Academic literature on the topic 'Computer programming. Human-machine systems'

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Journal articles on the topic "Computer programming. Human-machine systems"

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Asada, Harichiko, Clifford C. Federspiel, and Sheng Liu. "Human Centered Control in Robotics and Consumer Product Design." Journal of Dynamic Systems, Measurement, and Control 115, no. 2B (June 1, 1993): 271–80. http://dx.doi.org/10.1115/1.2899067.

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Human factors in the control and programming of robots and electric appliances are addressed in this paper. Systems and control techniques for the enhancement of human-machine communication as well as learning and adaptation to human needs are described with exemplary case studies. First, fundamental issues and methodologies, as well as historical perspective of relevant fields, are summarized, and two case studies are then discussed. One is user-adaptable control of air conditioners, a new type of adaptive control that allows an air conditioner to learn the thermal preference of the user. The other is a user-friendly programming method for advanced robot control. A task-level adaptive control system is developed by acquiring control skills by direct communication with human experts. The importance of human-machine communication and its impact on product development are addressed from the systems and control point of view.
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Veksler, V. A. "CONSTRUCTION OF NEURAL NETWORKS IN ONLINE ENVIRONMENTS WHEN STUDYING THE CONTENT LINE "MODELING AND FORMALIZATION" IN THE LESSONS OF INFORMATICS AT SCHOOL." Informatics in school 1, no. 7 (October 30, 2020): 21–24. http://dx.doi.org/10.32517/2221-1993-2020-19-7-21-24.

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Modeling as a universal approach to the study of the structure and behavior of complex objects is used in many academic disciplines, as it is a general didactic means of acquiring knowledge. A promising direction in the development of mathematical modeling is modeling the behavior of intelligent systems, which is being improved due to the introduction of new information technologies, telecommunication systems and the massive use of computer technology. Modeling takes on the functionality of a powerful and effective tool for researching a variety of intelligent systems from various fields of human activity. One of the most popular methods for studying the functioning of intelligent systems are machine learning methods for processing large amounts of data, in particular, the apparatus of neural networks. The article discusses the features of constructing the simplest neural networks by using the Teachable Machine online system and online compilers of programming languages in the classroom on computer modeling at school. Detailed examples of building neural network models in Python and C ++ programming languages are given.
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Li, Xiao Guang. "Research on the Development and Applications of Artificial Neural Networks." Applied Mechanics and Materials 556-562 (May 2014): 6011–14. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.6011.

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Intelligent control is a class of control techniques that use various AI computing approaches like neural networks, Bayesian probability, fuzzy logic, machine learning, evolutionary computation and genetic algorithms. In computer science and related fields, artificial neural networks are computational models inspired by animals’ central nervous systems (in particular the brain) that are capable of machine learning and pattern recognition. They are usually presented as systems of interconnected “neurons” that can compute values from inputs by feeding information through the network. Like other machine learning methods, neural networks have been used to solve a wide variety of tasks that are hard to solve using ordinary rule-based programming, including computer vision and speech recognition.
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Raouf, A., and Salih O. Duffuaa. "On Improving Human Reliability in Computer Programming." Kybernetes 22, no. 7 (July 1993): 9–15. http://dx.doi.org/10.1108/eb005997.

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STANKOVIC, NENAD, and KANG ZHANG. "VISUAL PROGRAMMING FOR MESSAGE-PASSING SYSTEMS." International Journal of Software Engineering and Knowledge Engineering 09, no. 04 (August 1999): 397–423. http://dx.doi.org/10.1142/s0218194099000231.

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The attractiveness of visual programming stems in large part from the direct interaction with program elements as if they were real objects, since people deal better with concrete objects than with the abstract. This paper describes a new graph based software visualization tool for parallel message-passing programming named Visper that combines the levels of abstraction at which message-passing parallel programs are expressed and makes use of compositional programming. Central to the tool is the Process Communication Graph that correlates both the control and data flow graphs into a single graph formalism, without a need for complex textual annotation. The graph can express static and runtime communication and replication structures, as found in Message Passing Interface (MPI) and Parallel Virtual Machine (PVM). It also forms the basis for visualizing parallel debugging and performance.
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Koster, Alexis. "A functional programming-directed database machine." Information Sciences 50, no. 2 (March 1990): 151–83. http://dx.doi.org/10.1016/0020-0255(90)90009-y.

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Kennedy, Ken. "Compiler technology for machine-indepenent parallel programming." International Journal of Parallel Programming 22, no. 1 (February 1994): 79–98. http://dx.doi.org/10.1007/bf02577793.

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Lowe, P. J. "The Remodelling of Crewe Machine Shops: The Opus Programme." Proceedings of the Institution of Mechanical Engineers, Part D: Transport Engineering 202, no. 4 (October 1988): 265–72. http://dx.doi.org/10.1243/pime_proc_1988_202_184_02.

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This paper describes BREL's approach to cost effective small batch manufacture through the introduction of group technology machining cells, new computer systems for part programming and manufacturing control, and the standardization of tooling and raw material.
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Shen, Ruiqi, Donghee Yvette Wohn, and Michael J. Lee. "Programming Learners’ Perceptions of Interactive Computer Tutors and Human Teachers." International Journal of Emerging Technologies in Learning (iJET) 15, no. 09 (May 15, 2020): 123. http://dx.doi.org/10.3991/ijet.v15i09.12445.

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People often learn programming in face-to-face courses or online tutorials. Interactive computer tutors---systems that provide learning content interactively---are becoming more common in online tools such as those teaching computer programming. Studies have shown that teachers, interactive computer tutors, and the combination of both are efficient and effective in teaching programming. However, there is limited understanding of the comparative perspectives of learners learning from these two different sources. We conducted an exploratory study using semi-structured interviews and recruited 20 participants with programming experience from both teachers and interactive computer tutors. Speaking with our participants, we surfaced factors that learners like and dislike from the two learning resources and discussed the strengths and weaknesses between the two. Based on our findings, we discuss implications for designs that programming educators and interactive computer tutor developers can use to improve their teaching effectiveness.
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Sokolov, I. A. "Theory and practice in artificial intelligence." Вестник Российской академии наук 89, no. 4 (April 24, 2019): 365–70. http://dx.doi.org/10.31857/s0869-5873894365-370.

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Artificial Intelligence is an interdisciplinary field, and formed about 60 years ago as an interaction between mathematical methods, computer science, psychology, and linguistics. Artificial Intelligence is an experimental science and today features a number of internally designed theoretical methods: knowledge representation, modeling of reasoning and behavior, textual analysis, and data mining. Within the framework of Artificial Intelligence, novel scientific domains have arisen: non-monotonic logic, description logic, heuristic programming, expert systems, and knowledge-based software engineering. Increasing interest in Artificial Intelligence in recent years is related to the development of promising new technologies based on specific methods like knowledge discovery (or machine learning), natural language processing, autonomous unmanned intelligent systems, and hybrid human-machine intelligence.
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Dissertations / Theses on the topic "Computer programming. Human-machine systems"

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Dewan, Prasun. "Automatic generation of user interfaces." Madison, Wis. : University of Wisconsin-Madison, Computer Sciences Dept, 1986. http://catalog.hathitrust.org/api/volumes/oclc/14706019.html.

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Allen, Jeanette. "Effects of representation on programming behavior." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9233.

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Sheikholeslami, Sina. "Ablation Programming for Machine Learning." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258413.

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As machine learning systems are being used in an increasing number of applications from analysis of satellite sensory data and health-care analytics to smart virtual assistants and self-driving cars they are also becoming more and more complex. This means that more time and computing resources are needed in order to train the models and the number of design choices and hyperparameters will increase as well. Due to this complexity, it is usually hard to explain the effect of each design choice or component of the machine learning system on its performance.A simple approach for addressing this problem is to perform an ablation study, a scientific examination of a machine learning system in order to gain insight on the effects of its building blocks on its overall performance. However, ablation studies are currently not part of the standard machine learning practice. One of the key reasons for this is the fact that currently, performing an ablation study requires major modifications in the code as well as extra compute and time resources.On the other hand, experimentation with a machine learning system is an iterative process that consists of several trials. A popular approach for execution is to run these trials in parallel, on an Apache Spark cluster. Since Apache Spark follows the Bulk Synchronous Parallel model, parallel execution of trials includes several stages, between which there will be barriers. This means that in order to execute a new set of trials, all trials from the previous stage must be finished. As a result, we usually end up wasting a lot of time and computing resources on unpromising trials that could have been stopped soon after their start.We have attempted to address these challenges by introducing MAGGY, an open-source framework for asynchronous and parallel hyperparameter optimization and ablation studies with Apache Spark and TensorFlow. This framework allows for better resource utilization as well as ablation studies and hyperparameter optimization in a unified and extendable API.
Eftersom maskininlärningssystem används i ett ökande antal applikationer från analys av data från satellitsensorer samt sjukvården till smarta virtuella assistenter och självkörande bilar blir de också mer och mer komplexa. Detta innebär att mer tid och beräkningsresurser behövs för att träna modellerna och antalet designval och hyperparametrar kommer också att öka. På grund av denna komplexitet är det ofta svårt att förstå vilken effekt varje komponent samt designval i ett maskininlärningssystem har på slutresultatet.En enkel metod för att få insikt om vilken påverkan olika komponenter i ett maskinlärningssytem har på systemets prestanda är att utföra en ablationsstudie. En ablationsstudie är en vetenskaplig undersökning av maskininlärningssystem för att få insikt om effekterna av var och en av dess byggstenar på dess totala prestanda. Men i praktiken så är ablationsstudier ännu inte vanligt förekommande inom maskininlärning. Ett av de viktigaste skälen till detta är det faktum att för närvarande så krävs både stora ändringar av koden för att utföra en ablationsstudie, samt extra beräkningsoch tidsresurser.Vi har försökt att ta itu med dessa utmaningar genom att använda en kombination av distribuerad asynkron beräkning och maskininlärning. Vi introducerar maggy, ett ramverk med öppen källkodsram för asynkron och parallell hyperparameteroptimering och ablationsstudier med PySpark och TensorFlow. Detta ramverk möjliggör bättre resursutnyttjande samt ablationsstudier och hyperparameteroptimering i ett enhetligt och utbyggbart API.
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Sims, Pauline. "Turing's P-type machine and neural network hybrid systems." Thesis, University of Ulster, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.240712.

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Lau-Kee, David Andrew. "Visual and by-example interactive systems for non-programmers." Thesis, University of York, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.238670.

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Levine, Jonathan. "Computer based dialogs : theory and design /." Online version of thesis, 1990. http://hdl.handle.net/1850/10590.

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Jarvis, Matthew P. "Applying machine learning techniques to rule generation in intelligent tutoring systems." Link to electronic thesis, 2004. http://www.wpi.edu/Pubs/ETD/Available/etd-0429104-112724.

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Thesis (M.S.)--Worcester Polytechnic Institute.
Keywords: Intelligent Tutoring Systems; Model Tracing; Machine Learning; Artificial Intelligence; Programming by Demonstration. Includes bibliographical references.
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Tchernavskij, Philip. "Designing and Programming Malleable Software." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLS499.

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Les besoins des utilisateurs en matière de fonctionnalités et d'interfaces logicielles sont variés et changeants. Mon objectif est de permettre aux utilisateurs eux-mêmes de facilement modifier ou faire modifier leur logiciel en fonction de l'évolution de leurs besoins. Toutefois, à mon avis, les approches actuelles ne traitent pas cette question de façon adéquate : L'ingénierie logicielle favorise la flexibilité du code mais, dans la pratique, cela n'aide pas les utilisateurs finaux à apporter des changements à leurs logiciels. Les systèmes permettant à l'utilisateur de programmer en direct (“live programming”) ou de modifier le code du logiciel (“end-user programming”) permettent aux utilisateurs de personnaliser les interfaces de leur logiciel en accédant et modifiant le code source. J'adopte une approche différente, qui cherche à maximiser les modifications qui peuvent être faites à travers des interactions habituelles, par exemple la manipulation directe d'éléments d'interface. J'appelle cette approche la malléabilité logicielle. Pour comprendre les besoins des utilisateurs et les obstacles à la modification des logiciels interactifs, j'étudie comment les logiciels actuels sont produits, maintenus, adoptés et appropriés dans un réseau de communautés travaillant avec des données sur la biodiversité. Je montre que le mode de production des logiciels, c'est-à-dire les technologies et les modèles économiques qui les produisent, est biaisé en faveur de systèmes centralisés et uniformisés. Cela m'amène à proposer un programme de recherche interdisciplinaire à long terme pour repenser les outils de développement logiciel afin de créer des infrastructures pour la pluralité. Ces outils peuvent aider de multiples communautés à collaborer sans les forcer à adopter des interfaces ou représentations de données identiques. Le logiciel malléable représente une telle infrastructure, dans laquelle les systèmes interactifs sont des constellations dynamiques d'interfaces, de dispositifs et de programmes construits au moment de leur utilisation. Ma contribution technologique est de recréer des mécanismes de programmation pour concevoir des comportements interactifs. Je généralise les structures de contrôle existantes pour l'interaction en ce que j’appelle des intrications (“entanglements”). J'élabore une structure de contrôle d'ordre supérieur, les intricateurs (“entanglers”), qui produisent ces intrications lorsque des conditions préalables particulières sont remplies. Ces conditions préalables sont appelées co-occurrences. Les intricateurs organisent l'assemblage des interactions dynamiquement en fonction des besoins des composants du système. Je développe ces mécanismes dans Tangler, un prototype d’environnement pour la construction de logiciels interactifs malléables. Je démontre comment Tangler supporte la malléabilité à travers un ensemble de cas d'étude illustrant comment les utilisateurs peuvent modifier les systèmes par eux-mêmes ou avec l'aide d'un programmeur. Cette thèse est un premier pas vers un paradigme de programmation et de conception de logiciels malléables capables de s'adapter à la diversité des usages et des utilisateurs
User needs for software features and interfaces are diverse and changing, motivating the goal of making it as easy as possible for users themselves to change software, or to have it changed on their behalf in response to their developing needs. However, in my opinion, current approaches do not address this issue adequately: software engineering promotes flexible code, but in practice this does not help end-users effect change in their software. End-user and live programming systems help users customize their interfaces by accessing and modifying the underlying source code. I take a different approach, seeking to maximize the kinds of modifications that can take place through regular interactions, e.g. direct manipulation of interface elements. I call this approach malleable software. To understand contemporary needs for and barriers to modifying software, I study how it is produced, maintained, adopted, and appropriated in a network of communities working with biodiversity data. I find that the mode of software production, i.e. the technologies and economic relations that produce software, is biased towards centralized, one-size-fits-all systems. This leads me to propose a long-term, interdisciplinary research program in reforming the tools of software development to create infrastructures for plurality. These tools should help multiple communities collaborate without forcing them to consolidate around identical interfaces or data representations. Malleable software is one such infrastructure, in which interactive systems are dynamic constellations of interfaces, devices, and programs assembled at the site of use. My technological contribution is a reconstruction of the programming mechanisms used to create interactive behavior. I generalize existing control structures for interaction as entanglements, and develop a higher-order control structure, entanglers, which produces entanglements when particular pre-conditions, called co-occurrences, are met. Entanglers cause interactions to be assembled dynamically as system components come and go. I develop these mechanisms in Tangler, a prototype environment for building malleable interactive software. I demonstrate how Tangler supports malleability through a set of benchmark cases illustrating how users can modify systems by themselves or with programmer assistance. This thesis is an early step towards a paradigm for programming and designing malleable software that can keep up with human diversity
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Yunten, Tamer. "Supervisory methodology and notation (SUPERMAN) for human-computer system development." Diss., Virginia Polytechnic Institute and State University, 1985. http://hdl.handle.net/10919/49969.

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The underlying goal of SUPERvisory Methodology And Notation (SUPERMAN) is to enhance productive operation of human-computer system developers by providing easy-to-use concepts and automated tools for developing high-quality (e.g., human-engineered, cost-effective, easy-to-maintain) target systems. The supervisory concept of the methodology integrates functions of many modeling techniques, and allows complete representation of the designer's conceptualization of a system's operation. The methodology views humans as functional elements of a system in addition to computer elements. Parts of software which implement human-computer interaction are separated from the rest of software. A single, unified system representation is used throughout a system lifecycle. The concepts of the methodology are notationally built into a graphical programming language. The use of this language in developing a system leads to a natural and orderly application of the methodology.
Ph. D.
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Ferreira, Ana. "Modelling access control for healthcare information systems : how to control access through policies, human processes and legislation." Thesis, University of Kent, 2010. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.529399.

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The introduction of Electronic Medical Records (EMR) within healthcare organizations has the main goal of integrating heterogeneous patient information that is usually scattered over different locations. However, there are some barriers that impede the effective integration of EMR within the healthcare practice (e.g., educational, time/costs, security). A focus in improving access control definition and implementation is fundamental to define proper system workflow and access. The main objectives of this research are: to involve end users in the definition of access control rules; to determine which access control rules are important to those users; to define an access control model that can model these rules; and to implement and evaluate this model. Technical, methodological and legislative reviews were conducted on access control both in general and the healthcare domain. Grounded theory was used together with mixed methods to gather users experiences and needs regarding access control. Focus groups (main qualitative method) followed by structured questionnaires (secondary quantitative method) were applied to the healthcare professionals whilst structured telephone interviews were applied to the patients. A list of access control rules together with the new Break-The-Glass (BTG) RBAC model were developed. A prototype together with a pilot case study was implemented in order to test and evaluate the new model. A research process was developed during this work that allows translating access control procedures in healthcare, from legislation to practice, in a systematic and objective way. With access controls closer to the healthcare practice, educational, time/costs and security barriers of EMR integration can be minimized. This is achieved by: reducing the time needed to learn, use and alter the system; allowing unanticipated or emergency situations to be tackled in a controlled manner (BTG) and reducing unauthorized and non-justified accesses. All this helps to achieve a faster and safer patient treatment.
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Books on the topic "Computer programming. Human-machine systems"

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Ellzey, Roy S. Computer systems software: The programmer/machine interface. Chicago: Science Research Associates, 1987.

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1952-, Woods David D., ed. Joint cognitive systems: Foundations of cognitive systems engineering. Boca Raton, FL: Taylor & Francis, 2005.

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Symposium on Empirical Foundations of Information and Software Science (4th 1986 Atlanta, Ga.). Empirical foundations of information and software science IV: Empirical methods of evaluation of man-machine interfaces. New York: Plenum Press, 1987.

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Blank, Glenn. The universal machine: A multimedia introduction to computing. Boston, Mass: McGraw Hill, 1998.

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Ceriello, VincentR. Human resource management systems: Strategies, tactics, and techniques. Lexington, Mass: Lexington Books, 1991.

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Heikkilä, Tapio Arturri. A model-based approach to high-level robot control with visual guidance. Espoo, [Finland]: Technical Research Centre of Finland, 1990.

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Andersen, P. Bøgh. A theory of computer semiotics: Semiotic approaches to construction and assessment of computer systems. Cambridge: Cambridge University Press, 1990.

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Catherine, Plaisant, ed. Designing the user interface: Strategies for effective human-computer interaction. 4th ed. Boston: Pearson/Addison Wesley, 2005.

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Designing the user interface: Strategies for effective human-computer interaction. Reading, Mass: Addison-Wesley, 1987.

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Designing the user interface: Strategies for effective human-computer-interaction. 3rd ed. Reading, Mass: Addison Wesley Longman, 1998.

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Book chapters on the topic "Computer programming. Human-machine systems"

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Goschnick, Steve. "People-Oriented Programming: From Agent-Oriented Analysis to the Design of Interactive Systems." In Human-Computer Interaction. New Trends, 836–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02574-7_93.

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Minder, Patrick, and Abraham Bernstein. "CrowdLang: A Programming Language for the Systematic Exploration of Human Computation Systems." In Lecture Notes in Computer Science, 124–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35386-4_10.

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Lehmann, Lorrie, Dale-Marie Wilson, and Tiffany Barnes. "Using Individualized Feedback and Guided Instruction via a Virtual Human Agent in an Introductory Computer Programming Course." In Intelligent Tutoring Systems, 612–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30950-2_87.

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Paul, Jody. "Communication Tools for Human-Computer Knowledge Transfer." In Human-Machine Interactive Systems, 123–82. Boston, MA: Springer US, 1991. http://dx.doi.org/10.1007/978-1-4684-5883-1_7.

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Surówka, G. "Machine Learning of Melanocytic Skin Lesion Images." In Human-Computer Systems Interaction, 147–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03202-8_12.

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Jasiński, M., and A. Nawrat. "Graphical Human-Machine Interface for QB Systems." In Human-Computer Systems Interaction, 407–17. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03202-8_32.

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Sakamura, Ken. "BTRON: Human-Machine Interface." In TRON Project 1987 Open-Architecture Computer Systems, 83–96. Tokyo: Springer Japan, 1987. http://dx.doi.org/10.1007/978-4-431-68069-7_8.

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Velázquez-Iturbide, J. Ángel. "Improving Functional Programming Environments for Education." In Human-Machine Communication for Educational Systems Design, 325–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-642-85104-9_40.

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Hijón-Neira, Raquel, Ángel Velázquez-Iturbide, Celeste Pizarro-Romero, and Luís Carriço. "Improving Students Learning Programming Skills with ProGames – Programming through Games System." In Human-Computer Interaction – INTERACT 2013, 579–86. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40498-6_48.

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Kasiński, Andrzej. "Visual Programming of Robots in Virtual Environments." In Human-Machine Communication for Educational Systems Design, 245–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-642-85104-9_29.

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Conference papers on the topic "Computer programming. Human-machine systems"

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Guo, Philip J. "Older Adults Learning Computer Programming." In CHI '17: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025453.3025945.

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Guo, Philip J. "Non-Native English Speakers Learning Computer Programming." In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3173574.3173970.

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Sakpere, Aderonke Busayo. "Using Social Platforms to Increase Engagement in Teaching Computer Programming." In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290607.3313085.

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Рябинин, Константин, Konstantin Ryabinin, Константин Белоусов, Konstantin Belousov, Светлана Чуприна, Svetlana Chuprina, Наталья Зелянская, and Natal'ya Zelyanskaya. "Perceptive-Cognitive User Interface for Visual Analytics Systems." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-1-93-98.

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The paper is devoted to using Internet of Things technologies for hardware human-machine interfaces development. Thanks to these technologies, it may be possible to improve the capabilities of visual analytics systems with multiple modalities: movements, audio, etc. It can speed up semantic data filtering and interpretation, increasing the efficiency of analytics. We suggest using ontology engineering methods and tools to automate both the programming of custom hardware human-machine interfaces and connecting them to the third-party software. The proposed concept is tested by solving the real-world tasks of discovering the relationships between the psychological characteristics of the native speakers and their verbal behavior.
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Banerjee, Rahul, Leanne Liu, Kiley Sobel, Caroline Pitt, Kung Jin Lee, Meng Wang, Sijin Chen, et al. "Empowering Families Facing English Literacy Challenges to Jointly Engage in Computer Programming." In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3173574.3174196.

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Vithana, Yasura, and Hashini Senaratne. "Extensible Visual Programming Model for Modular Systems Targeting Novices." In Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017). BCS Learning & Development, 2017. http://dx.doi.org/10.14236/ewic/hci2017.26.

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Gallardo, Daniel, Carles F. Julia, and Sergi Jorda. "TurTan: A tangible programming language for creative exploration." In 2008 IEEE International Workshop on Horizontal Interactive Human Computer Systems (TABLETOP). IEEE, 2008. http://dx.doi.org/10.1109/tabletop.2008.4660189.

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Yang Chen, Bin Fan, Lujie Zhong, and Chengyong Wu. "Diva: A dataflow programming model and its runtime support in Java virtual machine." In 2008 13th Asia-Pacific Computer Systems Architecture Conference (ACSAC). IEEE, 2008. http://dx.doi.org/10.1109/apcsac.2008.4625447.

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Liu, C. R., and J. C. Trappey. "A Structured Design Methodology and Metadesigner: A System Shell Concept for Computer Aided Creative Design." In ASME 1989 Design Technical Conferences. American Society of Mechanical Engineers, 1989. http://dx.doi.org/10.1115/detc1989-0052.

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Abstract:
Abstract This paper discusses the concept of managing the design process using Objected Oriented Programming Paradigm. A software system shell, called MetaDesigner is being developed for aiding the human designer to create new designs, based on the hierarchical nature of the design space. This system shell is intended to have the following capabilities: (1) interactive and system-guided design process to analyze design structure and to characterize design options, (2) to provide interactive and system-guided knowledge acquisition, classification, and retrieval to achieve machine learning, and (3) to build a flexible and forever expandable structure for knowledge-based system implementation.
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Yu-Feng Lan. "A study on learning effect among different learning styles and using instant messaging in programming design course." In 2009 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurements Systems (VECIMS). IEEE, 2009. http://dx.doi.org/10.1109/vecims.2009.5068906.

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