| Abstract |
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We have developed a virtual fish tank in which computer
users are represented by animated fish. The actions and
interactions of the fish in the tank are meant to reflect the
actions of users in the real world. Our first attempt at creating
a programming environment that allowed people to
customize their own fish did not work very well because
users did not want to explicitly write programs to control
their fish. Maintaining the fish tank metaphor, we attempted
to solve this problem by having users teach fish rather than
write code. We borrowed ideas from the literature on programming
by demonstration and developed a method of
programming by conditioning in which users demonstrate
behaviors and also reward (or feed) fish that are behaving
appropriately. Rewards give users the ability to define high-level
behaviors (sets of specific movements) and complex
relationships between situations and responses.
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Additional Information
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Citation:
Stephen Farrell, Paul P. Maglio, Christopher S. Campbell,
"How to Teach a Fish to Swim,"
hcc,
p. 158,
IEEE 2001 Symposium on Human Centric Computing Languages and Environments (HCC'01),
2001
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