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Journal articles on the topic 'Human-computer interaction][Programming'

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1

Vallgårda, Anna, Laurens Boer, Vasiliki Tsaknaki, and Dag Svanæs. "Material programming." Interactions 24, no. 3 (2017): 36–41. http://dx.doi.org/10.1145/3057277.

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2

Roy, Debdulal Dutta. "Computer Programming Job Analysis." Management and Labour Studies 27, no. 4 (2002): 255–62. http://dx.doi.org/10.1177/0258042x0202700403.

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This study investigated relative uses of computer programming job characteristics across different organizations and effects of different demographic variables on job analysis ratings. Data were collected from 201 computer programers of 6 different organizations through checklist. Principal component analysis noted four mostly used job characteristics as program writing and testing, human relations, data analysis and user satisfaction. Of them only data analysis differed among different organizations significantly. No significant main and interaction effects of the demographic variables on job
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3

Thimbleby, Harold. "FEATUREIgnorance of interaction programming is killing people." Interactions 15, no. 5 (2008): 52–57. http://dx.doi.org/10.1145/1390085.1390098.

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4

Coblenz, Michael, Gauri Kambhatla, Paulette Koronkevich, et al. "PLIERS." ACM Transactions on Computer-Human Interaction 28, no. 4 (2021): 1–53. http://dx.doi.org/10.1145/3452379.

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Programming language design requires making many usability-related design decisions. However, existing HCI methods can be impractical to apply to programming languages: languages have high iteration costs, programmers require significant learning time, and user performance has high variance. To address these problems, we adapted both formative and summative HCI methods to make them more suitable for programming language design. We integrated these methods into a new process, PLIERS, for designing programming languages in a user-centered way. We assessed PLIERS by using it to design two new pro
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5

van der Velden, Maja. "Programming for cognitive justice." Interacting with Computers 17, no. 1 (2005): 105–20. http://dx.doi.org/10.1016/j.intcom.2004.10.004.

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6

van den Herik, H. J., A. Plaat, D. N. L. Levy, and D. Dimov. "Plagiarism in game programming competitions." Entertainment Computing 5, no. 3 (2014): 173–87. http://dx.doi.org/10.1016/j.entcom.2014.02.002.

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7

Abu Naser, S., A. Ahmed, N. Al Masri, and Y. Abu Sultan. "Human Computer Interaction Design of the LP-ITS: Linear Programming Intelligent Tutoring Systems." International Journal of Artificial Intelligence & Applications 2, no. 3 (2011): 60–70. http://dx.doi.org/10.5121/ijaia.2011.2306.

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8

LANDAUER, J., and M. HIRAKAWA. "From Programming by Demonstration to Programming by WYSIWYG." Journal of Visual Languages & Computing 8, no. 5-6 (1997): 621–40. http://dx.doi.org/10.1006/jvlc.1997.0063.

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9

Theodoropoulos, Anastasios, and George Lepouras. "Augmented Reality and programming education: A systematic review." International Journal of Child-Computer Interaction 30 (December 2021): 100335. http://dx.doi.org/10.1016/j.ijcci.2021.100335.

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10

de Souza, C. S., S. D. J. Barbosa, and S. R. P. da Silva. "Semiotic engineering principles for evaluating end-user programming environments." Interacting with Computers 13, no. 4 (2001): 467–95. http://dx.doi.org/10.1016/s0953-5438(00)00051-5.

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11

Pau, L. F., and H. Olason. "Visual logic programming." Journal of Visual Languages & Computing 2, no. 1 (1991): 3–15. http://dx.doi.org/10.1016/s1045-926x(05)80049-7.

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12

Baldwin, J. F. "Support logic programming." International Journal of Intelligent Systems 1, no. 2 (1986): 73–104. http://dx.doi.org/10.1002/int.4550010202.

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13

Pirolli, Peter. "A Cognitive Model and Computer Tutor for Programming Recursion." Human-Computer Interaction 2, no. 4 (1986): 319–55. http://dx.doi.org/10.1207/s15327051hci0204_3.

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14

Fernaeus, Ylva, and Jakob Tholander. "Designing for programming as joint performances among groups of children." Interacting with Computers 18, no. 5 (2006): 1012–31. http://dx.doi.org/10.1016/j.intcom.2006.05.004.

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15

Hwang, Wu-Yuin, Chin-Yu Wang, Gwo-Jen Hwang, Yueh-Min Huang, and Susan Huang. "A web-based programming learning environment to support cognitive development." Interacting with Computers 20, no. 6 (2008): 524–34. http://dx.doi.org/10.1016/j.intcom.2008.07.002.

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16

Cottrell, Garrison W. "Programming the User-friendly Dog." Connection Science 7, no. 3-4 (1995): 341–42. http://dx.doi.org/10.1080/09540099509696197.

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17

Cottrell, Garrison W. "Programming the User-friendly Dog." Connection Science 7, no. 3 (1995): 341–42. http://dx.doi.org/10.1080/09540099550039282.

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18

Witten, Ian H., Bruce A. MacDonald, David L. Maulsby, and Rosanna Heise. "Programming by example: The human face of AI." AI & Society 6, no. 2 (1992): 166–80. http://dx.doi.org/10.1007/bf02472779.

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19

Pal, Bijay Baran, and Bhola Nath Moitra. "A fuzzy goal programming procedure for solving quadratic bilevel programming problems." International Journal of Intelligent Systems 18, no. 5 (2003): 529–40. http://dx.doi.org/10.1002/int.10102.

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20

Sosnin, Petr. "Means of Question-Answer Interaction for Collaborative Development Activity." Advances in Human-Computer Interaction 2009 (2009): 1–18. http://dx.doi.org/10.1155/2009/619405.

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The key problem of successful developing of the software intensive system (SIS) is adequate conceptual interactions of stakeholders at the early stages of designing. Nowadays the success of development is extremely low. It can be increased with using artificial intelligence (AI) means including models of reasoning supported by the human-computer interaction in collaborative development activity. In this paper, a number of question-answer means for modeling reasoning are suggested. Such kind of means is defined and implemented in order to get effects of integrating the collective reasoning for
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21

Jonsson, Martin, Jakob Tholander, and Ylva Fernaeus. "Setting the stage – Embodied and spatial dimensions in emerging programming practices." Interacting with Computers 21, no. 1-2 (2009): 117–24. http://dx.doi.org/10.1016/j.intcom.2008.10.004.

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22

Dasgupta, Sayamindu. "Surveys, collaborative art and virtual currencies: Children programming with online data." International Journal of Child-Computer Interaction 1, no. 3-4 (2013): 88–98. http://dx.doi.org/10.1016/j.ijcci.2014.02.003.

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23

Soloway, Elliot. "Introduction to this Special issue on Novice Programming." Human–Computer Interaction 1, no. 2 (1985): 105–6. http://dx.doi.org/10.1207/s15327051hci0102_1.

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24

Hattori, T. "Programming constraints by demonstration." Journal of Visual Languages & Computing 14, no. 1 (2003): 79–96. http://dx.doi.org/10.1016/s1045-926x(02)00058-7.

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25

Neumann, Christoph, Ronald A. Metoyer, and Margaret Burnett. "End-user strategy programming." Journal of Visual Languages & Computing 20, no. 1 (2009): 16–29. http://dx.doi.org/10.1016/j.jvlc.2008.04.005.

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26

Heise, Rosanna. "Programming robots by example." International Journal of Intelligent Systems 8, no. 6 (1993): 685–709. http://dx.doi.org/10.1002/int.4550080603.

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27

Najork, Marc A. "Programming in Three Dimensions." Journal of Visual Languages & Computing 7, no. 2 (1996): 219–42. http://dx.doi.org/10.1006/jvlc.1996.0012.

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28

TYUGU, E., and R. VALT. "Visual Programming in NUT." Journal of Visual Languages & Computing 8, no. 5-6 (1997): 523–44. http://dx.doi.org/10.1006/jvlc.1997.0069.

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29

Cardoso, Rafael C., and Angelo Ferrando. "A Review of Agent-Based Programming for Multi-Agent Systems." Computers 10, no. 2 (2021): 16. http://dx.doi.org/10.3390/computers10020016.

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Intelligent and autonomous agents is a subarea of symbolic artificial intelligence where these agents decide, either reactively or proactively, upon a course of action by reasoning about the information that is available about the world (including the environment, the agent itself, and other agents). It encompasses a multitude of techniques, such as negotiation protocols, agent simulation, multi-agent argumentation, multi-agent planning, and many others. In this paper, we focus on agent programming and we provide a systematic review of the literature in agent-based programming for multi-agent
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30

Penz, Franz. "Visual programming in the ObjectWorld." Journal of Visual Languages & Computing 2, no. 1 (1991): 17–41. http://dx.doi.org/10.1016/s1045-926x(05)80050-3.

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31

Citrin, Wayne. "HCI Issues in Visual Programming." Journal of Visual Languages & Computing 7, no. 2 (1996): 129–30. http://dx.doi.org/10.1006/jvlc.1996.0008.

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32

Schröder, Marc. "The SEMAINE API: Towards a Standards-Based Framework for Building Emotion-Oriented Systems." Advances in Human-Computer Interaction 2010 (2010): 1–21. http://dx.doi.org/10.1155/2010/319406.

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This paper presents the SEMAINE API, an open source framework for building emotion-oriented systems. By encouraging and simplifying the use of standard representation formats, the framework aims to contribute to interoperability and reuse of system components in the research community. By providing a Java and C++ wrapper around a message-oriented middleware, the API makes it easy to integrate components running on different operating systems and written in different programming languages. The SEMAINE system 1.0 is presented as an example of a full-scale system built on top of the SEMAINE API.
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33

Cañas, José Juan, Maria Teresa Bajo, and Pilar Gonzalvo. "Mental models and computer programming." International Journal of Human-Computer Studies 40, no. 5 (1994): 795–811. http://dx.doi.org/10.1006/ijhc.1994.1038.

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34

Zhao, Danyong, Yijing Li, and Jernej Barbic. "6-DoF Haptic Rendering of Static Coulomb Friction Using Linear Programming." IEEE Transactions on Haptics 11, no. 3 (2018): 325–37. http://dx.doi.org/10.1109/toh.2018.2803172.

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35

Keçeci, Barış. "A mixed integer programming formulation for Smashed Sums puzzle: Generating and solving problem instances." Entertainment Computing 36 (January 2021): 100386. http://dx.doi.org/10.1016/j.entcom.2020.100386.

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36

Simões Gomes, Tancicleide Carina, Taciana Pontual Falcão, and Patrícia Cabral de Azevedo Restelli Tedesco. "Exploring an approach based on digital games for teaching programming concepts to young children." International Journal of Child-Computer Interaction 16 (June 2018): 77–84. http://dx.doi.org/10.1016/j.ijcci.2017.12.005.

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37

Weintrop, David, and Uri Wilensky. "How block-based, text-based, and hybrid block/text modalities shape novice programming practices." International Journal of Child-Computer Interaction 17 (September 2018): 83–92. http://dx.doi.org/10.1016/j.ijcci.2018.04.005.

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38

Zhao, Baijun, and Gavriel Salvendy. "Psychology of Computer Use: XXXVIII. Compatibility of Task Presentation and Task Structure in Human-Computer Interaction." Perceptual and Motor Skills 83, no. 1 (1996): 163–75. http://dx.doi.org/10.2466/pms.1996.83.1.163.

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Task presentation concerns how information is presented. Previous studies of differences between the alphanumeric presentation and the graphic presentation of task information have reported inconclusive or inconsistent results because the effect of task structure and its interaction with task presentation have been ignored. This study explored the compatibility between task presentation and task structure. Two forms of task presentation, namely, the alphanumeric presentation and the graphic presentation, were examined. Two types of task structure, namely, linear procedural and conditional bran
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39

Taranta II, Eugene M., Corey R. Pittman, Mehran Maghoumi, Mykola Maslych, Yasmine M. Moolenaar, and Joseph J. Laviola Jr. "Machete." ACM Transactions on Computer-Human Interaction 28, no. 1 (2021): 1–46. http://dx.doi.org/10.1145/3428068.

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We present Machete, a straightforward segmenter one can use to isolate custom gestures in continuous input. Machete uses traditional continuous dynamic programming with a novel dissimilarity measure to align incoming data with gesture class templates in real time. Advantages of Machete over alternative techniques is that our segmenter is computationally efficient, accurate, device-agnostic, and works with a single training sample. We demonstrate Machete’s effectiveness through an extensive evaluation using four new high-activity datasets that combine puppeteering, direct manipulation, and gest
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40

BURNETT, MARGARET, NANYU CAO, MIGUEL ARREDONDO-CASTRO, and JOHN ATWOOD. "End-User Programming of Time as an ‘Ordinary’ Dimension in Grid-Oriented Visual Programming Languages." Journal of Visual Languages & Computing 13, no. 4 (2002): 421–47. http://dx.doi.org/10.1006/jvlc.2002.0241.

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41

Ngo, Son Tung, Jafreezal Jaafar, Izzatdin Abdul Aziz, and Bui Ngoc Anh. "A Compromise Programming for Multi-Objective Task Assignment Problem." Computers 10, no. 2 (2021): 15. http://dx.doi.org/10.3390/computers10020015.

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The problem of scheduling is an area that has attracted a lot of attention from researchers for many years. Its goal is to optimize resources in the system. The lecturer’s assigning task is an example of the timetabling problem, a class of scheduling. This study introduces a mathematical model to assign constrained tasks (the time and required skills) to university lecturers. Our model is capable of generating a calendar that maximizes faculty expectations. The formulated problem is in the form of a multi-objective problem that requires the trade-off between two or more conflicting objectives
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42

Cardoso, Jorge C. S., and Rui José. "Interaction Tasks and Controls for Public Display Applications." Advances in Human-Computer Interaction 2014 (2014): 1–17. http://dx.doi.org/10.1155/2014/371867.

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Public displays are becoming increasingly interactive and a broad range of interaction mechanisms can now be used to create multiple forms of interaction. However, the lack of interaction abstractions forces each developer to create specific approaches for dealing with interaction, preventing users from building consistent expectations on how to interact across different display systems. There is a clear analogy with the early days of the graphical user interface, when a similar problem was addressed with the emergence of high-level interaction abstractions that provided consistent interaction
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43

Huiqing, Li. "The design of interactive installation for environmental education on climate change in Antarctic based on open-source programming language." E3S Web of Conferences 245 (2021): 02017. http://dx.doi.org/10.1051/e3sconf/202124502017.

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With the advancement of modern technology and the growing development of new media technology, the computer technology programming language has been increasingly applied to the world of art. Meanwhile, the scientific technology, design art and the growing aesthetic standard have promoted the development of the art of new media interactive installation. With the accelerated global warming and sea level rise, the coastal areas are confronting a great risk. On a case study of the “The vanishing Antarctic continent”, the paper discussed the creation of interactive installation art design with soci
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44

Morrison, Cecily, Nicolas Villar, Anja Thieme, et al. "Torino: A Tangible Programming Language Inclusive of Children with Visual Disabilities." Human–Computer Interaction 35, no. 3 (2018): 191–239. http://dx.doi.org/10.1080/07370024.2018.1512413.

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45

Detienne, Francoise. "Design Strategies and Knowledge in Object-Oriented Programming: Effects of Experience." Human-Computer Interaction 10, no. 2 (1995): 129–69. http://dx.doi.org/10.1207/s15327051hci1002&3_1.

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46

Kowalczyk, Natalia. "End-User Programming in Three Dimensions." Journal of Organizational and End User Computing 10, no. 2 (1998): 30–37. http://dx.doi.org/10.4018/joeuc.1998040104.

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47

Loyall, Joseph P., та Simon M. Kaplan. "Visual concurrent programming with Δ-grammars". Journal of Visual Languages & Computing 3, № 2 (1992): 107–33. http://dx.doi.org/10.1016/1045-926x(92)90012-b.

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48

Ladret, Didier, and Michel Rueher. "VLP: a visual logic programming language." Journal of Visual Languages & Computing 2, no. 2 (1991): 163–88. http://dx.doi.org/10.1016/s1045-926x(05)80028-x.

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49

Ambler, Allen L., and Yen-Teh Hsia. "Generalizing Selection in By-demonstration Programming." Journal of Visual Languages & Computing 4, no. 3 (1993): 283–300. http://dx.doi.org/10.1006/jvlc.1993.1017.

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50

CITRIN, WAYNE, SORAYA GHIASI, and BENJAMIN ZORN. "VIPR and the Visual Programming Challenge." Journal of Visual Languages & Computing 9, no. 2 (1998): 241–58. http://dx.doi.org/10.1006/jvlc.1998.0080.

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