Engin Bumbacher

Learn More
Tangible user interfaces (TUIs) have been the focus of much attention in the HCI and learning communities because of their many potential benefits for learning. However, there have recently been debates about whether TUIs can actually increase learning outcomes and if so, under which conditions. In this article, we investigate the effect of object(More)
We developed Trap it!, a human-biology interaction (HBI) medium encompassing a touchscreen interface, microscopy, and light projection. Users can interact with living cells by drawing on a touchscreen displaying the microscope view of the cells. These drawings are projected onto the microscopy field as light patterns, prompting observable movement in(More)
Interacting with biological systems via experiments is important for academia, industry, and education, but access barriers exist due to training, costs, safety, logistics, and spatial separation. High-throughput equipment combined with web streaming could enable interactive biology experiments online, but no such platform currently exists. We present a(More)
1. Methodology: Cluster-based feature selection a. Kernel K-means clustering of snapshots with Gaussian Kernels. Dissimilarity Matrix based on Euclidian Distance. Silhouette value. b. Each snapshot assigned to corresponding cluster  New feature set per student: number of different clusters visited, and of all cluster changes; a measure of the variance of(More)
Frameworks that create synergies across disciplines provide a powerful means for learning by relating concepts from the different fields that are usually difficult to grasp individually. We discuss the design of the BeatTable, a microworld that uses the relation between mathematics and music to engage learners in using ratios and proportions to create(More)
Studies comparing virtual and physical manipulative environments (VME and PME) in inquiry-based science learning have mostly focused on students' learning outcomes but not on the actual processes they engage in during the learning activities. In this paper, we examined experimentation strategies in an inquiry activity and their relation to conceptual(More)
This paper introduces a new environment for programming robots and physical computing devices---the Spatial Computing Platform (SCP)---and compares it to a text-based programming environment (the Cricket Logo). The SCP simplifies the process of constructing conditional statements that link the robot's inputs and outputs together. It does this by providing(More)
  • 1