246 research outputs found

    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

    Seven Years after the Manifesto: Literature Review and Research Directions for Technologies in Animal Computer Interaction

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    As technologies diversify and become embedded in everyday lives, the technologies we expose to animals, and the new technologies being developed for animals within the field of Animal Computer Interaction (ACI) are increasing. As we approach seven years since the ACI manifesto, which grounded the field within Human Computer Interaction and Computer Science, this thematic literature review looks at the technologies developed for (non-human) animals. Technologies that are analysed include tangible and physical, haptic and wearable, olfactory, screen technology and tracking systems. The conversation explores what exactly ACI is whilst questioning what it means to be animal by considering the impact and loop between machine and animal interactivity. The findings of this review are expected to form the first grounding foundation of ACI technologies informing future research in animal computing as well as suggesting future areas for exploratio

    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

    Orangutan play on and beyond a touchscreen.

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    Non-humans in captivity require enrichment, which often takes the form of play. Over the course of past decades, various technologies have been introduced in zoos around the world to support captive animals' wellbeing. With a critical design / player ethnography approach, TOUCH project brings computer technologies to orangutans living at the Tasikoki Wildlife Rescue Centre in Indonesia. This paper discusses the role of play in the lives of two young male orangutans, Bento and Is, and explores how play can serve as a basis for cross-species communication between humans and orangutans

    Orangutan play on and beyond a touchscreen.

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    Non-humans in captivity require enrichment, which often takes the form of play. Over the course of past decades, various technologies have been introduced in zoos around the world to support captive animals' wellbeing. With a critical design / player ethnography approach, TOUCH project brings computer technologies to orangutans living at the Tasikoki Wildlife Rescue Centre in Indonesia. This paper discusses the role of play in the lives of two young male orangutans, Bento and Is, and explores how play can serve as a basis for cross-species communication between humans and orangutans

    A comparison of methods of quantifying and assessing the behaviour and welfare of Bornean Orangutans (Pongo pygmaeus): a case study at Twycross Zoo

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    The maintenance of both the psychological and physiological health of captive animals is a key priority of modern zoos. Recognising that characteristics of the captive environment have the potential to decrease animal welfare, methods for quantifying and assessing welfare have been developed as part of the process for improving animal welfare. Traditionally, observations of animal behaviour and quantifying time budgets in relation to those of the animals’ wild counterparts have been utilised to assess animal welfare. Hormonal assays have also been implemented to quantify the physiological stress response of animals in captivity and identify the extent of stress being experienced. Each of these methods focuses on a different indicator of animal welfare, is quantified in different ways and provides a different perspective on the welfare of the animals. Given the limited time and financial budgets available to zoos and animal carers, identifying the most appropriate method of welfare assessment would be advantageous in helping to secure the best possible health of captive animals and to maximise their value in captivity. This thesis implemented both behavioural observations and hormonal assays to identify the strengths and weaknesses of each methodology, and make recommendations for future research. The study involved a group of four Bornean orangutans (Pongo pygmaeus) housed at Twycross Zoo. Behavioural observations involved continuous group sampling and the development of an ethogram to record a comprehensive account of orangutan activity over the course of a 12 week enrichment programme. Simultaneous to these observations, faecal samples were collected from each orangutan and processed via Enzyme Immunoassay (EIA) to quantify levels of faecal glucocorticoid metabolites (fGCM) in each sample. While recognising the recent developments in ecological analytical methods, the capacity for extending network analysis beyond the application to social networks, and its use as a welfare assessment tool were explored. Behavioural and space-use networks were developed using data from a second study of the orangutans housed at Twycross Zoo. The flexibility of network analysis in visually representing different data types allowed for the intuitive representation of complex behavioural data. Further research investigated the use of network metrics in providing deeper insights into animal behaviour and space use patterns. In addition, bipartite networks were assessed for their potential to detect and show patterns in the relationships between two sets of behavioural data. Each of the methods used had a number of strengths and weaknesses, but importantly each contributed a different perspective in the assessment of behaviour patterns and welfare, suggesting that an integrated approach to behaviour studies utilising several methods would be ideal. Cost and logistic constraints make this unlikely in most cases. However, the thesis ends with a look to the future and the recognition that the current rapid development of technology for use in animal behaviour studies, coupled with equally rapid development of analytical techniques, may help to dramatically increase the amount of information gained from the average animal behaviour study in the future. Such improvements have never been more urgent, with the requirement for understanding animal behaviour in light of current extinction rates within the context of habitat destruction and climate change. It is hoped that this thesis will make a contribution to improving future animal behaviour and welfare studies by providing an assessment of both traditional methods of study as well as demonstrating the use and potential of new ways of applying network analysis within such studies

    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

    Prototyping with Monkeys: Uncovering What Buttons for Monkeys Look Like

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    Although much work has focused on designing touch interfaces for primates, little is known about how physical computer buttons for monkeys would look. Here, we employ the rapid prototyping method commonly used in human–computer interaction to design tangible buttons for monkeys allowing them to interact with computer enrichment. Our findings reflect on the process of altering rapid prototyping from humans to animals and how computer buttons for monkeys might look. On this basis, we make suggestions for monkey buttons, highlighting colour and pull/swing over push/touch interactions. We also reflect on lessons learned from transferring prototyping across species, such as the need to iterate on a few variables and for initial prototypes to be varied, and speculate on how to balance the designer (human) and user (animals) needs. More broadly, this paper builds upon HCI prototyping techniques for unconventional users, creating a method for rapid iterative prototyping with animals

    A Cognitive Task as Enrichment for Chimpanzees (\u3ci\u3ePan troglodytes\u3c/i\u3e) in Sanctuary

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    Chimpanzees (Pan troglodytes) hold an especially powerful attraction for researchers interested in cognition and how it developed to the degree observed in humans specifically and primates more generally. Chimpanzees are behaviorally complex primates with compelling data supporting their possession of intricate internal lives. The objective of this study was to simultaneously learn more of the cognitive process of inductive reasoning while also assessing the efficacy of a computerized box as a novel form of enrichment to aid in improving the environment of captive chimpanzees. Three social groups at the retired medical research chimpanzee sanctuary Project Chimps were given voluntary access to an interactive box inspired by previous touchscreen studies. Individuals varied widely in their interactions with the box but did not perform above chance on the preliminary levels of the task. Interest in the box was also observed to correlate negatively with the number of sessions so that exploration in the final sessions were significantly lower than that recorded in the first sessions. These results highlight the need for refinement in provisioning captive chimpanzees with interactive technology as enrichment
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