Aaron Bloomfield
University of Virginia
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Publication
Featured researches published by Aaron Bloomfield.
Presence: Teleoperators & Virtual Environments | 2008
Aaron Bloomfield; Norman I. Badler
What is often missing from many virtual worlds and training simulations is a physical sense of the confinement and constraint of the virtual environment. We present a method for providing localized cutaneous vibratory feedback to the users right arm. We created a sleeve of tactors linked to a real-time human model; the tactors activate to apply sensation to the corresponding body area. The hypothesis is that vibrotactile feedback to body areas provides the wearer sufficient guidance to assume correct body configurations and ascertain the existence and physical realism of access paths. We present the results of human subject experiments that study both explicit and implicit training of skills using vibrotactile arrays. Implicitly, collision awareness is achieved by activating the appropriate tactor when a body part collides with the scene; thus, the user will attempt to correct his or her body configuration. Explicitly, we use the tactors to guide the body into the proper configuration. The results of human subject experiments clearly show that the use of full arm vibrotactile feedback improves performance over purely visual feedback for navigating the virtual environment, as well as allowing easy acquisition of new skills. These results validate the empirical performance of this concept.
ieee virtual reality conference | 2003
Aaron Bloomfield; Yu Deng; Jeff Wampler; Pascale Rondot; Dina Harth; Mary McManus; Norman I. Badler
The usefulness of modern day haptics equipment for virtual simulations of actual maintenance actions is examined. In an effort to categorize which areas haptic simulations may be useful, we have developed a taxonomy for haptic actions. This classification has two major dimensions: the general type of action performed and the type of force or torque required. Building upon this taxonomy, we selected three representative tasks from the taxonomy to evaluate in a virtual reality simulation. We conducted a series of human subject experiments to compare user performance and preference on a disassembly task with and without haptic feedback using CyberGlove, Phantom, and SpaceMouse interfaces. Analysis of the simulation runs shows Phantom users learned to accomplish the simulated actions significantly more quickly than did users of the CyberGlove or the SpaceMouse. Moreover, a lack of differences in the post-experiment questionnaire suggests that haptics research should include a measure of actual performance speed or accuracy rather than relying solely on subjective reports of a devices ease of use.
ieee virtual reality conference | 2007
Aaron Bloomfield; Norman I. Badler
What is often missing from many virtual worlds is a physical sense of the confinement and constraint of the virtual environment. To address this issue, we present a method for providing localized cutaneous vibratory feedback to the users right arm. We created a sleeve of tactors linked to a real-time human model that activates when the corresponding body area collides with an object. The hypothesis is that vibrotactile feedback to body areas provides the wearer sufficient guidance to ascertain the existence and physical realism of access paths and body configurations. The results of human subject experiments clearly show that the use of full arm vibrotactile feedback improves performance over purely visual feedback in navigating the virtual environment. These results validate the empirical performance of this concept
technical symposium on computer science education | 2014
Aaron Bloomfield; Mark Sherriff; Kara Williams
We present the design and execution of a Service Learning Practicum (SLP) course sequence intended to be year-long capstone for computer science seniors. Students are teamed into groups of six, and develop software for local nonprofit organizations. In addition to the structure of the course, we describe the challenges faced (legal, organizational, etc.), student perceptions via survey results, and provide a number of suggestions for other institutions who are looking to create a similar course sequence. At the end of the cap- stone experience, the customers are provided with working software that meet their current needs.
technical symposium on computer science education | 2008
Aaron Bloomfield; James F. Groves
We present the design and implementation of a system which allows a standard paper-based exam to be graded via tablet computers. The paper exam is given normally in a course, with a specialized footer that allows for automated recognition of each exam page. The exam pages are then scanned in via a high-speed scanner, graded by one or more people using tablet computers, and returned electronically to the students. The system provides many advantages over regular paper-based exam grading, and boasts a faster grading experience than traditional grading methods.
frontiers in education conference | 2010
Aaron Bloomfield
We describe the evolution of a system designed to allow digital grading, by a human, of traditional paper-based exams or homework assignments. We present a number of new features that build upon the system described in a paper previously published in ITiCSE 2008 [1]. In particular, our system now has the ability to monitor an enormous range of data, from individual question scores, to variances for the same questions across different graders, to question and exam statistics from one semester to the next. The system boasts a number of benefits over paper based grading. Overall grading time is reduced — small courses will see a modest improvement, while large courses can see their grading time cut in half due to the automation of many of the tasks: flipping to the correct page, summing up the pages, recording the grades, returning the exams, etc. Rapid grading of exams can also aid students in a better understanding of the material, as the exam questions are still fresh in their minds when the tests are returned. Simultaneous grading across multiple locations is possible, as there is no single paper copy to hand off to the next grader. Permanent digital records are kept of the exams, allowing for viewing of exams at a later date.
technical symposium on computer science education | 2016
Aaron Bloomfield; Borja Sotomayor
The ACMs International Collegiate Programming Contest (ICPC) is the worlds oldest and largest programming contest. Although students can benefit both pedagogically and professionally from participating in this contest, participation in North America is far smaller than in the rest of the world, which we partially attribute to the perceived low payoff of participating in ICPC. We discuss the pedagogical benefits of participation in ICPC, which include higher student enthusiasm for computer science studies and better career prospects post-graduation, and present a set of cohesive strategies aimed at increasing involvement and success within the ICPC. For aspiring coaches and contestants, we also provide links and references for further study.
technical symposium on computer science education | 2011
Aaron Bloomfield; William A. Wulf
We present the development and implementation of the Itty Bitty Computing Machine (IBCM), a machine language designed specifically to be taught to lower-level undergraduate students. The presentation of the material takes about one-week of lecture, and allows understanding of all the concepts of machine language without having to deal with the complexity of modern machine language implementations, such as x86 and MIPS. A number of pedagogical aspects are addressed concisely via IBCM, such as treating all data as untyped and performing arithmetic on instructions. While we are not the first to introduce a short machine language module, we do provide a number of benefits over older versions: a modern browser-based implementation, a full set of pedagogical tools, and a decade of experience teaching this module. All of the necessary materials, including compilers, simulators, and documentation, are available online and licensed through Creative Commons licenses.
technical symposium on computer science education | 2018
Aaron Bloomfield; Blythe Samuels; Andrew P. Norton
This workshop will show participants how to host a successful programming competition aimed at high school students, and will also be broadly applicable to collegiate level competitions. These contests encourage high school students to major in computer science and can have a positive effect on the recruitment for the host institution. In addition, our anecdotal evidence has shown a high participation rate from under-represented groups at such contests. Running a successful contest, however, is a challenging endeavor. With potentially hundreds of people attending -- both students and coaches -- there are many logistical issues to address. Beyond that, generating an appropriate problem set and ensuring the contest submission system that runs smoothly are critical to a successful event. A poorly run contest can do more harm than good, as the participants will leave with a negative view of the contest, the institution, and possibly even the field. The workshop will cover problem generation and submission system usage, as well as provide discussions and handouts covering all the logistical aspects for hosting such a high school contest. Documentation covering all aspects of the contest will be provided to participants. The workshop organizers include a faculty advisor, a high school coach, and a former student who both participated in -- and later ran -- the contest. At least one organizer has been in every one of the roles in this type of contest. We have successfully run seven such contests, with the last four having 200 high school contestants.
technical symposium on computer science education | 2016
Aaron Bloomfield; Borja Sotomayor
Programming contests have a number of pedagogical benefits: they reinforce many concepts and skills that students see in computer science courses, build cross-cutting skills such as teamwork, and can improve job prospects by better preparing students for technical job interviews. The largest and oldest inter-collegiate programming contest in the world is the ACMs International Collegiate Programming Contest (ICPC). Participating in this contest can be fun and instructive for students, but some schools are discouraged from participation because of the large hurdles involved in forming an effective programming contest team, or in making an existing team more effective. A key to success for coaches and teams is to connect with existing individuals who are involved in the process and learn from them, as it is very hard to initiate effective involvement with no external help. This birds-of-a-feather will bring together existing ICPC coaches with other faculty who want to start such a programming contest team, or who want to improve their existing teams. Discussions will include issues that prevent greater participation in the North American super-region, as well as the overall international ICPC climate. Extensive links to existing resources -- both online and published -- will be provided, as well as a means for coaches to foster networking and communication. Strategy guides, including an article in this years SIGCSE conference, will be discussed and distributed.