4,708 research outputs found

    Exploring Research through Design in Animal-Computer Interaction

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    This paper explores Research through Design (RtD) as a potential methodology for developing new interactive experiences for animals. We present an example study from an on-going project and examine whether RtD offers an appropriate framework for developing knowledge in the context of Animal-Computer Interaction, as well as considering how best to document such work. We discuss the design journey we undertook to develop interactive systems for captive elephants and the extent to which RtD has enabled us to explore concept development and documentation of research. As a result of our explorations, we propose that particular aspects of RtD can help ACI researchers gain fresh perspectives on the design of technology-enabled devices for non-human animals. We argue that these methods of working can support the investigation of particular and complex situations where no idiomatic interactions yet exist, where collaborative practice is desirable and where the designed objects themselves offer a conceptual window for future research and development

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    A Narrative Approach to Human-Robot Interaction Prototyping for Companion Robots

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    © 2020 Kheng Lee Koay et al., published by De Gruyter This work is licensed under the Creative Commons Attribution 4.0 International License. https://creativecommons.org/licenses/by/4.0/This paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.Peer reviewe

    High tech cognitive and acoustic enrichment for captive elephants

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    This paper investigates the potential for using technology to support the development of sensory and cognitive enrichment activities for captive elephants. It explores the usefulness of applying conceptual frameworks from interaction design and game design to the problem of developing species-specific smart toys that promote natural behaviours and provide stimulation. We adopted a Research through Design approach, and describe how scientific inquiry supported our design process, while the creation of artefacts guided our investigations into possible future solutions. Our fieldwork resulted in the development of an interactive prototype of an acoustic toy that elephants are able to control using interface elements constructed from a range of natural materials

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    The hunt for submarines in classical art: mappings between scientific invention and artistic interpretation

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    This is a report to the AHRC's ICT in Arts and Humanities Research Programme. This report stems from a project which aimed to produce a series of mappings between advanced imaging information and communications technologies (ICT) and needs within visual arts research. A secondary aim was to demonstrate the feasibility of a structured approach to establishing such mappings. The project was carried out over 2006, from January to December, by the visual arts centre of the Arts and Humanities Data Service (AHDS Visual Arts).1 It was funded by the Arts and Humanities Research Council (AHRC) as one of the Strategy Projects run under the aegis of its ICT in Arts and Humanities Research programme. The programme, which runs from October 2003 until September 2008, aims ‘to develop, promote and monitor the AHRC’s ICT strategy, and to build capacity nation-wide in the use of ICT for arts and humanities research’.2 As part of this, the Strategy Projects were intended to contribute to the programme in two ways: knowledge-gathering projects would inform the programme’s Fundamental Strategic Review of ICT, conducted for the AHRC in the second half of 2006, focusing ‘on critical strategic issues such as e-science and peer-review of digital resources’. Resource-development projects would ‘build tools and resources of broad relevance across the range of the AHRC’s academic subject disciplines’.3 This project fell into the knowledge-gathering strand. The project ran under the leadership of Dr Mike Pringle, Director, AHDS Visual Arts, and the day-to-day management of Polly Christie, Projects Manager, AHDS Visual Arts. The research was carried out by Dr Rupert Shepherd

    Co-Creating New Mobile Devices for Groups During Field Trips: MIS-2 Study

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    The second iteration of the Mobile Information Sharing studies (MIS-2) aimed to validate results from the previous study and to introduce mobile low-fidelity prototypes in a natural tourist activity. Seven foam prototypes with fictional functionality descriptions were carried and used by backpackers during the course of a tourist field trip. The trip consisted of walking through a city centre to a boat, taking a boat cruise, walking around an animal park and then taking the same journey back to their hostel. Backpackers added features and discussed these devices in a workshop. Variations to previous research methods included increased use of digital cameras and the use of three simultaneous observers for ethnographic observation. A repetition of the previous social pairing activity was conducted which explored different types of social ties with more participants. Study results include a rich understanding of travel conversation, in-situ effects of mobile device usage, and verification of research methods. Subgroups of participants within the study didn’t communicate much between each other and provided an interesting case of backpackers failing to connect even though they desired to. A field trip representing a typical tourist activity produced a number of situations where mobile device features were requested by participants. The social pairing activity produced some useful information for participants and provided design recommendations for social pairing systems. 11 design requirements for mobile travel devices were generated from observations and discussions with backpackers. Additional analysis produced 23 proposed product features. Recommendations have been made for improvements to the study design and methods for future mobile group research

    Internet Predictions

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    More than a dozen leading experts give their opinions on where the Internet is headed and where it will be in the next decade in terms of technology, policy, and applications. They cover topics ranging from the Internet of Things to climate change to the digital storage of the future. A summary of the articles is available in the Web extras section

    A classification and review of tools for developing and interacting with machine learning systems

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    [Abstract] In this paper we aim to bring some order to the myriad of tools that have emerged in the field of Artificial Intelligence (AI), focusing on the field of Machine Learning (ML). For this purpose, we suggest a classification of the tools in which the categories are organized following the development lifecycle of an ML system and we make a review of the existing tools within each section of the classification. We believe this will help to better understand the ecosystem of tools currently available and will also allow us to identify niches in which to develop new tools to aid in the development of AI and ML systems. After reviewing the state-of-the-art of the tools, we have identified three trends in them: the incorporation of humans into the loop of the machine learning process, the movement from ad-hoc and experimental approaches to a more engineering perspective and the ability to make it easier to develop intelligent systems for people without an educational background in the area, in order to move the focus from the technical environment to the domain-specific problem.This work has been supported by the State Research Agency of the Spanish Government, grant (PID2019-107194GB-I00 / AEI / 10.13039/501100011033) and by the Xunta de Galicia, grant (ED431C 2018/34) with the European Union ERDF funds. We wish to acknowledge the support received from the Centro de Investigación de Galicia “CITIC”, funded by Xunta de Galicia and the European Union (European Regional Development Fund-Galicia 2014-2020 Program), by grant ED431G 2019/01Xunta de Galicia; ED431C 2018/34Xunta de Galicia; ED431G 2019/0
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