Number of co-authors:14
Number of publications with 3 favourite co-authors:Benedict Du Boulay:10Rudi Lutz:6Richard Cox:6
Pablo Romero's 3 most productive colleagues in number of publications:Eva Hornecker:44Paul Marshall:28Chris Roast:24
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Publications by Pablo Romero (bibliography)
Romero, Pablo and Calvillo-Gámez, Eduardo (2012): Effortless attention and composite challenges in movement interaction. In: Proceedings of the HCI12 Conference on People and Computers XXVI 2012. pp. 157-164.
This paper describes an empirical investigation into the nature of challenge within the context of flow or effortless attention. An important condition of the flow state is that the challenges of the task are commensurate with the person's level of skill. However when considering movement interaction those challenges could be composite in the sense that they could comprise physical as well as intellectual elements. In order to evaluate the importance of composite challenges, this investigation compares an unbalanced with a balanced activity in terms of their challenge composition. The results of the study suggest that balanced activities are more likely to promote flow but also highlight the need of undertaking more detailed studies of balancing in composite challenges within the context of flow.
© All rights reserved Romero and Calvillo-Gámez and/or their publisher
England, David, Hornecker, Eva, Roast, Chris, Romero, Pablo, Fergus, Paul and Marshall, Paul (2009): Whole body interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4815-4818.
Good, Judith, Romero, Pablo, Boulay, Benedict Du, Reid, Henry, Howland, Katherine and Robertson, Judy (2008): An embodied interface for teaching computational thinking. In: Proceedings of the 2008 International Conference on Intelligent User Interfaces 2008. pp. 333-336.
We describe an innovative educational system designed to, firstly, motivate young people to engage with computational concepts and secondly, provide them with tools to do so in an embodied manner. The interface is designed as a "magic mirror" in which users can, through augmented reality technology, take on the role of a character and control the character's movements via their own movements. They are able to record movements, and using a Wii Remote as a mouse and pointing device, organise these movements into sequences. We are now working on ways in which the recorded movements can be manipulated in ways that foster computational thinking.
© All rights reserved Good et al. and/or ACM Press
Good, Judith and Romero, Pablo (2008): Collaborative and social aspects of software development. In International Journal of Human-Computer Studies, 20 (7) pp. 481-483.
Bryant, Sallyann, Romero, Pablo and Boulay, Benedict Du (2008): Pair programming and the mysterious role of the navigator. In International Journal of Human-Computer Studies, 20 (7) pp. 519-529.
Computer programming is generally understood to be highly challenging and since its inception a wide range of approaches, tools and methodologies have been developed to assist in managing its complexity. Relatively recently the potential benefits of collaborative software development have been formalised in the practice of pair programming. Here we attempt to 'unpick' the pair programming process through the analysis of verbalisations from a number of commercial studies. We focus particularly on the roles of the two programmers and what their key characteristics and behaviours might be. In particular, we dispute two existing claims: (i) that the programmer who is not currently typing in code ("the navigator") is constantly reviewing what is typed and highlighting any errors (i.e. acting as a reviewer) and (ii) that the navigator focuses on a different level of abstraction as a way of ensuring coverage at all necessary levels (i.e. acting as a foreman). We provide an alternative model for these roles ("the tag team") in which the driver and navigator play much more equal roles. We also suggest that a key factor in the success of pair programming may be the associated increase in talk at an intermediate level of abstraction.
© All rights reserved Bryant et al. and/or Academic Press
Romero, Pablo, Boulay, Benedict Du, Cox, Richard, Lutz, Rudi and Bryant, Sallyann (2007): Debugging strategies and tactics in a multi-representation software environment. In International Journal of Human-Computer Studies, 65 (12) pp. 992-1009.
Abstract This paper investigates the interplay between high level debugging strategies and low level tactics in the context of a multi-representation software development environment (SDE). It investigates three questions. 1. How do programmers integrate debugging strategies and tactics when working with SDEs? 2. What is the relationship between verbal ability, level of graphical literacy and debugging (task) performance. 3. How do modality and perspective influence debugging strategy and deployment of tactics? The paper extends the work of Katz and Anderson [1988. Debugging: an analysis of bug location strategies. Human-Computer Interaction 3, 359-399] and others in terms of identifying high level debugging strategies, in this case when working with SDEs. It also describes how programmers of different backgrounds and degrees of experience make differential use of the multiple sources of information typically available in a software debugging environment. Individual difference measures considered among the participants were their programming experience and their knowledge of external representation formalisms. The debugging environment enabled the participants, computer science students, to view the execution of a program in steps and provided them with concurrently displayed, adjacent, multiple and linked programming representations. These representations comprised the program code, two visualisations of the program and its output. The two visualisations of the program were available, in either a largely textual format or a largely graphical format so as to track interactions between experience and low level mode-specific tactics, for example. The results suggest that (i) additionally to deploying debugging strategies similar to those reported in the literature, participants also employed a strategy specific to SDEs, following execution, (ii) verbal ability was not correlated with debugging performance, (iii) knowledge of external representation formalisms was as important as programming experience to succeed in the debugging task, and (iv) participants with greater experience of both programming and external representation formalisms, unlike the less experienced, were able to modify their debugging strategies and tactics effectively when working under different format conditions (i.e. when working with either largely graphical or largely textual visualisations) in order to maintain their high debugging accuracy level.
© All rights reserved Romero et al. and/or Academic Press
Bryant, Sallyann, Romero, Pablo and Boulay, Benedict Du (2005): Pair programming and the re-appropriation of individual tools for collaborative programming. In: GROUP05: International Conference on Supporting Group Work November 6-9, 2005, Sanibel Island, Florida, USA. pp. 332-333.
Although pair programming is becoming more prevalent in software development, and a number of reports have been written about it  , few have addressed the manner in which pairing actually takes place . Even fewer consider the methods employed to manage issues such as role change or the communication of complex issues. Here we contribute by highlighting the way resources designed for individuals are re-appropriated and augmented to facilitate pair collaboration.
© All rights reserved Bryant et al. and/or ACM Press
Cox, Richard, Romero, Pablo, Boulay, Benedict Du and Lutz, Rudi (2004): A Cognitive Processing Perspective on Student Programmers' 'Graphicacy'. In: Blackwell, Alan, Marriott, Kim and Shimojima, Atsushi (eds.) Diagrams 2004 - Diagrammatic Representation and Inference - Third International Conference March 22-24, 2004, Cambridge, UK. pp. 344-346.
Romero, Pablo and Boulay, Benedict Du (2004): Structural Knowledge and Language Notational Properties in Program Comprehension. In: VL-HCC 2004 - IEEE Symposium on Visual Languages and Human-Centric Computing 26-29 September, 2004, Rome, Italy. pp. 223-225.
Romero, Pablo, Boulay, Benedict Du, Lutz, Rudi and Cox, Richard (2003): The effects of graphical and textual visualisations in multi-representational debugging environments. In: HCC 2003 - IEEE Symposium on Human Centric Computing Languages and Environments 28-31 October, 2003, Auckland, New Zealand. pp. 236-238.
Romero, Pablo, Cox, Richard, Boulay, Benedict Du and Lutz, Rudi (2003): A survey of external representations employed in object-oriented programming environments. In J. Vis. Lang. Comput., 14 (5) pp. 387-419.
Romero, Pablo, Cox, Richard, Boulay, Benedict Du and Lutz, Rudi (2002): Visual Attention and Representation Switching During Java Program Debugging: A Study Using the Restricted Focus Viewer. In: Hegarty, Mary, Meyer, Bernd and Narayanan, N. Hari (eds.) Diagrams 2002 - Diagrammatic Representation and Inference - Second International Conference April 18-20, 2002, Callaway Gardens, GA, USA. pp. 221-235.
Romero, Pablo, Lutz, Rudi, Cox, Richard and Boulay, Benedict Du (2002): Co-Ordination of Multiple External Representations during Java Program Debugging. In: HCC 2002 - IEEE CS International Symposium on Human-Centric Computing Languages and Environments 3-6 September, 2002, Arlington, VA, USA. pp. 207-.
Romero, Pablo (2001): Focal Structures and Information Types in Prolog. In International Journal of Human-Computer Studies, 54 (2) pp. 211-236.
Several studies have suggested that the mental structures of programmers of procedural languages have a close relationship with a model of structural knowledge related to functional information known as programming Plans. It also has been claimed that experienced programmers organize this representation in a hierarchical structure where some elements of Plans are focal or central to them. However, it is not clear that this is the case for other types of programming languages, especially for those which are significantly different from the procedural paradigm. The study reported in this paper investigates whether these claims are true for Prolog, a language which has important differences to procedural languages. Prolog does not have obvious syntactic cues to mark blocks of code (begin/end, repeat/until, etc). Also, its powerful primitives (unification and backtracking) and the extensive use of recursion might influence how programmers comprehend Prolog code in a significant way. The findings of the study suggest that Plans and functional information are important for Prolog programmers, but that there is also at least another model of structural knowledge valid for this language. This model of structural knowledge, Prolog schemas, is related to data structure information and it seems that a hierarchical organisation that highlights the relevance of some of its elements as focal is valid for Prolog. These results support the view that comprehension involves the detection of varying aspects of the code and that each of the structures related to these aspects might have their own organization and hierarchical relations.
© All rights reserved Romero and/or Academic Press
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