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2018 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)最新文献

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HTML Document Error Detector and Visualiser for Novice Programmers HTML文档错误检测器和可视化新手程序员
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506569
Steven Schmoll, Anith Vishwanath, M. A. Siddiqui, Boppaiah Koothanda Subbaiah, C. Chua
Learning HTML poses similar challenges as learning conventional programming language by novice programmer. Apart from the HTML validator, there are limited tools to help novice programmer address errors in their HTML code. In this study, we employ visualisation techniques to display the structural and contextual information of the HTML code. We look at condensing and visually representing the important aspects of the HTML code. This is to enable novice programmers gain insights on the HTML code structure and locate any underlying syntax and semantic errors.
对于新手程序员来说,学习HTML与学习传统编程语言具有相似的挑战。除了HTML验证器之外,还有一些工具可以帮助新手程序员解决HTML代码中的错误。在本研究中,我们采用可视化技术来显示HTML代码的结构和上下文信息。我们着眼于压缩和可视化地表示HTML代码的重要方面。这是为了使新手程序员能够深入了解HTML代码结构,并找到任何潜在的语法和语义错误。
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引用次数: 0
A Large-Scale Empirical Study on Android Runtime-Permission Rationale Messages Android运行时-权限基本原理消息的大规模实证研究
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506574
Xueqing Liu, Yue Leng, Wei Yang, Wenyu Wang, ChengXiang Zhai, Tao Xie
After Android 6.0 introduces the runtime-permission system, many apps provide runtime-permission-group rationales for the users to better understand the permissions requested by the apps. To understand the patterns of rationales and to what extent the rationales can improve the users' understanding of the purposes of requesting permission groups, we conduct a large-scale measurement study on five aspects of runtime rationales. We have five main findings: (1) less than 25% apps under study provide rationales; (2) for permission-group purposes that are difficult to understand, the proportions of apps that provide rationales are even lower; (3) the purposes stated in a significant proportion of rationales are incorrect; (4) a large proportion of customized rationales do not provide more information than the default permission-requesting message of Android; (5) apps that provide rationales are more likely to explain the same permission group's purposes in their descriptions than apps that do not provide rationales. We further discuss important implications from these findings
Android 6.0引入运行时-权限系统后,许多应用程序都提供了运行时-权限组的基本原理,以便用户更好地了解应用程序所请求的权限。为了理解基本原理的模式,以及这些基本原理在多大程度上可以提高用户对请求权限组的目的的理解,我们对运行时基本原理的五个方面进行了大规模的度量研究。我们有五个主要发现:(1)少于25%的被研究应用提供了基本原理;(2)对于难以理解的权限组目的,提供基本原理的应用程序比例甚至更低;(三)理由中陈述的目的有很大比例不正确的;(4)很大比例的自定义理由没有提供比Android默认的权限请求消息更多的信息;(5)提供基本原理的应用程序比不提供基本原理的应用程序更有可能在其描述中解释相同权限组的目的。我们进一步讨论这些发现的重要意义
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引用次数: 23
Visual Knowledge Negotiation 视觉知识协商
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506553
A. Blackwell, Luke Church, M. Mahmoudi, Mariana Marasoiu
We ask how users interact with ‘knowledge’ in the context of artificial intelligence systems. Four examples of visual interfaces demonstrate the need for such systems to allow room for negotiation between domain experts, automated statistical models, and the people who are involved in collecting and providing data.
我们询问用户如何在人工智能系统的背景下与“知识”交互。四个可视化界面的例子说明了这样的系统需要为领域专家、自动统计模型和参与收集和提供数据的人员之间提供协商的空间。
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引用次数: 0
Toward an Efficient User Interface for Block-Based Visual Programming 面向基于块的可视化编程的高效用户界面
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506530
Y. Inayama, H. Hosobe
Block-based visual programming (BVP) is becoming popular as a basis of programming education. It allows beginners to visually construct programs without suffering from syntax errors. However, a typical user interface for BVP is inefficient partly because the users need to perform many drag-and-drop operations to put blocks on a program, and also partly because they need to find necessary blocks from many choices. To improve the efficiency of constructing programs in a BVP system, we propose a user interface that introduces three new features: (1) the semiautomatic addition of blocks; (2) the use of a pie menu to change categories of blocks; (3) the focus+context visualization of blocks in a category. We implemented a prototype BVP system with the new user interface.
基于块的可视化编程(BVP)作为编程教育的基础正变得越来越流行。它允许初学者直观地构建程序,而不会遭受语法错误。然而,典型的BVP用户界面是低效的,部分原因是用户需要执行许多拖放操作来将块放入程序中,还有部分原因是他们需要从许多选择中找到必要的块。为了提高在BVP系统中构建程序的效率,我们提出了一种引入三个新功能的用户界面:(1)半自动添加块;(2)使用饼式菜单更改块的类别;(3)类内块的焦点+上下文可视化。我们用新的用户界面实现了一个原型BVP系统。
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引用次数: 2
End-User Development in Social Psychology Research: Factors for Adoption 社会心理学研究中的终端用户发展:采用的因素
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506573
D. Rough, A. Quigley
Psychology researchers employ the Experience Sampling Method (ESM) to capture thoughts and behaviours of participants within their everyday lives. Smartphone-based ESM apps are increasingly used in such research. However, the diversity of researchers' app requirements, coupled with cost and complexity of their implementation, has prompted end-user development (EUD) approaches. In addition, limited evaluation of such environments beyond lab-based usability studies precludes discovery of factors pertaining to real-world EUD adoption. We first describe the extension of Jeeves, our visual programming environment for ESM app creation, in which we implemented additional functional requirements, derived from a survey and analysis of previous work. We further describe interviews with psychology researchers to understand their practical considerations for employing this extended environment in their work practices. Results of our analysis are presented as factors pertaining to the adoption of EUD activities within and between communities of practice.
心理学研究人员采用经验抽样法(ESM)来捕捉参与者在日常生活中的想法和行为。基于智能手机的ESM应用程序越来越多地用于此类研究。然而,研究人员应用程序需求的多样性,加上其实施的成本和复杂性,促使了终端用户开发(EUD)方法。此外,除了基于实验室的可用性研究之外,对此类环境的有限评估妨碍了发现与实际EUD采用有关的因素。我们首先描述Jeeves的扩展,这是我们用于创建ESM应用程序的可视化编程环境,我们在其中实现了额外的功能需求,这些需求来自于对以前工作的调查和分析。我们进一步描述了对心理学研究人员的采访,以了解他们在工作实践中采用这种扩展环境的实际考虑。我们的分析结果作为与实践社区内部和社区之间采用EUD活动有关的因素提出。
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引用次数: 4
ZenStates: Easy-to-Understand Yet Expressive Specifications for Creative Interactive Environments ZenStates:创造性互动环境的易于理解且富有表现力的规范
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506491
J. Barbosa, M. Wanderley, Stéphane Huot
Much progress has been made on interactive behavior development tools for expert programmers. However, little effort has been made in investigating how these tools support creative communities who typically struggle with technical development. This is the case, for instance, of media artists and composers working with interactive environments. To address this problem, we introduce ZenStates: a new specification model for creative interactive environments that combines Hierarchical Finite-States Machines, expressions, off-the-shelf components called Tasks, and a global communication system called the Blackboard. Our evaluation is three-folded: (a) implementing our model in a direct manipulation-based software interface; (b) probing ZenStates' expressive power through 90 exploratory scenarios; and (c) performing a user study to investigate the understandability of ZenStates' model. Results support ZenStates viability, its expressivity, and suggest that ZenStates is easier to understand-in terms of decision time and decision accuracy-compared to two popular alternatives.
针对专业程序员的交互式行为开发工具已经取得了很大进展。然而,很少有人研究这些工具如何支持那些通常与技术开发斗争的创意社区。例如,媒体艺术家和作曲家在互动环境中工作就是这种情况。为了解决这个问题,我们引入了ZenStates:一种用于创造性交互环境的新规范模型,它结合了层次有限状态机、表达式、称为任务的现成组件和称为Blackboard的全局通信系统。我们的评估分为三部分:(a)在基于直接操作的软件界面中实现我们的模型;(b)通过90个探索性场景探讨ZenStates的表达能力;(c)进行用户研究,以调查ZenStates模型的可理解性。结果支持ZenStates的可行性及其表达能力,并表明ZenStates与两种流行的替代方案相比,在决策时间和决策准确性方面更容易理解。
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引用次数: 3
Automated Test Generation Based on a Visual Language Applicational Model 基于可视化语言应用模型的自动化测试生成
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506582
Mariana Cabeda, Pedro Santos
This showpiece presents a tool that aids OutSystems developers in the task of generating test suites for their applications in an efficient and effective manner. The OutSystems language is a visual language graphically represented through a graph that this tool will traverse in order to generate test cases. The tool is able to generate and present to the developer, in an automated manner, the various input combinations needed to reach maximum code coverage, offering a coverage evaluation according to a set of coverage criteria: node, branch, condition, modified condition-decision and multiple condition coverage.
这个展示展示了一个工具,它帮助OutSystems开发人员以高效和有效的方式为他们的应用程序生成测试套件。OutSystems语言是一种可视化语言,通过图形表示,该工具将遍历该图形以生成测试用例。该工具能够以自动化的方式生成并向开发人员展示达到最大代码覆盖率所需的各种输入组合,并根据一组覆盖率标准提供覆盖率评估:节点、分支、条件、修改的条件决策和多条件覆盖率。
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引用次数: 1
Using Electroencephalography (EEG) to Understand and Compare Students' Mental Effort as they Learn to Program Using Block-Based and Hybrid Programming Environments 使用脑电图(EEG)了解和比较学生在学习使用基于块的和混合编程环境编程时的心理努力
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506541
Yerika Jimenez
In recent years, the US has begun scaling up efforts to increase access to CS in K-12 classrooms and many teachers are turning to block-based programming environments to minimize the syntax and conceptual challenges students encounter in text-based languages. Block-based programming environments, such as Scratch and App Inventor, are currently being used by millions of students in and outside of classroom. We know that when novice programmers are learning to program in block-based programming environments, they need to understand the components of these environments, how to apply programming concepts, and how to create artifacts. However, we still do not know how are students' learning these components or what learning challenges they face that hinder their future participation in CS. In addition, the mental effort/cognitive workload students bear while learning programming constructs is still an open question. The goal of my dissertation research is to leverage advances in Electroencephalography (EEG) research to explore how students learn CS concepts, write programs, and complete programming tasks in block-based and hybrid programming environments and understand the relationship between cognitive load and their learning.
近年来,美国已经开始加大努力,在K-12课堂上增加CS的使用,许多教师正在转向基于块的编程环境,以最大限度地减少学生在基于文本的语言中遇到的语法和概念挑战。基于块的编程环境,如Scratch和App Inventor,目前被数以百万计的学生在课堂内外使用。我们知道,当新手程序员在基于块的编程环境中学习编程时,他们需要了解这些环境的组件,如何应用编程概念,以及如何创建工件。然而,我们仍然不知道学生是如何学习这些组件的,也不知道他们面临的学习挑战是什么,阻碍了他们未来参与CS。此外,学生在学习编程结构时所承受的心理努力/认知工作量仍然是一个悬而未决的问题。我的论文研究的目标是利用脑电图(EEG)研究的进展来探索学生如何学习CS概念,编写程序,并在基于块的和混合编程环境中完成编程任务,并了解认知负荷与学习之间的关系。
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引用次数: 0
Evaluating the efficiency of using a search-based automated model merge technique 评估使用基于搜索的自动模型合并技术的效率
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506512
Ankica Barisic, Csaba Debreceni, Dániel Varró, Vasco Amaral, M. Goulão
Model-driven engineering relies on effective collaboration between different teams which introduces complex model management challenges. DSE Merge aims to efficiently merge model versions created by various collaborators using search-based exploration of solution candidates that represent conflict-free merged models guided by domain-specific knowledge. In this paper, we report how we systematically evaluated the efficiency of the DSE Merge technique from the user point of view using a reactive experimental Software engineering approach. The empirical tests included the involvement of the intended end users (i.e. engineers), namely undergraduate students, which were expected to confirm the impact of design decisions. In particular, we asked users to merge the different versions of the same model using DSE Merge when compared to using Diff Merge. The experiment showed that to use DSE Merge participant required lower cognitive effort, and expressed their preference and satisfaction with it.
模型驱动工程依赖于不同团队之间的有效协作,这引入了复杂的模型管理挑战。DSE Merge的目标是使用基于搜索的解决方案候选探索来有效地合并由不同合作者创建的模型版本,这些解决方案候选代表了由领域特定知识指导的无冲突合并模型。在本文中,我们报告了我们如何使用反应性实验软件工程方法从用户的角度系统地评估DSE合并技术的效率。经验性测试包括预期的最终用户(即工程师),即本科生的参与,期望他们能证实设计决策的影响。特别是,我们要求用户使用DSE merge来合并同一模型的不同版本,并与使用Diff merge进行比较。实验表明,使用DSE合并的参与者需要较少的认知努力,并表达了他们对DSE合并的偏好和满意度。
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引用次数: 1
SiMoNa: A Proof-of-concept Domain Specific Modeling Language for IoT Infographics SiMoNa:物联网信息图的概念验证领域特定建模语言
Pub Date : 2018-10-01 DOI: 10.1109/VLHCC.2018.8506502
C. M. D. Morais, J. Kelner, D. Sadok, Theo Lynn
The Internet of Things (IoT) has emerged as one of the prominent concepts in academic discourse in recent times reflecting a wider trend by industry to connect physical objects to the Internet and to each other. The IoT is already generating an unprecedented volume of data in greater varieties and higher velocities. Making sense of such data is an emerging and significant challenge. Infographics are visual representations that provide a visual space for end users to compare and analyze data, information, and knowledge in a more efficient form than traditional forms. The nature of loT requires a continuum modification in how end users see information to achieve such efficiency gains. Conceptualizing and implementing Infographics in an loT system can thus require significant planning and development for both data scientists, graphic designers and developers resulting in both costs in terms of time and effort. To address this problem, this paper presents SiMoNa, a domain-specific modeling language (DSML) to create, connect, interact, and build interactive infographic presentations for loT systems efficiently based on the model-driven develonment (MDD) naradiam.
近年来,物联网(IoT)已成为学术话语中的突出概念之一,反映了工业界将物理对象连接到互联网和彼此连接的更广泛趋势。物联网已经以更大的种类和更快的速度产生了前所未有的数据量。理解这些数据是一个正在出现的重大挑战。信息图是一种视觉表示,它为最终用户提供了一个视觉空间,以便以比传统形式更有效的形式比较和分析数据、信息和知识。loT的本质要求对终端用户如何看待信息进行连续的修改,以实现这样的效率提升。因此,在loT系统中概念化和实现Infographics可能需要数据科学家、图形设计师和开发人员进行大量的规划和开发,从而导致时间和精力方面的成本。为了解决这个问题,本文提出了sima,一种领域特定的建模语言(DSML),用于基于模型驱动开发(MDD)模式高效地为loT系统创建、连接、交互和构建交互式信息图表示。
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引用次数: 6
期刊
2018 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)
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