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Nanlin Sun

dblp:292/0243 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
programming education
0.912025
Virtual Reality Impacts on Novice Programmers' Self-Efficacy · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › learning and educational technologies › immersive learning
immersive learning environments
0.912025
Virtual Reality Impacts on Novice Programmers' Self-Efficacy · IEEE Trans. Vis. Comput. Graph. 2025

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

block-based editor · 2.6between-subjects study · 2.6
YearPublicationVenuePosition
2025 Virtual Reality Impacts on Novice Programmers' Self-Efficacy
abstract
Virtual Reality has been used to improve motivation and help in the visualization of complex computing topics. However, few studies directly compared immersive and non-immersive environments. To address this limitation, we developed Abacus, a programming environment that can run in both immersive and non-immersive modes. We conducted a between-subjects study (n=40), with twenty participants assigned to the desktop mode and twenty participants assigned to the VR mode. Participants used a block-based editor to complete two programming tasks: a non-spatial procedural task, and a spatial 3D math task. We found that VR led to higher gains in self-efficacy and that the gain was significant for participants with lower initial levels of experience and spatial skills.
Nanlin Sun, Wallace Lages
IEEE Trans. Vis. Comput. Graph.1