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VL/HCC'04
IEEE Symposium on
Visual Languages and Human-Centric Computing

Rome, Italy, September 26-29, 2004



Conference advance program: click here

Invited Speakers

Two distinguished researchers have agreed to delivering invited speeches.
They are:

Accepted papers

PaperID
Type
Abstract
001
full
Runtime GUI Generation from XML Conceptual Description
Stefano Levialdi, Emanuele Panizzi, Roberto Perugini Casoni

In the process of creation of a Graphical User Interface, three different activities play as many important roles: the functionality design, the graphical and layout design, and the implementation. Our work addresses the problem of clearly separating such activities, enabling the creation of a GUI without any strong knowledge of implementation aspects. In our system, the GUI can be completely described by an XML specification, within two XML files: the first one describes the structure and the components of the interface, as well as their associated action names, while the second keeps the graphical information such as layout, colours, icon identifiers. Our system, developed in Java, reads these files and merges the information contained therein into another XML file. Missing information is substituted by default values. Then, our system parses the resulting XML description and, using the Reflection technique, instantiates the widgets, associates them to the specified functionalities and produces a running GUI. Analysis of related work and of possible applications is provided.
002
full
Dynamic Euler Diagram Drawing
Peter Rodgers, Paul Mutton, Jean Flower

In this paper we describe a method to lay out a graph enhanced Euler diagram so that it looks similar to a previously drawn graph enhanced Euler diagram. This task is non-trivial when the underlying structures of the diagrams differ. In particular, if a structural change is made to an existing drawn diagram, our work enables the presentation of the new diagram with minor disruption to the user's mental map. As the new diagram can be generated from an abstract representation, its initial embedding may be very different from that of the original. We have developed comparison measures for Euler diagrams, integrated into a multicriteria optimizer, and applied a force model for associated graphs that attempts to move nodes towards their positions in the original layout. To further enhance the usability of the system, the transition between diagrams can be animated. This work extends a static (non-dynamic) graph enhanced Euler diagram drawing method previously developed by the investigators. We apply the dynamic drawing method to diagrammatic reasoning proof sequences, an application area where new diagrams are generated automatically, without any known embedding.
005
tech
Structural knowledge and language notational properties in program comprehension
Pablo Romero, Benedict du Boulay

Several studies have suggested that there are segments of the code which programmers regard as key when undertaking programming tasks such as program comprehension. Exactly what segments of the code are regarded as key depends on the organisation and structure of the programmer’s knowledge of programs among other factors. The theory of Programming Plans offers one model of programmer’s structure of knowledge and a view about which segments of code are key has been associated to this model. The empirical studies reported in this paper compare languages of different programming paradigms to explore whether key segments of the code are associated to Programming Plans regardless of the notational properties of the programming language employed, or whether different paradigms might be related to different models of structural knowledge. Additionally, these studies consider a practical programming task, program debugging, and a common measure of programming performance, error spotting accuracy, to support their claims about the relevance of key segments of the code for program comprehension. The findings of the studies reported here confirm the importance of key segments of the code for program comprehension when considering a practical programming task such as debugging. These results also indicate that key segments might be related to different models of structural knowledge for different programming languages and that their visibility might be enhanced by employing a sensible secondary notation.
010
full
A Layered Architecture for the Exploration of Heterogeneous Information Using Coordinated Views
Isabel F. Cruz, Yuan Feng Huang

In a real-world decision support application, users often want to search data from various sources according to some criteria, build a visualization based on the data being retrieved, and use the visualization to explore the data. With our approach, these activities are supported within the same workspace. Views are dynamically created by binding each data set to a visualization template according to the user’s preferences. The resulting views are then arranged into a larger coordinated view. In our layered architecture, data flows through the layers becoming encapsulated inside of metadata that describes the visual attributes being added. This metadata determines both the individual views and the dynamic interactions within a coordinated view. Dynamic interactions are implemented using a mediated notification services architecture
011
full
The Expressiveness of Spider Diagrams Augmented with Constants
Gem Stapleton, Simon Thompson, John Howse, John Taylor

Spider diagrams are a visual language for expressing logical statements. Spiders represent the existence of elements and contours denote sets. Several sound and complete spider diagram systems have been developed and it is known that the spider diagram language is equivalent in expressive power to monadic first order logic with equality. However, these sound and complete spider diagram systems do not contain syntactic elements analogous to constants in first order predicate logic. We extend the spider diagram language to include constant spiders which represent specific individuals and give formal semantics for the extended diagram language. We then prove that this extended system is equivalent in expressive power to the language of spider diagrams without constants.
012
full
Double trouble: Mixing quantitative and qualitative methods in the study of extreme programmers
Sallyann Bryant

Despite sparse and sometimes contradictory evidence, Extreme Programming (XP) is currently growing in popularity as an alternative strategy for developing software. This paper proposes a methodology for observational studies of one of XP’s twelve practices – pair programming – including the analysis of verbalisations, interactions and artefacts in order to improving our understanding of its cognitive implications. In addition, a protocol for analysing pair programming behaviours is included as a means of identifying the behavioural differences of those who are more expert or novice at pair programming and understanding the effect of pairing programmers of differing expertise. Initial results from a recent study using this methodology are then presented.
014
full
Champagne Prototyping: A Research Technique for Early Evaluation of Complex End-User Programming Systems
Alan F. Blackwell, Margaret M. Burnett, Simon Peyton Jones

Although a variety of evaluation techniques are available to researchers of visual and end-user programming systems, they are primarily suited to evaluation of research systems. It is important to have evaluation techniques suitable for real-world programming environments, in order to satisfy realworld product managers of the usefulness of proposed new features. To help fill this gap, we present a new evaluation technique, based in part on Cognitive Dimensions and Attention Investment, called “Champagne Prototyping”. The technique is an earlyevaluation technique that is inexpensive to do, yet features the credibility that comes from being based on the real commercial environment of interest, and from working with real users of the environment.
015
full
Semantics of UML 2.0 Activities
Harald Stoerrle

The recent major revision of the UML has introduced significant changes and additions. In particular, the metamodel portion underlying Activity Diagrams has been completely reengineered, with Activity being the central concept, the successor of ActivityGraph in UML 1.5. In this paper, a denotational semantics for Activities is de- fined as a mapping from Activities into Procedural Petri nets. The semantics excludes data type annotations and all features based on them, but includes all kinds of control flow, including non well-formed concurrency and, particularly, procedure calling.
016
full
Rewarding Good Behavior: End-User Debugging and Rewards
Joseph R. Ruthruff, Amit Phalgune, Laura Beckwith, Margaret Burnett, Curtis Cook

Emerging research has sought to bring effective debugging devices to end-user programmers. This research has largely focused on how well such devices bring genuine "functional" rewards to end users. However, emerging models of programming behavior indicate that another, often ignored, type of reward##perceivable rewards##can play an equally vital role in how well debugging devices serve end users. Using an empirically evaluated fault localization device, this paper investigates the impact such perceivable rewards can have on end-user debugging. Our results indicate that perceivable rewards alone can significantly improve the effectiveness and understanding of end users performing debugging tasks.
017
full
User Preference and Performance with UML Interaction Diagrams
Jennifer Swan, Dr. Maria Kutar, Dr. Trevor Barker, Dr. Carol Britton

During the requirements process it is of key importance that all representations used are clearly understood by those who must use them. Therefore it is essential to ensure that those representations are presented as effectively as possible. User preference is one area that may influence the effectiveness of the representations presented. This paper describes a study that was carried out to explore the relationship between user preference for UML sequence and collaboration diagrams. Results show that participants who preferred sequence diagrams showed improved performance when using sequence diagrams. This was true for preferences expressed both before and after the task. However, participants who did not prefer sequence diagrams showed an overall improved performance for both types of diagram over the group that preferred sequence diagrams.
019
tech
Integrating a Zoomable User Interfaces Concept into a Visual Language Meta-tool Environment
Na Liu, John Hosking, John Grundy

Our experiences developing and evaluating a range of visual language environments, and those of others, suggest that visual languages often have major problems with lack of screen real estate. Multiple views are commonly used to solve this by allowing large systems to be modelled by breaking into smaller parts. However this approach has limitations and we have begun to explore the use of “Zoomable User Interfaces”, (ZUIs), for this type of application. We have added prototype ZUI facilities to Pounamu, a meta-tool we have developed for building multiple view visual language environments. We motivate the need for ZUIs in visual language tools, illustrate our ZUI extensions to Pounamu in use, and discuss our experiences to date in building and using these facilities.
021
full
Gender: An Important Factor in End-User Programming Environments?
Laura Beckwith, Margaret Burnett

A human-centric issue that has not been considered in the design of end-user programming environments is whether gender differences exist that are important to the design of these environments. Ignoring this issue would miss the opportunity of enhancing the effectiveness of end-user programmers by incorporating appropriate mechanisms to support gender-associated differences in decision making, learning, and problem solving. This paper takes a first step toward building a foundation for investigating this issue by surveying gender difference literature from five domains from the perspective of possible implications for end-user programming. We present a taxonomy of this literature, and derive a number of specific issues for each element of the taxonomy (stated as hypotheses). This foundation provides a starting point for organized investigations into issues that may be important for making breakthroughs in the effectiveness of end-user programmers.
022
tech
Pounamu: a meta-tool for multi-view visual language environment construction
Nianping Zhu, John Grundy, John Hosking

We describe a meta tool for specification and generation of multiple view visual tools. The tool permits rapid specification of visual notational elements, underlying tool information model requirements, visual editors, the relationship between notational and model elements, and behavioural components. Tools are generated on the fly and can be used for modelling immediately. Changes to the meta tool specification are immediately reflected in any tool instances. The tool has been used to generate a wide range of visual environments, and is designed for ready extension and integration with other tools.
023
tech
CrawLogo: empowering end-users to program the Web
Kevin McGee, Johan Nilsson

In order to create Web-enabled applications that programmatically use the Web as an expressive medium, the current choice is largely between conventional programming languages that are difficult to learn and use – and less expressive alternatives. In order to address this issue, we have been developing CrawLogo, a Logo-inspired programming environment in which Web-elements are programmable, body-syntonic “Crawltures” that exist within a 5-dimensional Crawlture Geometry. In this paper we briefly summarize related work, describe the CrawLogo environment, some sample applications, and the initial response of end-user programmers who have successfully used it to build Web-enabled applications. We conclude with a discussion of some insights into the larger question of empowering end-user programming of the Web, the development of a Crawlture Geometry, and future research challenges.
024
tech
CoOL-Room: Collaboration Oriented Learning Room
Maria De Marsico, Susanna Fratarcangeli, Stefano Levialdi, Leonardo Lombardo

This paper presents a system supporting synchronous distance multimedia interaction. Such systems require a number of tools to communicate, enforce collaboration awareness and maintain consistency of shared resources. Moreover, the kind of resource requirements, most of all in terms of bandwidth and communication distribution, call for a suitable communication infrastructure. After highlighting such requirements to provide virtual room facilities, we shortly analyze a number of existing systems. We then present CoOL-Room - Collaboration Oriented Learning Room, and the design and implementation solutions we have adopted.
026
tech
Toward Usable Mixed Reality Authoring Tool: Case study AMIRE
Marjaana Träskbäck

Mixed reality (MR) applications are gaining wider interest in industry and in future the use of mixed reality will spread into various application fields. Currently the threshold for growing development is that authoring of MR applications consumes a lot of time and resources and current MR authoring environments are designed and restricted for dedicated experts only. In this paper we present the results of a user test of mixed reality authoring tool. The tool is build for non-programmers who are experts in their own field of expertise and who do not have programming background. The tool needs to be consistent with commonly used tools and use common user interface conventions. When working with MR tools the applications are usually 3D, but development occurs in an office environment from 2D screen, where the users have trouble perceiving the third dimension accurately. The screen should display the coordinate axis and origin of the grid on the screen. To get accurate 3D positioning for the objects, the tool have to support live picture authoring, where the user can observe the object from different angles.
028
full
Effect lines for specifying animation effects
Yoshikazu Kato, Etsuya Shibayama, Shin Takahashi,

When we create a 2D animations on desktop with Macromedia Flashcite{flash}, Microsoft PowerPointcite{powerpoint} and so on, we give objects effects and their parameters, such as motion path, speed, moving time. We use conventional interfaces like menues or dialog boxes at the time. However the motion effects associated with each object are not explicitly displayed on the canvas so that the user must investigate the property of the object by opening a dialog box to see what animations are associated with the object. Moreover, setting various parameters with menus and dialog boxes is troublesome because the user must set each parameter one by one. On this motivation, we provide using textit{effect line} for setting the effect and parameters. Effect lines are popular technique used in comics and cartoons. Their depiction have some information of effect of objects, e.g. speed, length of path, degree of rotation, and so on. It enables us to set effects and their parameters to objects only by doing simple gesture. In addition, we can recognize the animation by displaying effect lines when editing it on edit screen. On this motivation, we provide using textit{effect line} for setting the effect and parameters. Effect lines are strokes depicting object's motion in motionless pictures, such as comics. They have some information of motion of objects, e.g. speed, length of path, degree of rotation, and so on. It is easy for users to draw them on edit screens on desktop with the conventional pointing devices. Therefore we tried to use effect line as setting parameter method. It enables us to set effects and their parameters to objects only by doing simple gesture. Moreover, we can recognize what and how the animation and motions are by effect lines on the motionless frames.
035
full
Header and Unit Inference for Spreadsheets Through Spatial Analyses
Robin Abraham, Martin Erwig

This paper describes the design and implementation of a unit and header inference system for spreadsheets. The system is based on a formal model of units that we have described in previous work. Since the unit inference depends on information about headers in a spreadsheet, a realistic unit inference system requires a method for automatically determining headers. The present paper describes (1) several spatial-analysis algorithms for header inference, (2) a framework that facilitates the integration of different algorithms, and (3) the implementation of the system. The combined header and unit inference system is fully integrated into Microsoft Excel and can be used to automatically identify various kinds of errors in spreadsheets. Test results show that the system works accurately and reliably.
036
full
Everyday Programming: Challenges and Opportunities for Informal Web Development
Mary Beth Rosson, Julie Ballin, Heather Nash

Semi-structured interviews were conducted with twelve end users who develop and maintain web content for diverse organizations. We recruited participants recruited through referrals or webmaster contact information. They were interviewed about their general background and web projects, with an emphasis on tool usage and problem-solving strategies. Our qualitative analysis of the interview results offers a socio-technical perspective on everyday programming, with an emphasis on the complex interactions between end-users’ personal history, organizational context, and tool use.
039
tech
Parsing spatial graph grammars
Jun Kong, Kang Zhang

This paper presents a parser for a spatial graph grammar formalism, which integrates both the spatial and structural specification mechanisms in a single framework. By taking advantage of the spatial information, the parser performs in polynomial time with an improved parsing complexity over its non-spatial predecessor, i.e. the Reserved Graph Grammar.
040
tech
On a spatial graph grammar formalism
Jun Kong, Kang Zhang

This paper presents a new graph grammar formalism, which integrates both the spatial and structural specification mechanisms in a single framework. In addition to nodes and edges, this formalism treats spatial constraints as a type of language constructs in the abstract syntax. With the extended expressive power, semantic and structural requirements can be intuitively specified through spatial notations. Equipped with a parser that performs in polynomial time with an improved parsing complexity over its non-spatial predecessor, i.e. the Reserved Graph Grammar, the formalism can be used for practical visual programming.
041
full
Model Management Through Graph Transformation
guanglei song, kang zhang

Model management offers a higher level interface than current techniques for metadata management, and generic operators drastically reduce amount of programming for metadata applications. The interactive nature of generic model management operators inevitably demands an intuitive representation. This paper proposes a visual representation for model management operators based on graph transformation. Graph transformation formalisms, as the theoretic foundation of many visual programming languages, can formally represent model management operators by visual and intuitive expressions. By using graphical representations users can easily comprehend and manipulate the operators and desired outputs.
043
tech
Computationally-Enriched ``Piles'' for Managing Digital Photo Collections
Daniel Bauer, Pierre Fastrez, Jim Hollan

Since numerous empirical studies have demonstrated that people make extensive use of piles when managing collections of paper documents, it is surprising that piling has not been more extensively investigated as a technique to support managing and organizing digital information. As part of a larger research effort both to understand the cognitive strategies people use in managing collections of digital information in visual workspaces and to build a versatile infrastructure of tools to support those strategies, we have developed ``computationally-enriched piles'' which offer task-specific behaviors in local regions of a multiscale workspace. We describe these collection-management tools and how their design was informed by observing people organizing collections of personal digital photographs.
045
full
Managing Duplicated Code with Linked Editing
Michael Toomim, Andrew Begel, Susan L. Graham

The task of managing duplicated code has occupied the minds of programmers for the past 50 years. Although the use of programming abstractions for avoiding duplication has been extensively developed, studies show that programmers still produce software full of duplicated code. We argue that this is due to unavoidable cognitive costs of using language-based abstraction mechanisms##-functions, methods, and macros##-that limit their application. We present Linked Editing, a novel editor-based interaction technique for managing duplication without explicit abstraction. We have built a prototype editor that supports this technique, and have conducted a user study that indicates that programmers using Linked Editing can achieve results comparable to functional abstraction in a fraction of the time.
046
tech
JIVE: Java Interactive software Visualization Environment
Umberto Ferraro Petrillo, Giuseppe F. Italiano, Pompeo Faruolo, Giuseppe Cattaneo

JIVE (Java Interactive software Visualization Environment) is a system for the visualization of Java coded algorithms and data structures. It supports the rapid development and deployment of interactive animations through the adoption of an object oriented approach. JIVE introduces several significant innovations such as a flexible multi-purpose distributed architecture and an original visualization framework. JIVE adopts a distributed architecture that leverages the capabilities of Java, CORBA and object oriented programming to separate transparently the visualization layer from the underlying communication layer. Therefore, it becomes possible to use JIVE in a variety of scenarios ranging from debugging algorithmic code to software visualization in Virtual Classrooms environments. Moreover, JIVE uses a zoomable user interface for representing animated algorithms: seamless visualization of both small and large data sets is achieved by using semantic zooming. Finally, JIVE comes with a collection of already animated data types including data structures belonging to the Java standard libraries and to the JDSL (Java Data Structures Libraries) algorithmic libraries.
047
tech
Virtual Workshops for Human-Centric Computing
Maria Francesca Costabile, Daniela Fogli, Giuseppe Fresta, Piero Mussio, Antonio Piccinno

Twenty years of visual languages research aimed at developing not only programming languages but also methodologies, techniques, and tools for design, formalization, implementation, and evaluation of computing environments that are easier to learn and to use by a broader user population. In this perspective, we focused on the study of Interactive Visual Languages and their use in the development of software environments to be used by a specific type of users, i.e. professional people such as engineers, geologists, medical doctors, etc. The research we have developed in this field, and the experience gained has brought us to develop software environments that are easier to learn and to use in a specific field of activity, but also allow their users to tailor them for better adapting to their needs, and to even create or modify software artefacts. The latter are defined activities of End-user development, to which a lot of attention is currently devoted by various researchers in Europe and all over in the world. The design methodology that we have developed is refined in this paper, giving insights emerging from our recent experiences, and emphasizing how it supports Human Centric-Computing and End-User Development.
049
tech
Vivio – A System for Creating Interactive Reversible E-Learning Animations for the WWW
Dr. Jeremy Jones

Vivio is a system that makes it easier to create interactive reversible 2D vector based e-learning animations for the WWW. Vivio animations describe how the properties of graphical objects change as function of time or as the result of external events. Since Vivio animations follow the execution of a program, they can respond to user input and are, consequently, not limited to preset animation sequences. Vivio animations are compiled into a compact intermediate code which is normally executed by the Vivio player hosted in a web page. A key feature of the Vivio player is that it can play Vivio animations smoothly, in both forward and reverse directions.
050
full
Six Learning Barriers in End-User Programming Systems
Andrew J. Ko, Brad A. Myers, Htet Htet Aung

As programming skills increase in demand and utility, the learnability of end-user programming systems is of utmost importance. However, prior research on learning barriers in programming systems has primarily focused on languages, overlooking potential learning barriers in the environment and accompanying libraries. To address this, a study of beginning programmers learning Visual Basic.NET was performed. This identified six types of learning barriers: design, selection, coordination, use, understanding, and information. These barriers inspire a new metaphor of computation, which provides a more learner-centric view of programming system design.
051
tech
Message-Flow Programming in PdaGraph
Yael Kollet, Trevor Smedley

PdaGraph is an end-user component-based programming language for the PDA. In the first stage a data-flow visual programming language was designed but this was lacking an intuitive user interface and the connections between different parts of the program were not visible. To make PdaGraph suitable for end users, we designed a high-level component-based message-flow programming language and environment. To verify that the design is end-user friendly we conducted a usability study using a low fidelity paper prototype, which included one cycle of four usability tests, followed by an analysis and changes stage, and a second round of four usability tests to verify the modified prototype. During the study, feedback was obtained by videotaping the subject-system interactions and by using a cognitive dimensions questionnaire.
053
tech
Model-based Specification of Virtual Interaction Environments
Augusto Celentano, Daniela Fogli, Piero Mussio, Fabio Pittarello

This paper discusses a model-based approach to the design of complex interaction environments like virtual worlds, mixed and augmented reality. The environment with which a user interacts is seen as a virtual environment in which a population of virtual entities, created and maintained active by a program interpreted by the computer, is present, and which can be described by specifying the behavior of the population. The specification of the behavior occurs along three dimensions: 1) programming languages to specify system computations; 2) user activity languages to specify user activities; 3) perceptual languages to deal with the physical characteristics of the messages from the machine to the user. These dimensions define an interaction modeling space which constitutes the frame in which the virtual environment is specified.
058
full
A Suite of Metamodels as a Basis for a Classification of Visual
Paolo Bottoni, Antonio Grau

Metamodeling frameworks for the definition and management of visual languages allow the implementation of visual environments based on some abstract notion of visual entity and of relations among them. We propose a suite of metamodels able to accommodate most commonly used visual paradigms, built as progressive specialisation of a root meta-meta model. This approach facilitates the design and implementation of new, general purpose as well as domain specific, visual languages by allowing the progressive construction of language-independent service layers.
060
full
Comprehension strategies of end-user programmers in an event-driven application
Susan Wiedenbeck, Alec Engebretson

Teachers may engage in end-user programming to support student learning or administrative activities associated with teaching. The objective of this research is to understand strategies used by teachers in program comprehension and to identify specific problems they face. A think-aloud study was conducted of teachers comprehending an event-driven application, consisting of a graphical user interface and the scripts controlling it. We found that end users followed a strongly top-down strategy and breadth-wise exploration of the application. Depth-wise exploration was observed in half the teachers. Teachers varied greatly in their motivations and persistence to dig deeply into the code. Problems of the teachers included difficulties comprehending the event-driven application, given the distributed nature of the code, and choosing appropriate inputs for testing it. The lack of visual highlighting also hindered the comprehension process.
061
full
A Parsing Technique for Sketch Recognition Systems
Gennaro Costagliola, Vincenzo Deufemia, Giuseppe Polese, Michele Risi

Several disciplines require the support of computer-based tools for creating sketches during early design phases. Unfortunately, most computer programs cannot parse and semantically interpret handwritten sketches. In this paper we present a framework for modeling sketch languages and for generating incremental parsers to recognize them. The underlying parsing technique addresses the issues of stroke clustering and ambiguity resolution in sketches. We also present a workbench supporting the presented framework.
063
tech
The Effects of Algorithm Visualizations with Storylines on Retention: An Experimental Study
C. Hundhausen, R. Patterson, J. Brown, S. Farley

Algorithm visualizations graphically illustrate how al-gorithms work. In prior ethnographic studies of a computer science course in which students were required to construct and present their own algorithm visualizations, we observed that visualizations based on storylines tended to stimulate increased audience interest and involvement. This observation, coupled with the empirical research that substantiates the value of stories as mne-monic devices, raises an interesting research question: Do visualizations with storylines actually help students remember the procedural behavior of an algorithm better than visualizations that do not involve storylines? To investigate this question, we conducted an experimental study that compared the memorability of algorithm descriptions involving differing degrees of spatial and ver-bal embellishment. The study failed to detect significant differences. We reflect on our lack of significant results, and suggest two alternative paths for future research into the value of story-based algorithm visualization.
064
tech
Secure Visualization of Authentication Information: A Case Study
Roberto Tamassia, Sean Cannella, Michael Shin, Christian Straub, Dan Polivy,

The open nature of the web makes it possible to create spoofed information which, to the casual observer, is indis- tinguishable from valid information. Remedying the prob- lem is complicated by the fact that, in practice, users may not be willing or able to follow complicated procedures for detecting online fraud. We introduce the concept of in- teractive deterrence, a scheme that helps protect the user against spoo ng attacks while requiring minimal active in- teraction. We also present a case study on a working proto- type of prooflets, a system for detecting visual forgery of web content based on a novel distributed authentication scheme. Our web integrity client for prooflets adopts the interactive deterrence principle and provides the user with a simple and e ective visual interface for the verification of the integrity of content within web pages.
065
full
End-users' Mental Models of Concepts Critical to Web Application Development
Jochen Rode, Mary Beth Rosson, Manuel A. Pérez-Quiñones

We report an empirical study of nonprogrammers' mental models regarding particular concerns in web application development such as input validation, database lookup, and master-detail relationships. The goal of the study was to understand how nonprogrammers think about the data and logic underlying a web application. In continuing work, we are using this understanding as a basis for the design of tools and development resources that are intuitive and easy to use. The current paper describes the empirical work that was done and discusses its implications for the design of end-user web development tools that could be used to develop web applications of intermediate complexity.
066
tech
The Evolving User-Centered Design of the Algorithm Visualization Storyboarder
C. Hundhausen, J. Wingstrom, R. Vatrapu

The ALgorithm VIsualization Storyboarder (ALVIS) enables beginning and intermediate computer science students both to construct “low fidelity” (rough, unpolished) visualizations of the algorithms under study, and to present those visualizations to their peers and instructor for feedback and discussion. The original ALVIS software was a frail research prototype. We are using an iterative, user-centered design process to develop a public domain version of the software suitable for use in a “studio-based” computer science course. Through a series of empirical studies of both low and high fidelity prototypes of ALVIS, we have reevaluated the original design of ALVIS, and are presently in the process of making three key design changes: (a) the underlying scripting language is being redesigned for simplicity and ease of learning; (b) the interface for creating and placing graphical variables and spatial structures is being simplified and streamlined for ease of use; and (c) new features are being added that explicitly support storytelling.
067
tech
Supporting Computational Visual Theories in Biology
George Chin Jr., Eric G. Stephan, Kyle R. Klicker, Abigail L. Corrigan, Heidi J. Sofia

At the Pacific Northwest National Laboratory, the Visual Modeling Environment for Biology (VMEB) is being developed to allow biologists to construct visual representations of scientific concepts and theories. Unlike existing scientific visual modeling environments, VMEB captures and manages visual concepts and diagrams in a computational form that may be transferred across sessions, shared among collaborators, linked to external data sources, and searched against to identify relevant or matching information. VMEB captures not only generated graphical objects and their spatial relationships, but also the underlying biological meaning of those objects as defined by biologists. The biological meanings are attached to their associated graphical objects and relationships in rules that are saved to a rules base. Using an inference engine, VMEB may then automatically identify and attach biological meaning to graphical objects and patterns as they are constructed if those objects and patterns match existing graphical rules in the rules base. The collection of graphical rules constitutes an underlying visual language built upon emerging user-defined symbols and concepts. As such, the visual language dynamically evolves along with the biological theory under development.
068
tech
Visual Explanations of Your Actions on the Web
Henry Lieberman, Earl J. Wagner

Web sites have become more complex while the interface of the web browser itself has remained static. As people perform increasingly complex actions on the web, such as purchases involving multiple sites, they have questions about their transactions: ``what is that charge for?'', ``why hasn't my order arrived?'', ``this isn't what I ordered, is it?'' For answers, they turn to customer service. With process descriptions for user actions and web site reactions, however, a software agent working on the user's computer can retrieve information and answer simple questions like these. We present Woodstein, a software agent that works with a user's web browser to explain a user's actions on the web. It supports the inspection of data items in ordinary web pages, and visualizes their history and the processes that created them. It tracks a user's action and retrieves related information on the same web site, and even other web sites, to provide an integrated view of the relevant processes and data.
072
tech
Programming Autonomous Robots by Demonstration using Artificial Neural Networks
S.M. Best, P.T. Cox,

The use of Artificial Neural Networks (ANNs) to control autonomous robots has been quite extensively studied. Also, in recent years researchers have begun to investigate the notion of programming such robots using visual programming languages based on various programming and robot control models. Some of this work has focused on developing visual programming by demonstration (PBD) systems. Here we extend the latter approach by proposing a visual PBD environment for autonomous robots based on ANNs. Within this environment, sensor-to-motor rules, called sensorimotor maps, are programmed by employing ANNs to match sensor outputs to actuator inputs. The goal is to create a programming environment in which the end-user is not required to have any knowledge of the underlying control model, ANN programming in this case. In this regard, the current proposal appears more promising than previous attempts using the subsumption model
073
full
An Automatic Layout Algorithm for Lograph
O. Banyasad, P.T. Cox

We present a layout algorithm for the Lograph debugger which automatically rearranges a Lograph query graph at run time in response to the application of Lograph rules by the interpreter. The algorithm addresses certain cognitive issues, aiming to make the execution of query graphs more comprehensible. It incorporates a foresighted graph adjustment technique that improves the layout of a query by searching for data structure patterns and looking ahead in the execution. The look-ahead attempts to decrease the expected future changes in the layout by leaning the current layout towards one that would require less modifications in the next few execution steps. The execution of a program in the debugger can be observed as a smooth transformation to a solution graph from a query graph, the layout of which is created by the user.
077
full
Reduction of Cognitive Load Through the Addition of High-Level Semantics to ReactoGraph
Simon Gauvin, Trevor Smedley

This research studies usability probems in ReactoGraph, a visual programming language designed to simplify the development of graphical user interfaces. Its design incorporates concrete representations of interface controls and behavior but suffers from complexity in defining message passing, inter-component data flow, and event handling. We attempt to further simplify the use of ReactoGraph by considering effects of tool design on cognitive abilites and introduce three high-level semantic additions to the language. We describe these in the context of cognitive load and discuss results of a small user study that shows promise in their effectiveness.
078
tech
A Specification Technique for Model Based Derivation of Speech Interfaces
Jari Peltonen, Samuel Lahtinen, Kai Koskimies

Speech recognition could be used more widely if there were easy, more systematic, and preferably partly automated means to define speech interfaces for applications. Models used to describe the underlying concepts and structures in a specified system can also be used to derive vocabulary of a spoken language for the system. Thus, the speech interface construction process can be automated in these domains. In this paper we introduce a specification technique that uses combination of statechart templates and structural models for deriving spoken command languages for the domains specified by the structural models. The approach is applied to the derivation of a spoken command language for editing UML class diagrams, as defined by the UML metamodel.
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JeCo, a Collaborative Learning Tool for Programming
Andrés Moreno, Niko Myller, Erkki Sutinen

The pair-programming activities in a classroom are found to support learning of the novice students during the first programming courses. However, there are very few tools that could support pair or group programming in distance education courses. We present a concept of collaborative program visualization and a tool to realize it, called JeCo that can help the students to work together on a platform that supports both collaborative authoring and program visualization.
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