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Computational thinking through children's games: an analysis of interaction elements 儿童游戏中的计算思维:互动要素分析
Taciana Pontual Falcão, Tancicleide C. S. Gomes, Isabella Rocha Albuquerque
Digital games represent a ludic, attractive and pedagogically interesting possibility for teaching-learning processes. The appearance of several children's games based on creation of algorithmic sequences for controlling characters shows the growing importance given to the development of computational thinking at elementary level. However, the adoption of this kind of game in educational contexts is hindered by the lack of trustworthy design and evaluation methods to access the quality of the games and guide developers and educators. This paper reports the evaluation of a children's digital game for teaching computational thinking, and presents results that contribute to the generation of guidelines related to interface elements, interaction issues and key design choices for performing functions that are common to games of the kind.
数字游戏代表了一种有趣的教学过程。一些基于创建控制字符的算法序列的儿童游戏的出现表明了在初级阶段对计算思维发展的日益重视。然而,由于缺乏可靠的设计和评估方法来评估游戏的质量并指导开发者和教育工作者,这类游戏在教育环境中的采用受到了阻碍。本文报告了一款用于教授计算思维的儿童数字游戏的评估,并呈现了有助于生成与界面元素、交互问题和执行此类游戏常见功能的关键设计选择相关的指导方针的结果。
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引用次数: 2
Proposition of a tool for alternative communication to support the communication among cerebral palsy children APAE's students 提出一种替代沟通工具,以支持脑瘫儿童APAE学生之间的沟通
Maria Renata de Mira Gobbo, T. A. Coleti, Fábio de Sordi Junior
This paper presents process of developing an alternative communication tool. This tool is being developed aiming to improve the communication among cerebral palsy children. Aiming to achieve it, an easy and practice software was developed using Android architecture, Portuguese language and intuitive figures that allow an easy communication by the children.
本文介绍了开发一种替代通信工具的过程。开发这一工具的目的是改善脑瘫儿童之间的交流。为了实现这一目标,我们利用Android架构,葡萄牙语语言和直观的图形,开发了一个简单易用的软件,让孩子们轻松交流。
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引用次数: 0
Intellectus: software to support assessments based on neurophysiological measures 智力:支持基于神经生理测量的评估的软件
I. Piffer, Anderson Schuh, J. Mossmann, M. Bez
Currently, there are many types of computer systems, and it is essential that they have interfaces that allow the user to achieve their objectives satisfactorily. To do so, these interfaces must be evaluated. Researches show promising results when using neurophysiologic measures of users to support the evaluation of traditional methodologies. This work presents the study and development of a software capable of recording and cataloging neurophysiologic measures based on electroencephalogram (EEG). To this end, two EEG low cost, Neurosky Mindwave and Emotiv EEG were used as data acquisition devices. The software was developed using the C Sharp programming language and the manager of database Microsoft SQL Server Express. Through the developed software, called INTELLECTUS, research and studies in the field of Neuroscience can be conducted. Based on related work, an experiment was conducted. In this, it was possible to perform the catalog data for two EEGs.
目前,有许多类型的计算机系统,重要的是它们具有允许用户满意地实现其目标的接口。为此,必须对这些接口进行评估。当使用用户的神经生理学测量来支持传统方法的评估时,研究显示出有希望的结果。这项工作提出了一个能够记录和编目基于脑电图(EEG)的神经生理测量的软件的研究和开发。为此,采用Neurosky Mindwave和Emotiv EEG两种低成本EEG作为数据采集设备。该软件是使用C Sharp编程语言和Microsoft SQL Server Express数据库管理器开发的。通过开发的名为INTELLECTUS的软件,可以进行神经科学领域的研究。在相关工作的基础上,进行了实验研究。在这种情况下,可以为两个eeg执行目录数据。
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引用次数: 0
Where, what, why and how - 3W1H: uma abordagem prática para desenvolvimento de ambientes interativos 在哪里,什么,为什么和如何- 3W1H:开发交互式环境的实用方法
Almerindo N. Rehem Neto, Celso A. S. Santos, Estêvão Bissoli Saleme, Jislane Silva
The advent of Kinect triggered the growth of applications aimed at natural interaction, gesture recognition and interactive environments. Over time, we realized that interface solutions based on such types of interaction grew in a rapid and disorderly way, without any concern for the formalization of development stages. In addition, issues related to the way these interactions are represented, the context in which they occur, and the environmental behavior in response to these interactions became relevant. In this sense, this paper brings a contribution to the practical approach of a Where-What-Why-How Model for the development of interactive environments. The proposal focuses on three main points: (i) actions that must be performed by the interactive environment;(ii) the situations that trigger the implementation of the actions by the environment; and (iii) the expected behavior once the situations have been recognized. The illustration of the proposal is made through a complete case study that contemplates all development stages and the physical implementation of a remote control that triggers actions in the real world (TV) and in the virtual world (graphical representation of the remote control), which compose the interactive environment.
Kinect的出现引发了针对自然交互、手势识别和交互环境的应用程序的增长。随着时间的推移,我们意识到基于这种交互类型的界面解决方案以一种快速而无序的方式增长,而没有任何对开发阶段形式化的关注。此外,与这些相互作用的表现方式、它们发生的背景以及响应这些相互作用的环境行为相关的问题也变得相关。从这个意义上说,本文对交互式环境开发的Where-What-Why-How模型的实用方法做出了贡献。该提案主要关注三个要点:(i)必须由互动环境执行的操作;(ii)触发环境执行操作的情况;(iii)一旦认识到情况,预期的行为。该建议的说明是通过一个完整的案例研究来完成的,该案例研究考虑了所有开发阶段和遥控器的物理实现,该遥控器触发了现实世界(电视)和虚拟世界(遥控器的图形表示)中的操作,这些操作构成了交互环境。
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引用次数: 0
Mine, yours, ours: examples reuse and the self-expression of programming students 我的,你的,我们的:例子重用和编程学生的自我表达
Luana Müller, M. Silveira, C. D. Souza
Examples are commonly used as support to teach and learn programming. However, programming students (even the most experienced ones) neglect the study of code and the understanding of the message conveyed by it, preferring to reuse e adapt the code to achieve their goals. This work investigates how students use examples in their activities and, in cases where it is reused, how the appropriation of the code message happens and how it impacts in programmer's self-expression and his/her final message communicated with the program.
示例通常用作教授和学习编程的支持。然而,编程学生(即使是最有经验的)忽视了对代码的学习和对代码所传达的信息的理解,而倾向于重用或修改代码来实现他们的目标。这项工作调查了学生如何在他们的活动中使用示例,以及在重用示例的情况下,代码信息的挪用是如何发生的,以及它如何影响程序员的自我表达和他/她与程序沟通的最终信息。
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引用次数: 4
Indoor navigation based on RFID tags: orientation possibilities for visually impaired 基于射频识别标签的室内导航:视障人士定位的可能性
Eduardo Adams Wohfahrt, A. Roque, Cristina Paludo Santos
Visually impaired people still have difficulties to independent movement in indoor and outdoor environments. In outdoor environments, GPS capability can be used to support orientation. However, the mobility of these users indoors is still a challenge. Advances in technology, emphasizing the contribution of research in Human-Computer Interaction, allow the development of accessible solutions that provide greater independence, security and improvement of life for the visually impaired. In this context, this paper presents the development of a solution to help guiding blind people indoors. This solution makes use of embedded systems low cost, RFID technologies, and mobile devices.
视障人士在室内和室外环境中仍有独立行动的困难。在室外环境中,GPS功能可用于支持定位。然而,这些用户在室内的移动性仍然是一个挑战。技术的进步,强调了人机交互研究的贡献,允许开发可访问的解决方案,为视障人士提供更大的独立性,安全性和改善生活。在此背景下,本文提出了一种帮助盲人在室内引导的解决方案。该解决方案利用了低成本的嵌入式系统、RFID技术和移动设备。
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引用次数: 0
Face detection method and vivacity: exploring new paradigms interaction 人脸检测方法与活跃度:探索互动的新范例
Paulo Ricardo Baptista Betencourt, Cristina Paludo Santos, Elisiara Podgorski
This paper presents a method, invariant rotation and supporting vivacity detection, to perform face detection in catches in real time via the Kinect sensor. The results contribute to areas such as pattern recognition, IHC and computer vision, among others. The possibility of face detection and safely and reliably vivacity can substantially enrich IHC interfaces, increasing the variability of applications that make use of such resources in the design of multimodal interfaces.
本文提出了一种利用Kinect传感器对捕获物进行实时人脸检测的方法,即不变旋转和支持活力检测。研究结果有助于模式识别、免疫结构和计算机视觉等领域的研究。人脸检测的可能性和安全可靠的活动性可以极大地丰富IHC接口,增加了在多模态接口设计中利用这些资源的应用程序的可变性。
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引用次数: 0
Reputation communication in HCI: challenges or opportunities? HCI中的声誉传播:挑战还是机遇?
Orlando Pereira Afonso Junior, L. C. de Castro Salgado, José Viterbo
The Web 2.0, the second generation of web applications, offers innovative ways for users to access information and to add content, in a collaborative way. Our research is focused on how those systems communicates the reputation, i.e., the validity and accuracy, of the shared information sources. This paper presents a study to characterize reputation communicability in Waze, a community-based traffic and navigation application. We used the Semiotic Inspection Method (SIM), a Semiotic Engineering evaluation method. The results indicate that the reputation communication model is a good opportunity to support decision-making at human-computer interaction time. When the reputation communicability fails, the users should decide for themselves and at their own risk about the information credibility.
Web 2.0是第二代Web应用程序,它以协作的方式为用户提供了访问信息和添加内容的创新方式。我们的研究重点是这些系统如何传达声誉,即共享信息源的有效性和准确性。本文提出了一种基于社区的交通和导航应用程序Waze中声誉通信特性的研究。我们使用了符号工程评价方法——符号检验方法(SIM)。结果表明,声誉传播模型为人机交互时的决策提供了良好的支持。当信誉传播失效时,用户应自行决定信息的可信度并承担风险。
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引用次数: 0
Integrating kinect with openCV to interpret interaction via gestures 将kinect与openCV集成,通过手势解释交互
Igor G. Pimenta, Livia N. Sarmento, A. H. Kronbauer, B. B. Araujo
We can see progress in the area of Ambient Intelligence (AmIs) with the improvement of embedded systems and technologies using wireless networks. Moreover, the development of studies on interaction between human beings and electronic devices have become increasingly more natural. This new scenario favors the development of ubiquitous computing, in which the relevance of body language is gradually increasing. In this paper, we propose a model of interaction via gestures and test its efficiency through the creation of an infrastructure. In order to assess its usability we developed an experiment with potential users and identified good results. We found that by combining the images identified by Kinect and the interpretation of gestures from OpenCV, improved the gesture recognition greatly.
随着嵌入式系统和无线网络技术的改进,我们可以看到环境智能(AmIs)领域的进步。此外,人与电子设备互动研究的发展也变得越来越自然。这种新的场景有利于普适计算的发展,在普适计算中,肢体语言的相关性正在逐渐增加。在本文中,我们提出了一个通过手势交互的模型,并通过创建基础设施来测试其效率。为了评估其可用性,我们开发了一个潜在用户的实验,并确定了良好的结果。我们发现,通过将Kinect识别的图像与OpenCV的手势解释相结合,极大地提高了手势识别。
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引用次数: 1
Modeling social interactions for multi-sensory tracking of elders in outdoor environments on ambient assisted living 基于环境辅助生活的户外环境中老年人多感官跟踪社会互动建模
Nayat Sánchez Pi, J. Alemán, A. C. Garcia
Ambient Assisted Living (AAL) is an emergent area that provides useful mechanisms that allows tracking elders through sensoring, for example, using mobile devices. It is necessary a permanent attention to these people by caregivers and a growing necessity to create mechanism to support this task. In our proposal, we have a network of caregivers that work together to ensure the wellbeing of elders in their daily activities. This paper aims to model the interaction process of different actors with SafeRoute, an AAL system that pretends monitoring elders in their day-to-day daily living activities in outdoor environments. SafeRoute merges sensor data provided by different sensors built-in mobile devices to provide alert mechanisms for caregivers. We additionally present an upper context ontology to represent general concepts of our context, visualizing the proposed interaction model.
环境辅助生活(AAL)是一个新兴领域,它提供了有用的机制,可以通过传感器跟踪老年人,例如使用移动设备。照顾者有必要长期关注这些人,并且越来越有必要建立机制来支持这项任务。在我们的提议中,我们有一个照顾者网络,共同努力确保老年人在日常活动中健康。本文旨在利用SafeRoute系统模拟不同行为者在户外环境中的互动过程。SafeRoute是一个模拟监控老年人日常生活活动的AAL系统。SafeRoute合并了内置移动设备的不同传感器提供的传感器数据,为护理人员提供警报机制。此外,我们还提出了一个上层上下文本体来表示上下文的一般概念,将所提出的交互模型可视化。
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引用次数: 1
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Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems
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