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Virtual learning environments are a useful modality for engaging students in the classroom by affording them a sense of presence and immersion. The motivation of this project was to create an open-source augmented reality electrical circuit…

Human-Computer Interaction · Computer Science 2019-08-07 Dana Conard , Blake Vollmer , Corbin Shatto , Hannah Bowman , Sara Kassis

In addition to user-generated content, Open Educational Resources are increasingly made available on the Web by several institutions and organizations with the aim of being re-used. Nevertheless, it is still difficult for users to find…

Human-Computer Interaction · Computer Science 2015-09-10 Jaspreet Singh , Zeon Trevor Fernando , Saniya Chawla

Game development is a highly technical practice that traditionally requires programming skills. This serves as a barrier to entry for would-be developers or those hoping to use games as part of their creative expression. While there have…

Human-Computer Interaction · Computer Science 2024-10-03 Megan Sumner , Vardan Saini , Matthew Guzdial

Accessibility is one of the most important features in the design of robots and their interfaces. This thesis proposes methods that improve the accessibility of robots for three different target audiences: consumers, researchers, and…

Robotics · Computer Science 2023-05-18 Andrea F. Daniele

In this paper we present the Open Software Services for Classrooms and Research (OSSCAR) platform. OSSCAR provides an open collaborative environment to develop, deploy and access educational resources in the form of web applications. To…

Physics Education · Physics 2022-10-05 Dou Du , Taylor J. Baird , Sara Bonella , Giovanni Pizzi

This paper introduces Archer, a community-based computing resource for computer architecture research and education. The Archer infrastructure integrates virtualization and batch scheduling middleware to deliver high-throughput computing…

Flipped learning is a method that flips in/out class activities to make lectures learner-centered. In flipped learning, comments from learners on preparation material are useful information for instructors to consider before deciding…

Computers and Society · Computer Science 2020-07-30 Shintaro Uchiyama , Hayato Okumoto , Mitsuo Yoshida , Yuko Ichikawa , Kyoji Umemura

A phaser is an expressive synchronization construct that unifies collective and point-to-point coordination with dynamic task parallelism. Each task can participate in a phaser as a signaler, a waiter, or both. The participants in a phaser…

Distributed, Parallel, and Cluster Computing · Computer Science 2016-03-15 Sri Raj Paul , Karthik Murthy , Kuldeep S. Meel , John Mellor-Crummey

Many Web platforms rely on user collaboration to generate high-quality content: Wiki, Q&A communities, etc. Understanding and modeling the different collaborative behaviors is therefore critical. However, collaboration patterns are…

Social and Information Networks · Computer Science 2018-04-18 Jérémie Rappaz , Michele Catasta , Robert West , Karl Aberer

In this paper we argue that there is a trade-off between generativity and originality in online communities that support open collaboration. We build on foundational theoretical work in peer production to formulate and test a series of…

Computers and Society · Computer Science 2021-08-02 Benjamin Mako Hill , Andrés Monroy-Hernández

The facilitation of STEM education can be enhanced by the provision of opportunities for learners to gain a better understanding of science through the utilization of tangible and visual examples. The objective of this work is to present an…

Physics Education · Physics 2025-02-20 Gaia Fior , Carlo Fonda , Enrique Canessa

Our aim is to propose a collaborative methodological approach centred on learners and based on the Web 2.0 tools in order to make E-learning 2.0. It is based on a process consisting of four iterative steps which are: grouping,…

Computers and Society · Computer Science 2010-01-27 Boubker Sbihi , Kamal Eddine El Kadiri

Participatory citizen platforms are innovative solutions to digitally better engage citizens in policy-making and deliberative democracy in general. Although these platforms have been used also in an engineering context, thus far, there is…

Software Engineering · Computer Science 2025-04-04 Jukka Ruohonen , Kalle Hjerppe

Participatory design in digital civics aims to foster mutual learning and co-creation between public services and citizens. However, rarely do we collectively explore the challenges and failures we experience within PD and digital civics,…

Human-Computer Interaction · Computer Science 2024-07-09 Clara Rosa Cardoso , Sarah Rüller , Ana O Henriques , Anna R L Carter , Markus Rohde

Visual programming environments are increasingly part of the curriculum in schools. Their potential for promoting creative thinking of students is an important factor in their adoption. However, there does not exist a standard approach for…

Human-Computer Interaction · Computer Science 2020-04-14 Anastasia Kovalkov , Avi Segal , Kobi Gal

We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…

Effective use of parallel and distributed computing in science depends upon multiple interdependent entities and activities that form an ecosystem. Active engagement between application users and technology catalysts is a crucial activity…

Software Engineering · Computer Science 2013-09-10 Ketan Maheshwari , David Kelly , Scott J. Krieder , Justin M. Wozniak , Daniel S. Katz , Mei Zhi-Gang , Mainak Mookherjee

Knowledge sharing plays a crucial role throughout all software application development activities. When programmers learn and share through media like Stack overflow, GitHub, Meetups, videos, discussion forums, wikis, and blogs, every…

Software Engineering · Computer Science 2020-10-22 Maryam Arab , Thomas D LaToza , Amy J Ko

This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer…

Human-Computer Interaction · Computer Science 2016-04-22 Jenna Gavin , Ben Kenobi , Andy M. Connor

Maker culture and DIY practices are central to democratizing the design of technology; enabling non-designers (future end-users) to actively participate in the design process. However, little is known about how individuals from…

Human-Computer Interaction · Computer Science 2023-02-22 Dhaval Vyas , Awais Hameed Khan , Anabelle Cooper