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Janneke Verhaegh

dblp:16/5317 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2013
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 100%
Software engineering, system software, and programming languages
1 paper
Empirical software engineering · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Empirical software engineering
end-user programming
0.112009
ESPranto SDK: an adaptive programming environment for tangible applications · CHI 2009

Methods — techniques the papers use, named apart from their topics

validation tests · 0.2user monitoring · 0.2
YearPublicationVenuePosition
2013 In-game assessment and training of nonverbal cognitive skills using TagTiles
Janneke Verhaegh, Willem Fontijn, Emile H. L. Aarts, Wilma C. M. Resing
Pers. Ubiquitous Comput.1
2009 Increasing children's social competence through games, an exploratory study
abstract
We describe the design and evaluation of Playground Architect, a multi-player game designed to help shy children gain social confidence. The game is played by a small group of children around an interactive tabletop surface using a tangible user interface. The game was evaluated with 32 children (mean age 9.5). All players enjoyed the game. Shy children enjoyed being in charge and were quite talkative during play. Interviews with teachers show that some shy children behaved notably more outgoing. These results illustrate the potential of socially educational games.
Koen Hendrix, Robert van Herk, Janneke Verhaegh, Panos Markopoulos 0001
IDC3
2009 ESPranto SDK: an adaptive programming environment for tangible applications
abstract
This paper describes the ESPranto Software Development Kit, which supports the development of sensor/actuator based applications, most notably educational toys and games. It enables non-technical users, such as parents, teachers, game developers and psychologists, to specify applications by themselves. The SDK allows them to start off quickly with developing simple applications. Then, as their programming skills increase with experience, the SDK supports them to create more complex applications. This is achieved by offering a complete tool chain with one, consistent programming paradigm. Each link is a separate tool offering a tailored amount of flexibility and complexity. To ensure that users can understand the feedback the SDK provides them, it is given in terms of the tool currently used. Furthermore, by preventing runtime errors, a user can be sure a program will work correctly if it compiles. We validated the ESPranto SDK partially by tests, but mainly by monitoring users applying the SDK. In practice the ESPranto SDK indeed proved to meet its design goals for all of its intended users.
Robert van Herk, Janneke Verhaegh, Willem Fontijn
CHI2
2007 TagTiles: optimal challenge in educational electronics
abstract
In this paper we describe TagTiles, a tangible electronic board game for educational purposes. It was designed to be suitable for investigating the balance between challenge and control by providing fine-grained and wide ranged difficulty levels. TagTiles can address a range of skills including fine motor skills, cognitive and social skills. Evaluation of the game showed that the children appreciated the game and that most of them were offered a challenge that was appropriate for their skill level.
Janneke Verhaegh, Willem Fontijn, Jettie Hoonhout
TEI1
2006 On the design of Camelot, an outdoor game for children
abstract
This paper describes the design of Camelot, a mobile outdoor game for small groups of children aged 7-10. Camelot was designed with the aim to encourage social interaction between the players and to encourage physical activity. The paper extends the research literature on design methodology for children, by recording and reflecting upon the lessons learnt by applying a range of techniques for involving children in the design of interactive systems.
Janneke Verhaegh, Iris Soute, Angelique Kessels, Panos Markopoulos 0001
IDC1