10 research outputs found

    Envisioning Future Playful Interactive Environments for Animals

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    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. En More Playful User Interfaces: Interfaces that Invite Social and Physical Interaction. Springer. 121-150. https://doi.org/10.1007/978-981-287-546-4_6S121150Alfrink, K., van Peer, I., Lagerweij H, et al.: Pig Chase. Playing with Pigs project. (2012) www.playingwithpigs.nlAmat, M., Camps, T., Le, Brech S., Manteca, X.: Separation anxiety in dogs: the implications of predictability and contextual fear for behavioural treatment. Anim. Welf. 23(3), 263–266 (2014). doi: 10.7120/09627286.23.3.263Barker, S.B., Dawson, K.S.: The effects of animal-assisted therapy on anxiety ratings of hospitalized psychiatric patients. Psychiatr. Serv. 49(6), 797–801 (1998)Bateson, P., Martin, P.: Play, Playfulness, Creativity and Innovation. Cambridge University Press, New York (2013)Bekoff, M., Allen, C.: Intentional communication and social play: how and why animals negotiate and agree to play. In: Bekoff, M., Byers, J.A. (eds.) Animal Play Evolutionary. Comparative and Ecological Perspectives, pp. 97–114. Cambridge University Press, New York (1997)Burghardt, G.M.: The Genesis of Animal Play. Testing the Limits. MIT Press, Cambridge (2006)Catalá, A., Pons, P., Jaén, J., et al.: A meta-model for dataflow-based rules in smart environments: evaluating user comprehension and performance. Sci. Comput. Prog. 78(10), 1930–1950 (2013). doi: 10.1016/j.scico.2012.06.010Cheok, A.D., Tan, R.T.K.C., Peiris, R.L., et al.: Metazoa ludens: mixed-reality interaction and play for small pets and humans. IEEE Trans. Syst. Man. Cybern.—Part A Syst. Hum. 41(5), 876–891 (2011). doi: 10.1109/TSMCA.2011.2108998Costello, B., Edmonds, E.: A study in play, pleasure and interaction design. In: Proceedings of the 2007 Conference on Designing Pleasurable Products and Interfaces, pp. 76–91 (2007)Csikszentmihalyi, M.: Beyond Boredom and Anxiety. The Experience of Play in Work and Games. Jossey-Bass Publishers, Hoboken (1975)Filan, S.L., Llewellyn-Jones, R.H.: Animal-assisted therapy for dementia: a review of the literature. Int. Psychogeriatr. 18(4), 597–611 (2006). doi: 10.1017/S1041610206003322García-Herranz, M., Haya, P.A., Alamán, X.: Towards a ubiquitous end-user programming system for smart spaces. J. Univ. Comput. Sci. 16(12), 1633–1649 (2010). doi: 10.3217/jucs-016-12-1633Hirskyj-Douglas, I., Read, J.C.: Who is really in the centre of dog computer interaction? In: Adjunct Proceedings of the 11th Conference on Advances in Computer Entertainment—Workshop on Animal Human Computer Interaction (2014)Hu, F., Silver, D., Trude, A.: LonelyDog@Home. In: International Conference Web Intelligence Intelligent Agent Technology—Workshops, 2007 IEEE/WIC/ACM IEEE, pp. 333–337, (2007)Huizinga, J.: Homo Ludens. Wolters-Noordhoff, Groningen (1985)Kamioka, H., Okada, S., Tsutani, K., et al.: Effectiveness of animal-assisted therapy: a systematic review of randomized controlled trials. Complement. Ther. Med. 22(2), 371–390 (2014). doi: 10.1016/j.ctim.2013.12.016Lee, S.P., Cheok, A.D., James, T.K.S., et al.: A mobile pet wearable computer and mixed reality system for human–poultry interaction through the internet. Pers. Ubiquit. Comput. 10(5), 301–317 (2006). doi: 10.1007/s00779-005-0051-6Leo, K., Tan, B.: User-tracking mobile floor projection virtual reality game system for paediatric gait and dynamic balance training. In: Proceedings of the 4th International Convention on Rehabilitation Engineering and Assistive Technology pp. 25:1–25:4 (2010)Mancini, C.: Animal-computer interaction: a manifesto. Mag. Interact. 18(4), 69–73 (2011). doi: 10.1145/1978822.1978836Mancini, C.: Animal-computer interaction (ACI): changing perspective on HCI, participation and sustainability. CHI ’13 Extended Abstracts on Human Factors in Computing Systems. ACM Press, New York, pp. 2227–2236 (2013)Mancini, C., van der Linden, J.: UbiComp for animal welfare: envisioning smart environments for kenneled dogs. In: Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, pp. 117–128 (2014)Mancini, C., Harris, R., Aengenheister, B., Guest, C.: Re-centering multispecies practices: a canine interface for cancer detection dogs. In: Proceedings of the SIGCHI Conference on Human Factors in Computing System, pp. 2673–2682 (2015)Mancini, C., van der Linden, J., Bryan, J., Stuart, A.: Exploring interspecies sensemaking: dog tracking semiotics and multispecies ethnography. In: Proceedings of the 2012 ACM Conference on Ubiquitous Computing—UbiComp ’12. ACM Press, New York, pp. 143–152 (2012)Mankoff, D., Dey, A.K., Mankoff, J., Mankoff, K.: Supporting interspecies social awareness: using peripheral displays for distributed pack awareness. In: Proceedings of the 18th Annual ACM Symposium on User interface Software and Technology, pp. 253–258 (2005)Maternaghan, C., Turner, K.J.: A configurable telecare system. In: Proceedings of the 4th International Conference on Pervasive Technologies Related to Assistive Environments—PETRA ’11. ACM Press, New York, pp. 14:1–14:8 (2011)Matsuzawa, T.: The Ai project: historical and ecological contexts. Anim. Cogn. 6(4), 199–211 (2003). doi: 10.1007/s10071-003-0199-2McGrath, R.E.: Species-appropriate computer mediated interaction. CHI ‘09 Extended Abstracts on Human Factors in Computing Systems. ACM Press, New York, pp. 2529–2534 (2009)Mocholí, J.A., Jaén, J., Catalá, A.: A model of affective entities for effective learning environments. In: Innovations in Hybrid Intelligent Systems, pp. 337–344 (2007)Nijholt, A. (ed.): Playful User Interfaces. Springer, Singapore (2014)Norman, D.A.: The invisible computer. MIT Press, Cambridge (1998)Noz, F., An, J.: Cat cat revolution: an interspecies gaming experience. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2661–2664 (2011)Paldanius, M., Kärkkäinen, T., Väänänen-Vainio-Mattila, K., et al.: Communication technology for human-dog interaction: exploration of dog owners’ experiences and expectations. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM Press, New York, pp. 2641–2650 (2011)Picard, R.W.: Affective Computing. MIT Press, Cambridge (1997)Pons, P., Jaén, J., Catalá, A.: Animal ludens: building intelligent playful environments for animals. In: Adjunct Proceedings of the 11th Conference on Advances in Computer Entertainment—Workshop on Animal Human Computer Interaction (2014)Resner, B.: Rover@Home: Computer Mediated Remote Interaction Between Humans and Dogs. M.Sc. thesis, Massachusetts Institute of Technology, Cambridge (2001)Ritvo, S.E., Allison, R.S.: Challenges related to nonhuman animal-computer interaction: usability and “liking”. In: Adjunct Proceedings of the 11th Conference on Advances in Computer Entertainment—Workshop on Animal Human Computer Interaction (2014)Robinson, C., Mncini, C., Van Der Linden, J., et al.: Canine-centered interface design: supporting the work of diabetes alert dogs. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 3757–3766 (2014)Rumbaugh, D.M.: Language Learning by a Chimpanzee: The LANA Project. Academic Press, New York (1977)Rumbaugh, D.M.: Apes and their future in comparative psychology. Eye Psi Chi 18(1), 16–19 (2013)Rumbaugh, D.M., Gill, T.V., Brown, J.V., et al.: A computer-controlled language training system for investigating the language skills of young apes. Behav. Res. Methods Instrum. 5(5), 385–392 (1973)Schwartz, S.: Separation anxiety syndrome in cats: 136 cases (1991–2000). J. Am. Vet. Med. Assoc. 220(7), 1028–1033 (2002). doi: 10.2460/javma.2002.220.1028Schwartz, S.: Separation anxiety syndrome in dogs and cats. J. Am. Vet. Med. Assoc. 222(11), 1526–1532 (2003)Solomon, O.: What a dog can do: children with autism and therapy dogs in social interaction. Ethos J. Soc. Psychol. Anthropol. 38(1), 143–166 (2010). doi: 10.1111/j.1548-1352.2010.01085.xTeh, K.S., Lee, S.P., Cheok, A.D.: Poultry. Internet: a remote human-pet interaction system. In: CHI ’06 Extended Abstracts on Human Factors in Computing Systems, pp. 251–254 (2006)Väätäjä, H., Pesonen, E.: Ethical issues and guidelines when conducting HCI studies with animals. In: CHI ’13 Extended Abstracts on Human Factors in Computing Systems, pp. 2159–2168 (2013)Väätäjä, H.: Animal welfare as a design goal in technology mediated human-animal interaction—opportunities with haptics. 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In: CHI ’10 Extended Abstracts on Human Factors in Computing Systems, pp. 2661–2669 (2010

    Beyond the limits of digital interaction: should animals play with interactive environments?

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    Our digital world evolves towards ubiquitous and intuitive scenarios, filled with interconnected and transparent computing devices which ease our daily activities. We have approached this evolution of technology in a strictly human-centric manner. There are, however, plenty of species, among them our pets, which could also profit from these technological advances. A new field in Computer Science, called Animal-Computer Interaction (ACI), aims at filling this technological gap by developing systems and interfaces specifically designed for animals. This paper envisions how ACI could be extended to enhance the most natural animal behavior: play. This work explains how interactive environments could become playful scenarios where animals enjoy, learn and interact with technology, improving their wellbeingThis work is partially funded by the Spanish Ministry of Science and Innovation under the National R&D&I Program within the project CreateWorlds (TIN2010-20488). The work of Patricia Pons is supported by an FPU fellowship from the Spanish Ministry of Education, Culture and Sports (FPU13/03831). It also received support from a postdoctoral fellowship within the VALi+d Program of the Conselleria d’Educació, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro Catalá (APOSTD/2013/013). We also thank the Valencian Society for the Protection of Animals and Plants (SVPAP) for their cooperation.Pons Tomás, P.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Beyond the limits of digital interaction: should animals play with interactive environments?. ACM. http://hdl.handle.net/10251/65361

    Intelligent Playful Environments for Animals

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    © Owner/Author 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 Interacción '15 Proceedings of the XVI International Conference on Human Computer Interaction, http://dx.doi.org/10.1145/2829875.2829879We are evolving towards an interconnected and ubiquitous world, where digital devices and interfaces progressively adapt themselves to fit our needs and ease our daily activities. Although we coexist with plenty of animal species, such as our pets, we are approaching the evolution of technology in a strictly human-centric manner. A new field in Computer Science, called Animal-Computer Interaction (ACI), aims at filling this technological gap by developing systems and interfaces specifically designed for animals. Supporting animals' natural behavior and habits with suitable technology could improve both humans and animals' wellbeing. As a consequence, this doctoral research aims to explore, design and develop animal-centered intelligent systems that focus on enhancing one of the most natural animal behaviors: play. Therefore, the main goal of this research is to expand ACI with the ability of automatically manage and adapt animals play activity in order to improve their wellbeing.Work supported by MINECO (TIN2010-20488 and TIN2014-60077-R), UPV (UPV-FE-2014-24), MECD (FPU13/03831) and GVA (APOSTD/2013/013).Pons Tomás, P.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Intelligent Playful Environments for Animals. ACM. https://doi.org/10.1145/2829875.2829879SHu, F., Silver, D., and Trude, A. LonelyDog@Home. 2007 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Workshops, IEEE (2007), 333--337.Huizinga, J.Homo ludens. Wolters-Noordhoff, Groningen, The Nederlands, 1985.Mancini, C. Animal-computer interaction: a manifesto. Magazine interactions 18, 4 (2011), 69--73.Mancini, C. Animal-computer interaction (ACI): changing perspective on HCI, participation and sustainability. CHI '13 Extended Abstracts on Human Factors in Computing Systems, ACM Press (2013), 2227--2236.Matsuzawa, T. The Ai project: historical and ecological contexts. Animal cognition 6, 4 (2003), 199--211.Pons, P., Jaen, J., and Catala, A. Animal Ludens: Building Intelligent Playful Environments for Animals. 11th Conference on Advances in Computer Entertainment - Workshop on Animal Human Computer Interaction, (2014).Pons, P., Jaen, J., and Catala, A. Envisioning Future Playful Interactive Environments for Animals. In A. Nijholt, ed., More Playful User Interfaces. Springer, 2015.Robinson, C., Mancini, C., van der Linden, J., Guest, C., and Harris, R. Empowering assistance dogs: an alarm interface for canine use. Intelligent Systems for Animal Welfare, (2014).Rumbaugh, D.M., Gill, T. V., Brown, J. V., et al. A computer-controlled language training system for investigating the language skills of young apes. Behavior Research Methods & Instrumentation 5, 5 (1973), 385--392.Westerlaken, M. and Gualeni, S. Felino: The Philosophical Practice of Making an Interspecies Videogame. The Philosophy of Computer Games Conference, (2014), 1--12.Wingrave, C.A., Rose, J., Langston, T., and LaViola, J.J.J. Early explorations of CAT: canine amusement and training. CHI '10 Extended Abstracts on Human Factors in Computing Systems, (2010), 2661--2669.SpeakDolphin. http://www.speakdolphin.com

    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

    WHO IS VIRTUAL COMMUNICATOR?

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    Развитие информационно-коммуникативных технологий привело сегодня к созданию новой идеальной реальности, в которой оказывается возможна встреча человеческих, технических, гибридных и нечеловеческих существ. Умная техника, домашние животные, боты, умершие люди могут выступать активными коммуникантами в сети интернет. Здесь представляется невозможным отличить живое от неживого, природное от технического, человеческое от нечеловеческого

    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

    Эрнст Капп. Политическая география и техника

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    More playful user interfaces:interfaces that invite social and physical interaction

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    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

    UX Goals 2012 - How to Utilize User Experience Goals in Design? Proceedings of the workshop in conjuction with NordiCHI 2012, October 14, 2012, Copenhagen, Denmark

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    This is the proceedings of the workshop UX Goals 2012 – “How to Utilize User Experience Goals in Design?” held on October 14th, 2012 in Copenhagen, Denmark in conjunction with NordiCHI2012 (http://www.nordichi2012.org/).To design technology that is capable of enabling, promoting and/or demonstrating specific user experience it is important to set experiential goals for the design. Such goal setting approach is receiving increasing attention in design and development of interactive systems – not only in relation to everyday consumer technology but also in work related systems
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