Natural Interaction and Automation in Access to School Cafeterias: A Computer Vision-Based Solution
Abstract
Introduction: Expanding access to programming education has proven essential for reducing inequalities and promoting digital inclusion from early childhood; especially in socially vulnerable contexts.Objective: This article presents an educational tool for teaching programming to children in socially vulnerable situations; combining physical MDF pieces and computer vision. Steps: Children build concrete algorithms using physical pieces; which are captured by image and automatically converted into Python code using OpenCV. Expected Results: The proposal encourages computational literacy; logical thinking; and technological engagement in a playful and collaborative way; promoting digital inclusion and reducing educational inequalities.
Keywords:
Digital Inclusion, Programming Education, Computational Literacy, Computer Vision
References
Borges, L. E. (2014). Python para desenvolvedores: aborda Python 3.3. Novatec Editora.
Bradski, G. (2000). The opencv library. Dr. Dobb’s Journal of Software Tools.
de Lima Sousa, L., Farias, E. J., e de Carvalho, W. V. (2020). Programação em blocos aplicada no ensino do pensamento computacional: Um mapeamento sistemático. In Simpósio Brasileiro de Informática na Educação (SBIE), pages 1513–1522. SBC.
De Oliveira, M., De Souza, A., Ferreira, A., e Barreiros, E. (2014). Ensino de lógica de programação no ensino fundamental utilizando o scratch: um relato de experiência. In Workshop sobre Educação em Computação (WEI), pages 239–248. SBC.
Gonzalez, R. C. e Woods, R. E. (2000). Processamento de imagens digitais. Editora Blucher.
Martinez, S. L. e Stager, G. (2013). Invent To Learn: Making, Tinkering, and Engineering in the Classroom. Constructing Modern Knowledge Press.
Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. Basic Books.
Resnick, M. (2017). Lifelong Kindergarten: Cultivating Creativity Through Projects, Passion, Peers, and Play. MIT Press.
Szeliski, R. (2010). Computer Vision: Algorithms and Applications. Springer.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3):33–35.
Bradski, G. (2000). The opencv library. Dr. Dobb’s Journal of Software Tools.
de Lima Sousa, L., Farias, E. J., e de Carvalho, W. V. (2020). Programação em blocos aplicada no ensino do pensamento computacional: Um mapeamento sistemático. In Simpósio Brasileiro de Informática na Educação (SBIE), pages 1513–1522. SBC.
De Oliveira, M., De Souza, A., Ferreira, A., e Barreiros, E. (2014). Ensino de lógica de programação no ensino fundamental utilizando o scratch: um relato de experiência. In Workshop sobre Educação em Computação (WEI), pages 239–248. SBC.
Gonzalez, R. C. e Woods, R. E. (2000). Processamento de imagens digitais. Editora Blucher.
Martinez, S. L. e Stager, G. (2013). Invent To Learn: Making, Tinkering, and Engineering in the Classroom. Constructing Modern Knowledge Press.
Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. Basic Books.
Resnick, M. (2017). Lifelong Kindergarten: Cultivating Creativity Through Projects, Passion, Peers, and Play. MIT Press.
Szeliski, R. (2010). Computer Vision: Algorithms and Applications. Springer.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3):33–35.
Published
2025-09-08
How to Cite
FIGUEIREDO, Ana Mara de Oliveira; COSTA, Guilherme Amaral Ribas da; ALVES, Felipe Basílio; NOGUEIRA, Ianne Lima.
Natural Interaction and Automation in Access to School Cafeterias: A Computer Vision-Based Solution. In: POSTERS & DEMONSTRATIONS - BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTATIONAL SYSTEMS (IHC), 24. , 2025, Belo Horizonte/MG.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 6-11.
DOI: https://doi.org/10.5753/ihc_estendido.2025.12231.
