TEACHING A MOUSE HOW TO DRAW
Date
1988-01-01
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Abstract
A system is described for programming by example, graphically,
which enables untrained end-users to add composite operations to
a drawing program using constructive methods traditionally employed
in drafting. A pilot experiment showed that considerable extraneous
activity occurs in naturally-produced traces. To combat this, full
advantage is taken of the interactive situation to constrain induction
by suppressing, or at least controlling, variability. A Flatland device
called "Meta-Mouse" serves to concentrate the user's attention on the
job of teaching a student with limited capabilities. It predicts actions,
asks for constructions, solicits input parameters when required, and
induces a program (including conditionals and loops). Its behaviors
force and help the teacher to satisfy appropriate felicity conditions.
Implications for machine learning include the benefits of simulating
a pupil to complete the teaching metaphor, and the positive role that
close user interaction can play in constraining the search for apt
generalizations.
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Computer Science