轻松地开发软件,利用现有硬件中令人兴奋的进步,并提供适合具有多个传感器、触摸和云功能的目标平台功能的抽象。PROMOTO'14汇集了一直在探索新的编程范式的研究人员,拥抱始终连接的触控移动设备的新现实。他们感兴趣的具体领域是跨平台计算、云计算、社会应用程序和教育的技术方面。本次活动邀请在移动和面向触摸的编程语言和编程环境,以及移动设备编程教学的一般领域提交作品。感兴趣的主题包括:面向移动和触摸的编程语言使用创新输入机制的编程语言在移动设备上或为移动设备编程的编程环境在移动设备上或为移动设备编程的教学在移动设备上或为移动设备编程的编程工具,如调试器在移动设备上或为移动设备编程的库和编程框架。研讨会收到了来自世界各地的11份提交。每篇论文由三名项目委员会成员审查,其中6篇论文被选为全文、短文或工具演示。我们还有另外三个令人兴奋的会议:微软研究院的Jonathan de Halleux发表了关于“用小工具编程小工具”的主题演讲。在小组实践环节,参与者被要求在一小时内创建一个应用程序,并比较结果。de Halleux的主题演讲是“用小工具编程小工具”,在其他地方没有报道过,这是一场生动的展示,展示了一系列小工具。硬件2.0即将到来:像Arduino这样的廉价微控制器板近年来获得了大量采用。再加上3D打印机、便宜的传感器和执行器,硬件2.0让任何人都能制造出下一个热门产品的原型。然而,开发者必须学习大量的软件语言和框架来构建一个连接的IoC解决方案:c++用于微控制器代码,HTML + javascript用于客户端,一些后端语言和与设备交互的通信层。在这次主题演讲中,de Halleux展示了一种统一的方法,可以在简单的移动友好语言和IDE下编译web服务器代码、富客户端和嵌入式固件。
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引用次数: 1
Data-Driven Inference of API Mappings API映射的数据驱动推理
Pub Date : 2014-10-20 DOI: 10.1145/2688471.2688480
A. Gokhale, Daeyoung Kim, V. Ganapathy
Porting mobile applications (apps) from one platform to another is one strategy used by developers to write cross-platform apps. One challenging task in porting is transforming the app so as to use the appropriate platform-specific APIs. We have proposed a novel approach to extract functionally equivalent API methods of two platforms that simplifies this task. Our approach is inspired by a technique in natural language processing domain which extracts a translation dictionary from non-parallel corpora of two natural languages. We demonstrate a prototype implementation of the proposed approach.
将移动应用从一个平台移植到另一个平台是开发者编写跨平台应用的一种策略。移植过程中一个具有挑战性的任务是转换应用程序,以便使用适当的平台特定api。我们提出了一种新的方法来提取两个平台的功能等效API方法,从而简化了这项任务。该方法的灵感来自于自然语言处理领域的一种从两种自然语言的非并行语料库中提取翻译词典的技术。我们演示了该方法的原型实现。
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引用次数: 2
期刊
Proceedings of the 2nd Workshop on Programming for Mobile & Touch
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