Related papers: ScratchR: Sharing User-generated Programmable Medi…
A growing community that shares digital 3D designs has created an opportunity to study, encourage and stimulate innovation. This remix community allows people not only to prototype at a minimal cost but also to work on projects they are…
In this paper, we present Code Shrew, a new software platform accompanied by an interactive programming course. Its aim is to teach the fundamentals of computer programming by enabling users to create their own drawings and animations. The…
Live streaming, which allows streamers to broadcast their work to live viewers, is an emerging practice for teaching and learning computer programming. Participation in live streaming is growing rapidly, despite several apparent challenges,…
Sketching is a natural and effective visual communication medium commonly used in creative processes. Recent developments in deep-learning models drastically improved machines' ability in understanding and generating visual content. An…
Societal matters like the Black Lives Matter (BLM) movement influence software engineering, as the recent debate on replacing certain discriminatory terms such as whitelist/blacklist has shown. Identifying relevant and trending societal…
People use the Internet to learn new skills, stay connected with friends, and find new communities to engage with. Live streaming platforms like Twitch.tv, YouTube Live, and Facebook Gaming provide a place where all three of these…
Positive social interactions can occur in groups of many shapes and sizes, spanning from small and private to large and open. However, social media tends to binarize our experiences into either isolated small groups or into large public…
In this paper, we explore the role that attribution plays in shaping user reactions to content reuse, or remixing, in a large user-generated content community. We present two studies using data from the Scratch online community -- a social…
We developed a website for kids where they can share new as well as remixed animations and games, e.g., interactive music videos, which they created on their smartphones or tablets using a visual "LEGO-style" programming environment called…
Online Citizen Science platforms are good examples of socio-technical systems where technology-enabled interactions occur between scientists and the general public (volunteers). Citizen Science platforms usually host multiple Citizen…
In this paper we propose applying the crowdsourcing approach to a software platform that uses a modern and state-of-the-art 3D game engine. This platform could facilitate the generation and manipulation of interactive 3D environments by a…
A virtual hands-on computer laboratory has been designed within the Gather online meeting platform. Gather's features such as spatial audio, private spaces and interactable objects offer scope for great improvements over currently used…
Steppers, which display all the reduction steps of a given program, are a novice-friendly tool for understanding program behavior. Unfortunately, steppers are not as popular as they ought to be; indeed, the tool is only available in the…
Grid computing is a distributed computing paradigm which aims to aggregate several heterogeneous and distributed resources, belonging to different and independent organizations, in a dynamic, transparent and coordinated way. Since its…
Defining abstract algorithmic structures like functions and variables using self-made tangibles can enhance the usability and affordability of the tangible programming experience by maintaining the input modality and physical interaction…
Containers are excellent hands-on learning environments for computing topics because they are customizable, portable, and reproducible. The Cornell University Center for Advanced Computing has developed the Cornell Virtual Workshop in high…
Block-based environments are visual programming environments, which are becoming more and more popular because of their ease of use. The ease of use comes thanks to their intuitive graphical representation and structural metaphors…
In this paper we present the report on the design and development of a platform for the inter-generational exchange of favors. This platform was designed using participatory design approach during a 24-hour hackathon by a team consisting of…
We know anything because we learn about it, there is anything we ever share about it, but now a lot of media that can represent how it happened as infrastructure of the knowledge sharing. This paper aims to introduce a model for…
In recent years, the research community has raised serious questions about the reproducibility of scientific work. In particular, since many studies include some kind of computing work, reproducibility is also a technological challenge, not…