AFOL: Towards a New Intelligent Interactive Programming Language for Children
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1 AFOL: Towards a New Intelligent Interactive Programming Language for Children Efthimios Alepis Department of Informatics, University of Piraeus, 80 Karaoli & Dimitriou St., Piraeus, Greece talepis@unipi.gr Abstract. This paper introduces a new programming language for children named AFOL. The creation of the AFOL programming language has been based on the idea of the well-known Logo programming language. However, AFOL extends Logo s basic programming concepts such as sequential and functional programming by introducing the more modern concepts of Object Oriented programming. Furthermore, AFOL incorporates highly sophisticated user interaction mechanisms, namely affective interaction through emotion recognition and through the use of animated tutoring agents. In this way, the interaction of children is more user-friendly and constructive since children learn programming and have fun at the same time. 1 Introduction The well-known Logo programming language was introduced in 1967 ( Frazier, 1967). The Logo developers main objective was to take the best practices and ideas from computer science and computer programming and produce an interface that was good and suitable for the education of young children. Hence, the authors of Logo aimed to create a friendly programming language for the education of children where they could learn programming by playing with words and sentences. The first implementation of Logo was written in LISP for the purposes of creating a programming language as a math land where kids could play by giving commands that produced nice and colorful drawings. Logo programming language may be seen as a compromise between a sequential programming language with block structures, and a functional programming language. Logo has been used mainly in the past as a teaching language for children but its list handling facilities made it remarkably useful for producing useful scripts. A detailed study on the Logo programming language from its early stages and also recent work on Logo-derived languages and learning applications can be found in (Feurzeig, 2010). Modern programming languages try to provide as much user-friendliness as possible while retaining their full programming functionality. Hudlicka (Hudlicka, 2003) points out that an unprecedented growth in human-computer interaction has led to a redefinition of requirements for effective user interfaces and that a key component of these requirements is the ability of systems to address affect. Learning a programming language is a complex cognitive process and it is argued that how people feel may play an important role on their cognitive processes as well (Goleman, 1981). At the G.A. Tsihrintzis et al. (Eds.): Intelligent Interactive Multimedia, SIST 11, pp springerlink.com Springer-Verlag Berlin Heidelberg 2011
2 200 E. Alepis same time, many researchers acknowledge that affect has been overlooked by the computer community in general (Picard and Klein, 2002). A remedy in the problem of effectively teaching children through educational applications may lie in rendering computer assisted e-learning systems more human-like and thus more affective. To this end, the incorporation of emotion recognition components as well as the incorporation of animated tutoring agents in the user interface of the educational application can be quite useful and profitable (Elliott et al., 1999). Indeed, the presence of animated, speaking agents has been considered beneficial for educational software (Johnson et. al., 2000, Lester et. al., 1997). In the past, the author of this paper has participated in the development of prototype systems that incorporate emotion recognition modules, based on artificial intelligence techniques and multi-attribute decision making approaches (Alepis et al. 2009, Alepis et al. 2010). The resulting systems showed significant efficiency in recognizing and reproducing emotions. After a thorough investigation in the related scientific literature we found that there is a shortage of educational systems that incorporate multi-modal emotion recognition, while we did not find any existing programming languages that incorporate emotion recognition and/or emotion generation modules. Perhaps the most relevant work is that of Kahn (Kahn, 1996), where an animated programming environment for children is described. The author of this paper has developed a programming interface called ToonTalk in which the source code is animated and the programming environment is a video game. The aim of this project was to give children the opportunity to build real programs in a manner that was easy to learn and fun to do. However, this approach did not incorporate any affective interaction capabilities. In view of the above, this paper presents a new programming language for children, which is highly interactive and intelligent since it provides affective interaction during programming. The programming language is called AFOL which is the acronym for Affective Object Oriented Logo Language. In the implementation of the AFOL language there is an added programming dimension that of object oriented programming (Pastor et al., 2001, Alepis & Virvou, 2011). Through the language s object-oriented architecture, an AFOL program may thus be viewed as a collection of interacting objects, as opposed to the conventional Logo model, in which a program is seen as a list of tasks. Furthermore, the initial goal to create a programming language suitable for the needs and the limitations of children is further improved through the AFOL language, by a highly user-friendly user interface, designed for affective interaction between computers and children. The incorporation of emotion recognition capabilities, as well as the presence of speaking animated emotional tutoring agents both introduce a novelty in the area of computer assisted programming language learning. 2 General Architecture of the AFOL Programming Environment In this section, we describe the overall functionality and emotion recognition features of AFOL. The architecture of AFOL consists of the main educational programming environment, a user monitoring component, emotion recognition inference mechanisms and a database. Part of the database is used to store data related to the
3 AFOL: Towards a New Intelligent Interactive Programming Language for Children 201 programming language. Another part of the database is used to store and handle affective interaction related data.. The programming environment s architecture is illustrated in figure 1. Fig. 1. General architecture of the AFOL programming language As we can see in figure 1, the students interaction can be accomplished either orally through the microphone, or through the keyboard/mouse modality. The educational systems consists of three subsystems, namely the affective interaction subsystem, the programming language s compiler subsystem and the subsystem that reasons for and handles the animated agent s behaviour.
4 202 E. Alepis 3 Overview of the AFOL Programming Learning System While using the educational application from a desktop computer, children as students have the oportunity of being taught particular programming courses. The information is given in text form while at the same time an animated agent reads it out loud using a speech engine. Students are prompted to write programming commands and also programs in the AFOL language in order to produce drawings, shapes and particular objects. The main application is installed either on a public computer where all students have access, or alternatively each student may have a copy on his/her own personal computer. Two examples of using the AFOL s programming interface are illustrated in figures 2 and 3. The animated agent is present in these modes to make the interaction more human-like. The tutoring agent would also try to sympathise with the aims of each user as student and would try to elicit human emotions. Figure 1 illustrates a snapshot from user interaction where a user is typing programming commands that contain pre-stored objects in order to produce a complicated drawing. In figure 2 we can see a tutoring character that congratulates a user for producing a quite complicated drawing by using the programming languages commands and object oriented features. While the users interact with the affective system, both their oral and keyboard actions are recorded in order to be interpreted in Fig. 2. A user is typing programming commands to create a specific drawing
5 AFOL: Towards a New Intelligent Interactive Programming Language for Children 203 Fig. 3. The Tutoring character congratulates a user emotional interaction terms. A more complicated description of the affective module is beyond the scopes of this paper that aims basically in the presentation of the new programming environment. However, the overall functionality of these modules which lead to multi-modal recognition of emotions through multimodal data, can be found in (Tsihrintzis et al. 2008) and in (Alepis & Virvou, 2006). The results from these studies were quite promising and encouraged as to test this approach to a more demanding domain that belongs to the area of teaching programming to young children. 4 AFOL Language Commands and Object Oriented Structure In this section we give an overview of the AFOL system s supported programming commands, as well as the functionality that derives from the language s Object Oriented perspective. In the implementation of the AFOL system we have used the Logo's well-known feature which is the turtle. The turtle is an on-screen cursor, which can be given movement and drawing instructions, and is used to programmatically produce line graphics and colored shapes. Programming code snippets that produce drawing objects can be saved and stored as Objects of the AFOL system. Stored
6 204 E. Alepis objects can be reloaded and used within the programming language as existing pieces of programming code. Tables 1 and 2 show the AFOL s class structure and the programming language s commands respectively. Table 1. AFOL language class attributes and operations Attribute Color Penwidth Operation Reduce Expand Fliphorizontal Flipvertical Rotate Save Class Attributes Description This attribute assigns a color value to the specified Object. The color value can be used by the drawing and the filling commands. This attribute assigns a penwidth (width of pen) value to the specified Object. The width of the pen value can be used by the drawing commands. Class Operations Description This operation is used to reduce the size of a specified Object by a user specified percentage. Affects all forward and backward turtle drawing movements. This operation is used to expand the size of a specified Object by a user specified percentage. Affects all forward and backward turtle drawing movements. This operation is used to flip horizontally a specified Object. Affects all right and left turning commands. This operation is used to flip vertically a specified Object. Affects all right and left turning commands. This operation is used to draw a specified Object rotated clockwise by a user specified angle. Affects the turtle s initial angle. This operation is used to save a specified Object in the system s database. Table 1 illustrates a list of attributes and operations that can be used within the Object Oriented structure of the AFOL language. Each existing object can be called by its name in the system s command-line interface. Correspondingly, each specified object has a number of attributes and operations that can take values or can be called on run time by the users. Both the attributes and the operations constitute each objects characteristics and functionalities and are members of a general template class. In accordance with the implementation of the AFOL language, if an object consists of
7 AFOL: Towards a New Intelligent Interactive Programming Language for Children 205 other objects (for example a drawn house may contain drawn windows and doors), then these sub-objects also inherit the super-object s characteristics. However, all inherited characteristics are the default values for each sub-object and these values can be changed in each sub-object s own implementation. At this point we may remark that each object s attributes provide an alternative way of assigning values while drawing in the AFOL s interface. For example by writing TomHouse.color clred we command the AFOL s turtle to use the red color when drawing the TomHouse object. This can also be achieved by assigning the red color as the value of the turtle s current drawing pen before drawing the specified object. However, each object s operations have a more complicated structure and it would be quite difficult to provide an alternative way for their implementation rather than their calls through the existing objects. As an example, if we wanted to reduce the size of a specified object, the reduce call would easily do that ( newobject.reduce 50, which means that the new object will have 50% of the size of the initial object), while a user would have to change a big number of commands in the object s implementation in order to have the same effect. As a result, the OO structure within the AFOL s commands not only provides a better, logical structure for the existing programming language, but also offers more functionality to the users. Table 2. AFOL language commands Lt value Affective Object Logo Com- Description of command mands Fd value This command is used to move the turtle forward by a specified by the value variable range (move forward). Bd value This command is used to move the turtle backward by a specified by the value variable range (move backward). Rt value This command is used to rotate the turtle clockwise by a specified by the value variable range (turn right). This command is used to rotate the turtle counterclockwise by a specified by the value variable range (turn left). Fill This procedure is used to fill a shape with the turtle s current color. Color colorvariable This command is used to change the turtle s current drawing color to the specified by the colorvariable variable color. PenWidth value This command is used to change the turtle s current drawing pen width to the specified by the value variable value. Pu This command is used to hold the turtle s pen up, so that the turtle can move without leaving any trace (pen up). Example Fd 100 Bd 80 Rt 45 Lt 180 Fill Color clblue PenWidth 5 Pu
8 206 E. Alepis Table 2. (continued) Pd Refresh Home New Object Run Object Repeat value Endrpt This command is used to restore the turtle s Pd pen down (after a pu command), so that the turtle can move leaving its trace (pen down). This command is used to refresh/clear the Refresh drawing area. This command is used to move the turtle to Home a default position in the center of the drawing area. This command is used when creating a new New House Object. The new Object inherits its functional-tomhousity by a pre-stored to the system s database Object. This command is used to run the program- Run TomHouse ming code of a specified pre-loaded Object. This command is used to specify the beginning of a loop. Each loop contains commands and is repeated by a number of repetitions specified by the value variable. This command is used to indicate the end of a repeat loop. Repeat 4 Fd 50 Rt 90 Endrpt Table 2 shows a listing of the AFOL programming language interface commands, as well as an example of programming code for each command. In the AFOL s GUI the turtle moves with commands that are relative to its own position, for example Rt 90 means rotate right by 90 degrees. Students who use the AFOL system would easily understand (and predict and reason about) the turtle's motion by imagining what they would do if they were the turtle. Some commands produce a drawing effect while the turtle moves on the system s screen, while other commands are used to handle objects and to refresh the drawing area. Furthermore, some commands affect the turtle s available pen that is used for drawing a trace when the turtle moves. Finally, the repeat command is used to include a sequence of commands that is executed repeatedly for a specified number of times. 5 Conclusions In this paper, we presented a new programming language that has been implemented for the needs of teaching programming skills to young children. The resulting sophisticated programming environment is called AFOL. AFOL reflects its author s attempt to preserve well-known past approaches towards the education of children in the area of programming, while at the same time enrich the language s architecture with modern architectures and approaches and also provide a highly attractive interface for young children. The older Logo programming language has been used as a foretype for the resulting system which has been extended by the incorporation of the wide spread
9 AFOL: Towards a New Intelligent Interactive Programming Language for Children 207 model of object oriented programming. The programming language s environment is also very user friendly since it includes affective interaction components, namely bimodal emotion recognition and emotion elicitation through interactive tutoring agents that participate in the whole educational process. It is in our future plans to evaluate the AFOL system as an educational tool and as programming environment in order to examine the degree of its usefulness as an educational tool for the teachers, as well as the degree of usefulness and user-friendliness for the young children as students who are going to use the system. Moreover, a future evaluation study is expected to reveal specific affective characteristics of the e- learning environment that may influence the children in becoming more effective students and more satisfied users. References 1. Picard, R.W.: Affective Computing: Challenges. Int. Journal of Human-Computer Studies 59(1-2), (2003) 2. Pantic, M., Rothkrantz, L.J.M.: Toward an affect-sensitive multimodal human-computer interaction. Proceedings of the IEEE 91, (2003) 3. Alepis, E., Virvou, M., Kabassi, K.: Recognition and generation of emotions in affective e- learning. In: ICSOFT 2009 Proceedings of 4th International Conference on Software and Data Technologies, vol. 2, pp (2009) 4. Alepis, E., Stathopoulou, I.-O., Virvou, M., Tsihrintzis, G.A., Kabassi, K.: Audio-lingual and visual-facial emotion recognition: Towards a bi-modal interaction system. In: Proceedings - International Conference on Tools with Artificial Intelligence, ICTAI, vol. 2, Article number , pp (2010) 5. Tsihrintzis, G., Virvou, M., Stathopoulou, I.O., Alepis, E.: On improving visual-facial emotion recognition with audio-lingual and keyboard stroke pattern information. In: Web Intelligence and Intelligent Agent Technology, WI-IAT 2008, vol. 1, pp (2008) 6. Alepis, E., Virvou, M.: Emotional intelligence: Constructing user stereotypes for affective bi-modal interaction. In: Gabrys, B., Howlett, R.J., Jain, L.C. (eds.) KES LNCS (LNAI), vol. 4251, pp Springer, Heidelberg (2006) 7. Feurzeig, W.: Toward a Culture of Creativity: A Personal Perspective on Logo s Early Years and Ongoing Potential. International Journal of Computers for Mathematical Learning, 1 9 (2010) Article in press 8. Frazier, F.: The logo system: Preliminary manual. BBN Technical Report. Cambridge, MA BBN Technologies (1967) 9. Goleman, D.: Emotional Intelligence. Bantam Books, New York (1995) 10. Hudlicka, E.: To feel or not to feel: The role of affect in human-computer interaction. International Journal of Human-Computer Studies, 1 32 (July 2003) 11. Elliott, C., Rickel, J., Lester, J.C.: Lifelike Pedagogical Agents and Affective Computing: An Exploratory Synthesis. In: Veloso, M.M., Wooldridge, M.J. (eds.) Artificial Intelligence Today. LNCS (LNAI), vol. 1600, pp Springer, Heidelberg (1999) 12. Kahn, K.: ToonTalk - An Animated Programming Environment for Children. Journal of Visual Languages and Computing 7(2), (1996) 13. Johnson, W.L., Rickel, J.: Lester, J, Animated Pedagogical Agents: Face-to-Face Interaction in Interactive Learning Environments. International (2000)
10 208 E. Alepis 14. Lester, J., Converse, S., Kahler, S., Barlow, S., Stone, B., Bhogal, R.: The Persona Effect: affective impact of animated pedagogical agents. In: Pemberton, S. (ed.) Proceedings of Human Factors in Computing Systems Conference, CHI 1997, pp ACM Press, New York (1997) 15. Pastor, O., Gómez, J., Insfrán, E., Pelechano, V.: The OO-Method approach for information systems modeling: From object-oriented conceptual modeling to automated programming. Information Systems 26(7), (2001) 16. Alepis, E., Virvou, M.: Multimodal Object Oriented user interfaces in mobile affective interaction. Multimedia Tools and Applications, 1 23 Article in Press
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