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    Interactive spaces for children: gesture elicitation for controlling ground mini-robots

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    [EN] Interactive spaces for education are emerging as a mechanism for fostering children's natural ways of learning by means of play and exploration in physical spaces. The advanced interactive modalities and devices for such environments need to be both motivating and intuitive for children. Among the wide variety of interactive mechanisms, robots have been a popular research topic in the context of educational tools due to their attractiveness for children. However, few studies have focused on how children would naturally interact and explore interactive environments with robots. While there is abundant research on full-body interaction and intuitive manipulation of robots by adults, no similar research has been done with children. This paper therefore describes a gesture elicitation study that identified the preferred gestures and body language communication used by children to control ground robots. The results of the elicitation study were used to define a gestural language that covers the different preferences of the gestures by age group and gender, with a good acceptance rate in the 6-12 age range. The study also revealed interactive spaces with robots using body gestures as motivating and promising scenarios for collaborative or remote learning activities.This work is funded by the European Development Regional Fund (EDRF-FEDER) and supported by the Spanish MINECO (TIN2014-60077-R). The work of Patricia Pons is supported by a national grant from the Spanish MECD (FPU13/03831). Special thanks are due to the children and teachers of the Col-legi Public Vicente Gaos for their valuable collaboration and dedication.Pons TomĂĄs, P.; JaĂ©n MartĂ­nez, FJ. (2020). Interactive spaces for children: gesture elicitation for controlling ground mini-robots. 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    Accessibility and tangible interaction in distributed workspaces based on multi-touch surfaces

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    [EN] Traditional interaction mechanisms in distributed digital spaces often fail to consider the intrinsic properties of action, perception, and communication among workgroups, which may affect access to the common resources used to mutually organize information. By developing suitable spatial geometries and natural interaction mechanisms, distributed spaces can become blended where the physical and virtual boundaries of local and remote spaces merge together to provide the illusion of a single unified space. In this paper, we discuss the importance of blended interaction in distributed spaces and the particular challenges faced when designing accessible technology. We illustrate this discussion through a new tangible interaction mechanism for collaborative spaces based on tabletop system technology implemented with optical frames. 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In: International Conference on Entertainment Computing, pp. 440–443. Springer (2011)MĂŒller, D.: Mixed reality systems. iJOE 5(S2), 10–11 (2009)Newton-Dunn, H., Nakano, H., Gibson, J.: Block jam: a tangible interface for interactive music. In: Proceedings of the 2003 Conference on New Interfaces for Musical Expression, pp. 170–177. National University of Singapore (2003)Patten, J., Recht, B., Ishii, H.: Audiopad: a tag-based interface for musical performance. In: Proceedings of the 2002 Conference on New Interfaces for Musical Expression, pp. 1–6. National University of Singapore (2002)Patten, J., Recht, B., Ishii, H.: Interaction techniques for musical performance with tabletop tangible interfaces. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 27. ACM (2006)PQLabs: Inc. http://multitouch.com/ . Retrieved on 16 October 2016Ryokai, K., Marti, S., Ishii, H.: I/o brush: drawing with everyday objects as ink. 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    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 PolitĂšcnica de ValĂšncia under Project UPV-FE-2014-24. It also received support from a postdoctoral fellowship within theVALi+d Program of the Conselleria d’EducaciĂł, Cultura I Esport (Generalitat Valenciana) awarded to Alejandro CatalĂĄ (APOSTD/2013/013). The work of Patricia Pons has been supported by the Universitat PolitĂšcnica de ValĂšncia under the “Beca de Excelencia” program and currently by an FPU fellowship from the Spanish Ministry of Education, Culture, and Sports (FPU13/03831).Pons TomĂĄs, P.; JaĂ©n MartĂ­nez, FJ.; CatalĂĄ BolĂłs, 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)CatalĂĄ, A., Pons, P., JaĂ©n, 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/S1041610206003322GarcĂ­a-Herranz, M., Haya, P.A., AlamĂĄn, 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)MocholĂ­, J.A., JaĂ©n, J., CatalĂĄ, 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., KĂ€rkkĂ€inen, T., VÀÀnĂ€nen-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., JaĂ©n, J., CatalĂĄ, 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. 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In: CHI ’10 Extended Abstracts on Human Factors in Computing Systems, pp. 2661–2669 (2010

    A Newcomer's Guide to EICS, the Engineering Interactive Computing Systems Community

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    [EN] Welcome to EICS, the Engineering Interactive Computing Systems community, PACMHCI/EICS journal, and annual conference! In this short article, we introduce newcomers to the field and to our community with an overview of what EICS is and how it positions with respect to other venues in Human-Computer Interaction, such as CHI, UIST, and IUI, highlighting its legacy and paying homage to past scientific events from which EICS emerged. We also take this opportunity to enumerate and exemplify scientific contributions to the field of Engineering Interactive Computing Systems, which we hope to guide researchers and practitioners towards making their future PACMHCI/EICS submissions successful and impactful in the EICS community.We acknowledge the support of MetaDev2 as the main sponsor of EICS 2019. We would like to thank the Chairs of all the tracks of the EICS 2019 conference, the members of the local organization team, and the web master of the EICS 2019 web site. EICS 2019 could not have been possible without the commitment of the Programme Committee members and external reviewers. This work was partially supported by the Spanish Ministry of Economy, Industry and Competitiveness, State Research Agency / European Regional Development Fund under Vi-SMARt (TIN2016-79100-R), the Junta de Comunidades de Castilla-La Mancha European Regional Development Fund under NeUX (SBPLY/17/180501/000192) projects, the Generalitat Valenciana through project GISPRO (PROMETEO/2018/176), and the Spanish Ministry of Science and Innovation through project DataME (TIN2016-80811-P).López-Jaquero, VM.; Vatavu, R.; Panach, JI.; Pastor López, O.; Vanderdonckt, J. (2019). A Newcomer's Guide to EICS, the Engineering Interactive Computing Systems Community. Proceedings of the ACM on Human-Computer Interaction. 3:1-9. https://doi.org/10.1145/3300960S193Bastide, R., Palanque, P., & Roth, J. (Eds.). (2005). Engineering Human Computer Interaction and Interactive Systems. Lecture Notes in Computer Science. doi:10.1007/b136790Beaudouin-Lafon, M. (2004). Designing interaction, not interfaces. Proceedings of the working conference on Advanced visual interfaces - AVI ’04. doi:10.1145/989863.989865Bodart, F., & Vanderdonckt, J. (Eds.). (1996). Design, Specification and Verification of Interactive Systems ’96. Eurographics. doi:10.1007/978-3-7091-7491-3Gallud, J. A., Tesoriero, R., Vanderdonckt, J., Lozano, M., Penichet, V., & Botella, F. (2011). Distributed user interfaces. Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA ’11. doi:10.1145/1979742.1979576Graham, T. C. N., & Palanque, P. (Eds.). (2008). Interactive Systems. Design, Specification, and Verification. Lecture Notes in Computer Science. doi:10.1007/978-3-540-70569-7Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems - EICS ’09. (2009). doi:10.1145/1570433Lawson, J.-Y. L., Vanderdonckt, J., & Vatavu, R.-D. (2018). Mass-Computer Interaction for Thousands of Users and Beyond. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. doi:10.1145/3170427.3188465Lozano, M. D., Galllud, J. A., Tesoriero, R., Penichet, V. M. R., Vanderdonckt, J., & Fardoun, H. (2013). 3rd workshop on distributed user interfaces. Proceedings of the 5th ACM SIGCHI symposium on Engineering interactive computing systems - EICS ’13. doi:10.1145/2494603.2483222Proceedings of the 2014 Workshop on Distributed User Interfaces and Multimodal Interaction - DUI ’14. (2014). doi:10.1145/2677356Proceedings of the ACM SIGCHI Symposium on Engineering Interactive Computing Systems. (2019). doi:10.1145/3319499Tesoriero, R., Lozano, M., Vanderdonckt, J., Gallud, J. A., & Penichet, V. M. R. (2012). distributed user interfaces. CHI ’12 Extended Abstracts on Human Factors in Computing Systems. doi:10.1145/2212776.2212704Vanderdonckt, J. (2005). A MDA-Compliant Environment for Developing User Interfaces of Information Systems. Active Flow and Combustion Control 2018, 16-31. doi:10.1007/11431855_2Vatavu, R.-D. (2012). User-defined gestures for free-hand TV control. Proceedings of the 10th European conference on Interactive tv and video - EuroiTV ’12. doi:10.1145/2325616.2325626Vatavu, R.-D. (2017). Beyond Features for Recognition: Human-Readable Measures to Understand Users’ Whole-Body Gesture Performance. International Journal of Human–Computer Interaction, 33(9), 713-730. doi:10.1080/10447318.2017.1278897Wobbrock, J. O., & Kientz, J. A. (2016). Research contributions in human-computer interaction. Interactions, 23(3), 38-44. doi:10.1145/290706

    Human Computer Interaction and Emerging Technologies

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    The INTERACT Conferences are an important platform for researchers and practitioners in the field of human-computer interaction (HCI) to showcase their work. They are organised biennially by the International Federation for Information Processing (IFIP) Technical Committee on Human–Computer Interaction (IFIP TC13), an international committee of 30 member national societies and nine Working Groups. INTERACT is truly international in its spirit and has attracted researchers from several countries and cultures. With an emphasis on inclusiveness, it works to lower the barriers that prevent people in developing countries from participating in conferences. As a multidisciplinary field, HCI requires interaction and discussion among diverse people with different interests and backgrounds. The 17th IFIP TC13 International Conference on Human-Computer Interaction (INTERACT 2019) took place during 2-6 September 2019 in Paphos, Cyprus. The conference was held at the Coral Beach Hotel Resort, and was co-sponsored by the Cyprus University of Technology and Tallinn University, in cooperation with ACM and ACM SIGCHI. This volume contains the Adjunct Proceedings to the 17th INTERACT Conference, comprising a series of selected papers from workshops, the Student Design Consortium and the Doctoral Consortium. The volume follows the INTERACT conference tradition of submitting adjunct papers after the main publication deadline, to be published by a University Press with a connection to the conference itself. In this case, both the Adjunct Proceedings Chair of the conference, Dr Usashi Chatterjee, and the lead Editor of this volume, Dr Fernando Loizides, work at Cardiff University which is the home of Cardiff University Press

    Towards Understanding the Importance of Co-Located Gameplay

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    © Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, https://doi.org/10.1145/2793107.2810312Analyzing the social conÂŹtext present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition (cooperative or competitive play with a human player versus computer-controlled character) on player experience. The study controlled for co-presence by ensuring that another individual attending to the same stimulus was present in all conditions. Although physiological measures were not significant, subjective measures of arousal and pleasure were significantly different under varying conditions.SIGCHI ACM Special Interest Group on Computer-Human InteractionPeer-reviewe

    Design and Preliminary Validation of The Player Experience Inventory

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    © Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2968120.2971805We present the design and preliminary results of the validation of the Player Experience Inventory (PXI). Based on the input of 64 experts in the field of player-computer interaction, we designed and refined this new scale. Our scale is based on the MDA framework (and on Means-End theory, underlying MDA). The PXI incorporates two subscales, one with dimensions at the functional level (i.e., dynamics) and one at the psycho-social level (i.e., aesthetics). The initial results, via principal factor analysis, suggest the scale can be used accurately to evaluate player experience. This work is our first step towards presenting a new, validated survey instrument for player experience evaluation.SIGCHI ACM Special Interest Group on Computer-Human InteractionPeer-reviewe
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