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Rock garden programming - Programming in the physical world

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dc.contributor.author Smith, Andrew C
dc.date.accessioned 2014-07-30T10:42:10Z
dc.date.available 2014-07-30T10:42:10Z
dc.date.issued 2014-05
dc.identifier.citation Smith, A.C. 2014. Rock garden programming - Programming in the physical world. In: The Fourth International Conference on Digital Information and Communication Technology (DICTAP) Bangkok, Thailand, 6-8 May 2014 en_US
dc.identifier.isbn 978-1-4799-3723-3
dc.identifier.uri http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6821725
dc.identifier.uri http://hdl.handle.net/10204/7552
dc.description The Fourth International Conference on Digital Information and Communication Technology (DICTAP) Bangkok, Thailand, 6-8 May 2014. en_US
dc.description.abstract The Internet of Things (IoT) holds the promise of improved programmatic user control over domestic appliances. The developed world dominates the design of programming environments, assuming letteracy and computer literacy on the part of the programmer. In developing areas, this assumption raises the bar for novice programmers and especially pre-school children from differing socio-economic and ethnic backgrounds. In general, our research aims at developing a programming environment that does not require either computer literacy or letteracy from the programmer, thereby affording the novice user the opportunity to control appliances connected to the IoT. A tangible environment can potentially remove both of these obstacles. Also of special interest to our research is giving the programmer the opportunity to craft her own tangible objects, giving the objects personalised properties. To this end we report on how well pre-school children from differing socio-economic and ethnic backgrounds were able to use a tangible programming environment consisting of direction indicator arrows, crafted from soft stone. In addition we provide examples of further objects that could be used as programming objects. Finally, we show the steps involved in constructing a tangible program with which the user can hypothetically instruct a lawn mower though the IoT. en_US
dc.language.iso en en_US
dc.publisher IEEE Xplore en_US
dc.relation.ispartofseries Workflow;13137
dc.subject Internet of Things en_US
dc.subject IoT en_US
dc.subject Tangible programs en_US
dc.subject Physical world programming en_US
dc.title Rock garden programming - Programming in the physical world en_US
dc.type Article en_US
dc.identifier.apacitation Smith, A. C. (2014). Rock garden programming - Programming in the physical world. http://hdl.handle.net/10204/7552 en_ZA
dc.identifier.chicagocitation Smith, Andrew C "Rock garden programming - Programming in the physical world." (2014) http://hdl.handle.net/10204/7552 en_ZA
dc.identifier.vancouvercitation Smith AC. Rock garden programming - Programming in the physical world. 2014; http://hdl.handle.net/10204/7552. en_ZA
dc.identifier.ris TY - Article AU - Smith, Andrew C AB - The Internet of Things (IoT) holds the promise of improved programmatic user control over domestic appliances. The developed world dominates the design of programming environments, assuming letteracy and computer literacy on the part of the programmer. In developing areas, this assumption raises the bar for novice programmers and especially pre-school children from differing socio-economic and ethnic backgrounds. In general, our research aims at developing a programming environment that does not require either computer literacy or letteracy from the programmer, thereby affording the novice user the opportunity to control appliances connected to the IoT. A tangible environment can potentially remove both of these obstacles. Also of special interest to our research is giving the programmer the opportunity to craft her own tangible objects, giving the objects personalised properties. To this end we report on how well pre-school children from differing socio-economic and ethnic backgrounds were able to use a tangible programming environment consisting of direction indicator arrows, crafted from soft stone. In addition we provide examples of further objects that could be used as programming objects. Finally, we show the steps involved in constructing a tangible program with which the user can hypothetically instruct a lawn mower though the IoT. DA - 2014-05 DB - ResearchSpace DP - CSIR KW - Internet of Things KW - IoT KW - Tangible programs KW - Physical world programming LK - https://researchspace.csir.co.za PY - 2014 SM - 978-1-4799-3723-3 T1 - Rock garden programming - Programming in the physical world TI - Rock garden programming - Programming in the physical world UR - http://hdl.handle.net/10204/7552 ER - en_ZA


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