175 research outputs found
Smart Computing and Sensing Technologies for Animal Welfare: A Systematic Review
Animals play a profoundly important and intricate role in our lives today.
Dogs have been human companions for thousands of years, but they now work
closely with us to assist the disabled, and in combat and search and rescue
situations. Farm animals are a critical part of the global food supply chain,
and there is increasing consumer interest in organically fed and humanely
raised livestock, and how it impacts our health and environmental footprint.
Wild animals are threatened with extinction by human induced factors, and
shrinking and compromised habitat. This review sets the goal to systematically
survey the existing literature in smart computing and sensing technologies for
domestic, farm and wild animal welfare. We use the notion of \emph{animal
welfare} in broad terms, to review the technologies for assessing whether
animals are healthy, free of pain and suffering, and also positively stimulated
in their environment. Also the notion of \emph{smart computing and sensing} is
used in broad terms, to refer to computing and sensing systems that are not
isolated but interconnected with communication networks, and capable of remote
data collection, processing, exchange and analysis. We review smart
technologies for domestic animals, indoor and outdoor animal farming, as well
as animals in the wild and zoos. The findings of this review are expected to
motivate future research and contribute to data, information and communication
management as well as policy for animal welfare
Mixed Reality Human Media for Social and Physical Interaction
Abstract: This paper outlines new facilities within ubiquitous human media spaces supporting embodied interaction between humans and computation both socially and physically. We believe that the current approach to developing electronic based design environments is lacking with regard to support for multi-person multi-modal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement three different research prototype systems: the Virtual Kyoto Garden, Touchy Internet, and the Human Pacman. The functional capabilities implemented in these systems include spatially-aware 3D navigation, tangible interaction, and ubiquitous human media spaces. Some of its details, benefits, and issues regarding design support are discussed
Animal-Computer Interaction: the emergence of a discipline
In this editorial to the IJHCS Special Issue on Animal-Computer Interaction (ACI), we provide an overview of the state-of-the-art in this emerging field, outlining the main scientific interests of its developing community, in a broader cultural context of evolving human-animal relations. We summarise the core aims proposed for the development of ACI as a discipline, discussing the challenges these pose and how ACI researchers are trying to address them. We then introduce the contributions to the Special Issue, showing how they illustrate some of the key issues that characterise the current state-of-the-art in ACI, and finally reflect on how the journey ahead towards developing an ACI discipline could be undertaken
Canine-centered interface design: supporting the work of diabetes alert dogs
Many people with Diabetes live with the continuous threat of hypoglycaemic attacks and the danger of going into coma. Diabetic Alert Dogs are trained to detect the onset of an attack before the human handler they are paired with deteriorates, giving them time to take action. We investigated requirements for designing an alert system allowing dogs to remotely call for help when their human falls unconscious before being able to react to an alert. Through a multispecies ethnographic approach we focus on teasing out the requirements for a physical canine user interface, involving both dogs, their handlers and trainers in the design. We discuss tensions between the requirements for the canine and the human users, argue the need for increased sensitivity towards the needs of individual dogs that goes beyond breed specific physical characteristics and reflect on how we can move from designing for dogs to designing with dogs
Animal-Computer Interaction (ACI): changing perspective on HCI, participation and sustainability
In the spirit of this year’s conference theme ‘changing perspectives’, this paper invites the CHI community to glance at interaction design through the lense of Animal-Computer Interaction (ACI). In particular, I argue that such a perspective could have at least three benefits: strengthening HCI as a discipline; broadening participation in Interaction Design; and supporting CHI’s commitment to sustainability. I make the case that, far from being a niche research area, ACI is directly relevant to and even encompasses HCI. Thus ACI research firmly belongs at CHI
Developing a depth-based tracking systems for interactive playful environments with animals
© ACM 2015. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in ACM. Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology (p. 59). http://dx.doi.org/10.1145/2832932.2837007.[EN] Digital games for animals within Animal Computer Interaction are usually single-device oriented, however richer interactions could be delivered by considering multimodal environments and expanding the number of technological elements involved. In these playful ecosystems, animals could be either alone or accompanied by human beings, but in both cases the system should react properly to the interactions of all the players, creating more engaging and natural games. Technologically-mediated playful scenarios for animals will therefore require contextual information about the game participants, such as their location or body posture, in order to suitably adapt the system reactions. This paper presents a depth-based tracking system for cats capable of detecting their location, body posture and field of view. The proposed system could also be extended to locate and detect human gestures and track small robots, becoming a promising component in the creation of intelligent interspecies playful environments.Work supported by the Spanish Ministry of Economy and Competitiveness and funded by the EDRF-FEDER (TIN2014-60077-R). The work of Patricia Pons has been supported by a national grant from the Spanish MECD (FPU13/03831). Alejandro Catalá also received support from a VALi+d fellowship from the GVA (APOSTD/2013/013). Special thanks to our cat participants, their owners, and our feline caretakers and therapistsPons Tomás, P.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Developing a depth-based tracking systems for interactive playful environments with animals. ACM. https://doi.org/10.1145/2832932.2837007SJan Bednarik and David Herman. 2015. Human gesture recognition using top view depth data obtained from Kinect sensor.Excel. - Student Conf. Innov. Technol. Sci. IT, 1--8.Hrvoje Benko, Andrew D. Wilson, Federico Zannier, and Hrvoje Benko. 2014. Dyadic projected spatial augmented reality.Proc. 27th Annu. ACM Symp. User interface Softw. Technol. - UIST '14, 645--655.Alper Bozkurt, David L Roberts, Barbara L Sherman, et al. 2014. Toward Cyber-Enhanced Working Dogs for Search and Rescue.IEEE Intell. Syst. 29, 6, 32--39.Rita Brugarolas, Robert T. Loftin, Pu Yang, David L. Roberts, Barbara Sherman, and Alper Bozkurt. 2013. Behavior recognition based on machine learning algorithms for a wireless canine machine interface.2013 IEEE Int. Conf. Body Sens. Networks, 1--5.Adrian David Cheok, Roger Thomas K C Tan, R. L. Peiris, et al. 2011. Metazoa Ludens: Mixed-Reality Interaction and Play for Small Pets and Humans.IEEE Trans. Syst. Man, Cybern. - Part A Syst. Humans41, 5, 876--891.Amanda Hodgson, Natalie Kelly, and David Peel. 2013. Unmanned aerial vehicles (UAVs) for surveying Marine Fauna: A dugong case study.PLoS One8, 11, 1--15.Gang Hu, Derek Reilly, Mohammed Alnusayri, Ben Swinden, and Qigang Gao. 2014. DT-DT: Top-down Human Activity Analysis for Interactive Surface Applications.Proc. Ninth ACM Int. Conf. Interact. Tabletops Surfaces - ITS '14, 167--176.Brett R Jones, Hrvoje Benko, Eyal Ofek, and Andrew D. Wilson. 2013. IllumiRoom: Peripheral Projected Illusions for Interactive Experiences.Proc. SIGCHI Conf. Hum. Factors Comput. Syst. - CHI '13, 869--878.Brett Jones, Lior Shapira, Rajinder Sodhi, et al. 2014. RoomAlive: magical experiences enabled by scalable, adaptive projector-camera units.Proc. 27th Annu. ACM Symp. User Interface Softw. Technol. - UIST '14, 637--644.Cassim Ladha, Nils Hammerla, Emma Hughes, Patrick Olivier, and Thomas Ploetz. 2013. Dog's Life: Wearable Activity Recognition for Dogs.Proc. 2013 ACM Int. Jt. Conf. Pervasive Ubiquitous Comput. - UbiComp'13, 415.Shang Ping Lee, Adrian David Cheok, Teh Keng Soon James, et al. 2006. A mobile pet wearable computer and mixed reality system for human--poultry interaction through the internet.Pers. Ubiquitous Comput. 10, 5, 301--317.Clara Mancini, Janet van der Linden, Jon Bryan, and Andrew Stuart. 2012. Exploring interspecies sensemaking: Dog Tracking Semiotics and Multispecies Ethnography.Proc. 2012 ACM Conf. Ubiquitous Comput. - UbiComp '12, 143--152.Clara Mancini. 2011. Animal-computer interaction: a manifesto.Mag. Interact. 18, 4, 69--73.Clara Mancini. 2013. Animal-computer interaction (ACI): changing perspective on HCI, participation and sustainability.CHI '13 Ext. Abstr. Hum. Factors Comput. Syst., 2227--2236.Steve North, Carol Hall, Amanda Roshier, and Clara Mancini. 2015. HABIT: Horse Automated Behaviour Identification Tool -- A Position Paper.Proc. Br. Hum. Comput. Interact. Conf. - Anim. Comput. Interact. Work., 1--4.Mikko Paldanius, Tuula Kärkkäinen, Kaisa Väänänen-Vainio-Mattila, Oskar Juhlin, and Jonna Häkkilä. 2011. Communication technology for human-dog interaction: exploration of dog owners' experiences and expectations.Proc. SIGCHI Conf. Hum. Factors Comput. Syst., 2641--2650.Patricia Pons, Javier Jaen, and Alejandro Catala. Multimodality and Interest Grabbing: Are Cats Ready for the Game?Submitt. to Int. J. Human-Computer Stud. Spec. Issue Anim. Comput. Interact. (under Rev).Patricia Pons, Javier Jaen, and Alejandro Catala. 2014. Animal Ludens: Building Intelligent Playful Environments for Animals.Proc. 2014 Work. Adv. Comput. Entertain. Conf. - ACE '14 Work., 1--6.Patricia Pons, Javier Jaen, and Alejandro Catala. 2015. Envisioning Future Playful Interactive Environments for Animals. InMore Playful User Interfaces, Anton Nijholt (ed.). Springer, 121--150.Rui Trindade, Micaela Sousa, Cristina Hart, Nádia Vieira, Roberto Rodrigues, and João França. 2015. Purrfect Crime.Proc. 33rd Annu. ACM Conf. Ext. Abstr. Hum. Factors Comput. Syst. - CHI EA '15, 93--96.Jessica van Vonderen. 2015. Drones with heat-tracking cameras used to monitor koala population. Retrieved July 1, 2015 from http://www.abc.net.au/news/2015-02-24/drones-to-help-threatened-species-koalas-qut/6256558Alexandra Weilenmann and Oskar Juhlin. 2011. Understanding people and animals: the use of a positioning system in ordinary human-canine interaction.Proc. 2011 Annu. Conf. Hum. factors Comput. Syst. - CHI '11, 2631--2640.Chadwick A. Wingrave, J. 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Meet Eater: Affectionate computing, social networks and human-plant interaction
The Meet Eater is a physical computing project which explores how social networks can be used to convey anthropomorphic qualities of an inanimate object. The installation consists of a real garden of plants with a synthetic ecosystem that automatically triggers a water pump when its 'social needs' are being sustained on its own Facebook page
Assessing machine learning classifiers for the detection of animals' behavior using depth-based tracking
[EN] There is growing interest in the automatic detection of animals' behaviors and body postures within the field of Animal Computer Interaction, and the benefits this could bring to animal welfare, enabling remote communication, welfare assessment, detection of behavioral patterns, interactive and adaptive systems, etc. Most of the works on animals' behavior recognition rely on wearable sensors to gather information about the animals' postures and movements, which are then processed using machine learning techniques. However, non-wearable mechanisms such as depth-based tracking could also make use of machine learning techniques and classifiers for the automatic detection of animals' behavior. These systems also offer the advantage of working in set-ups in which wearable devices would be difficult to use. This paper presents a depth-based tracking system for the automatic detection of animals' postures and body parts, as well as an exhaustive evaluation on the performance of several classification algorithms based on both a supervised and a knowledge-based approach. The evaluation of the depth -based tracking system and the different classifiers shows that the system proposed is promising for advancing the research on animals' behavior recognition within and outside the field of Animal Computer Interaction. (C) 2017 Elsevier Ltd. All rights reserved.This work is funded by the European Development Regional Fund (EDRF-FEDER) and supported by Spanish MINECO with Project TIN2014-60077-R. It also received support from a postdoctoral fellowship within the VALi+d Program of the Conselleria d'Educacio, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro Catala (APOSTD/2013/013). The work of Patricia Pons is supported by a national grant from the Spanish MECD (FPU13/03831). Special thanks to our cat participants and their owners, and many thanks to our feline caretakers and therapists, Olga, Asier and Julia, for their valuable collaboration and their dedication to animal wellbeing.Pons Tomás, P.; Jaén Martínez, FJ.; Catalá Bolós, A. (2017). Assessing machine learning classifiers for the detection of animals' behavior using depth-based tracking. Expert Systems with Applications. 86:235-246. https://doi.org/10.1016/j.eswa.2017.05.063S2352468
Envisioning Future Playful Interactive Environments for Animals
The final publication is available at Springer via http://dx.doi.org/10.1007/978-981-287-546-4_6Play stands as one of the most natural and inherent behavior among the majority of living species, specifically humans and animals. Human play has evolved significantly over the years, and so have done the artifacts which allow us to play: from children playing tag games without any tools other than their bodies, to modern video games using haptic and wearable devices to augment the playful experience. However, this ludic revolution has not been the same for the humans’ closest companions, our pets. Recently, a new discipline inside the human–computer interaction (HCI) community, called animal–computer interaction (ACI), has focused its attention on improving animals’ welfare using technology. Several works in the ACI field rely on playful interfaces to mediate this digital communication between animals and humans. Until now, the development of these interfaces only comprises a single goal or activity, and its adaptation to the animals’ needs requires the developers’ intervention. This work analyzes the existing approaches, proposing a more generic and autonomous system aimed at addressing several aspects of animal welfare at a time: Intelligent Playful Environments for Animals. The great potential of these systems is discussed, explaining how incorporating intelligent capabilities within playful environments could allow learning from the animals’ behavior and automatically adapt the game to the animals’ needs and preferences. The engaging playful activities created with these systems could serve different purposes and eventually improve animals’ quality of life.This work was partially funded by the Spanish Ministry of Science andInnovation under the National R&D&I Program within the projects Create Worlds (TIN2010-20488) and SUPEREMOS (TIN2014-60077-R), and from Universitat Politècnica de València under Project UPV-FE-2014-24. It also received support from a postdoctoral fellowship within theVALi+d Program of the Conselleria d’Educació, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro Catalá (APOSTD/2013/013). The work of Patricia Pons has been supported by the Universitat Politècnica de València under the “Beca de Excelencia” program and currently by an FPU fellowship from the Spanish Ministry of Education, Culture, and Sports (FPU13/03831).Pons Tomás, P.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Envisioning Future Playful Interactive Environments for Animals. 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Recommended from our members
Animal-Computer Interaction: a Manifesto (2011) and sections from Towards an Animal-Centred Ethics for Animal-Computer Interaction (2016)
Reprint of journal article "Animal-Computer Interaction: a Manifesto" (2011) and of sections of journal article "Towards an Animal-Centred Ethics for Animal-Computer Interaction" (2016
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