5,400 research outputs found

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Towards a socially adaptive digital playground

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    We are working towards a socially adaptive digital playground for children. To this end, we are looking into nonverbal synchrony and other social signals as a measure of social behaviour and into ways to alter game dynamics to trigger and inhibit certain social behaviours. Our first results indicate that we can indeed influence social behaviours in a digital playground by changing game dynamics. Furthermore, our first results show that we will be able to sense some of these social behaviours using only computer vision techniques. I propose an iterative method for working towards a socially adaptive digital playground

    Developing a depth-based tracking systems for interactive playful environments with animals

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    © 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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    Robot Games for Elderly:A Case-Based Approach

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    Towards Intelligent Playful Environments for Animals based on Natural User Interfaces

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    Tesis por compendioEl estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas tienen el potencial de proveer estimulación mental y física a los animales en diferentes contextos, pudiendo ayudar a mejorar su bienestar. Mientras nos embarcamos en la era de la Internet de las Cosas, las actividades de juego tecnológicas actuales para animales todavía no han explorado el desarrollo de soluciones pervasivas que podrían proveerles de más adaptación a sus preferencias a la vez que ofrecer estímulos tecnológicos más variados. En su lugar, estas actividades están normalmente basadas en interacciones digitales en lugar de explorar dispositivos tangibles o aumentar las interacciones con otro tipo de estímulos. Además, estas actividades de juego están ya predefinidas y no cambian con el tiempo, y requieren que un humano provea el dispositivo o la tecnología al animal. Si los humanos pudiesen centrarse más en su participación como jugadores de un sistema interactivo para animales en lugar de estar pendientes de sujetar un dispositivo para el animal o de mantener el sistema ejecutándose, esto podría ayudar a crear lazos más fuertes entre especies y promover mejores relaciones con los animales. Asimismo, la estimulación mental y física de los animales son aspectos importantes que podrían fomentarse si los sistemas de juego diseñados para ellos pudieran ofrecer un variado rango de respuestas, adaptarse a los comportamientos del animal y evitar que se acostumbre al sistema y pierda el interés. Por tanto, esta tesis propone el diseño y desarrollo de entornos tecnológicos de juego basados en Interfaces Naturales de Usuario que puedan adaptarse y reaccionar a las interacciones naturales de los animales. Estos entornos pervasivos permitirían a los animales jugar por si mismos o con una persona, ofreciendo actividades de juego más dinámicas y atractivas capaces de adaptarse con el tiempo.L'estudi de la interacció dels animals amb la tecnologia i el desenvolupament de sistemes tecnològics centrats en l'animal està guanyant cada vegada més atenció des de l'aparició de l'àrea d'Animal Computer Interaction (ACI) . ACI persegueix millorar el benestar dels animals en diferents entorns a través del desenvolupament de tecnologia adequada per a ells amb un enfocament centrat en l'animal. Entre totes les línies d'investigació que ACI està explorant, hi ha hagut prou interès en la interacció dels animals amb la tecnologia basada en el joc. Les activitats de joc tecnològiques tenen el potencial de proveir estimulació mental i física als animals en diferents contextos, podent ajudar a millorar el seu benestar. Mentre ens embarquem en l'era de la Internet de les Coses, les activitats de joc tecnològiques actuals per a animals encara no han explorat el desenvolupament de solucions pervasives que podrien proveir-los de més adaptació a les seues preferències al mateix temps que oferir estímuls tecnològics més variats. En el seu lloc, estes activitats estan normalment basades en interaccions digitals en compte d'explorar dispositius tangibles o augmentar les interaccions amb estímuls de diferent tipus. A més, aquestes activitats de joc estan ja predefinides i no canvien amb el temps, mentre requereixen que un humà proveïsca el dispositiu o la tecnologia a l'animal. Si els humans pogueren centrar-se més en la seua participació com a jugadors actius d'un sistema interactiu per a animals en compte d'estar pendents de subjectar un dispositiu per a l'animal o de mantenir el sistema executant-se, açò podria ajudar a crear llaços més forts entre espècies i promoure millors relacions amb els animals. Així mateix, l'estimulació mental i física dels animals són aspectes importants que podrien fomentar-se si els sistemes de joc dissenyats per a ells pogueren oferir un rang variat de respostes, adaptar-se als comportaments de l'animal i evitar que aquest s'acostume al sistema i perda l'interès. Per tant, esta tesi proposa el disseny i desenvolupament d'entorns tecnològics de joc basats en Interfícies Naturals d'Usuari que puguen adaptar-se i reaccionar a les interaccions naturals dels animals. Aquestos escenaris pervasius podrien permetre als animals jugar per si mateixos o amb una persona, oferint activitats de joc més dinàmiques i atractives que siguen capaces d'adaptar-se amb el temps.The study of animals' interactions with technology and the development of animal-centered technological systems is gaining attention since the emergence of the research area of Animal Computer Interaction (ACI). ACI aims to improve animals' welfare and wellbeing in several scenarios by developing suitable technology for the animal following an animal-centered approach. Among all the research lines ACI is exploring, there has been significant interest in animals' playful interactions with technology. Technologically mediated playful activities have the potential to provide mental and physical stimulation for animals in different environmental contexts, which could in turn help to improve their wellbeing. As we embark in the era of the Internet of Things, current technological playful activities for animals have not yet explored the development of pervasive solutions that could provide animals with more adaptation to their preferences as well as offering varied technological stimuli. Instead, playful technology for animals is usually based on digital interactions rather than exploring tangible devices or augmenting the interactions with different stimuli. In addition, these playful activities are already predefined and do not change over time, while they require that a human has to be the one providing the device or technology to the animal. If humans could focus more on their participation as active players of an interactive system aimed for animals instead of being concerned about holding a device for the animal or keep the system running, this might help to create stronger bonds between species and foster better relationships with animals. Moreover, animals' mental and physical stimulation are important aspects that could be fostered if the playful systems designed for animals could offer a varied range of outputs, be tailored to the animal's behaviors and prevented the animal to get used to the system and lose interest. Therefore, this thesis proposes the design and development of technological playful environments based on Natural User Interfaces that could adapt and react to the animals' natural interactions. These pervasive scenarios would allow animals to play by themselves or with a human, providing more engaging and dynamic playful activities that are capable of adapting over time.Pons Tomás, P. (2018). Towards Intelligent Playful Environments for Animals based on Natural User Interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/113075TESISCompendi

    Remote interspecies interactions: Improving humans and animals wellbeing through mobile playful spaces

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    [EN] Play is an essential activity for both humans and animals as it provides stimulation and favors cognitive, physical and social development. This paper proposes a novel pervasive playful environment that allows hospitalized children to participate in remote interspecies play with dogs in a dog daycare facility, while it also allows the dogs to play by themselves with the pervasive system. The aim of this playful interactive space is to help improving both children¿s and animal¿s wellbeing and their relationships by means of technologically mediated play, while creating a solid knowledge base to define the future of pervasive interactive environments for animals.This work is supported by the European Development Regional Fund (EDRF-FEDER), Spain and Spanish MINECO (TIN2014-60077-R). The work of Patricia Pons is supported by the Spanish MECD (FPU13/03831). Special thanks to the dogs and children who participated in our study, the dogs' owners and the children's families. The authors also gratefully acknowledge the teachers of the Unidad Pedagogica Hospitalaria La Fe and Oncologia Pediatrica La Fe and also Olga and Astrid from Buma's Doggy Daycare facility, for their invaluable support, collaboration and dedication.Pons Tomás, P.; Carrion-Plaza, A.; Jaén Martínez, FJ. (2019). Remote interspecies interactions: Improving humans and animals wellbeing through mobile playful spaces. Pervasive and Mobile Computing. 52:113-130. https://doi.org/10.1016/j.pmcj.2018.12.003S1131305

    Design for social interaction through physical play : proceedings of the 1st workshop, October 22, 2008, Eindhoven

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    Observations on Experience and Flow in Movement-Based Interaction

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    Movement-based interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for ‘brute force’ interaction between user and interface. Often these interfaces mediate between players of a game. Obviously, one of the players may be a virtual human. We embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also ‘add’ intelligence to the interaction. Intelligent movement-based interfaces, being able to know and learn about their users, should also be able to provide means to keep their users engaged in the interaction. Issues that will be discussed in this chapter are ‘flow’ and ‘immersion’ for movement-based interfaces and we look at the possible role of interaction synchrony to measure and support engagement
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