199 research outputs found

    Social Intelligence Design 2007. Proceedings Sixth Workshop on Social Intelligence Design

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    Attention and Social Cognition in Virtual Reality:The effect of engagement mode and character eye-gaze

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    Technical developments in virtual humans are manifest in modern character design. Specifically, eye gaze offers a significant aspect of such design. There is need to consider the contribution of participant control of engagement. In the current study, we manipulated participants’ engagement with an interactive virtual reality narrative called Coffee without Words. Participants sat over coffee opposite a character in a virtual café, where they waited for their bus to be repaired. We manipulated character eye-contact with the participant. For half the participants in each condition, the character made no eye-contact for the duration of the story. For the other half, the character responded to participant eye-gaze by making and holding eye contact in return. To explore how participant engagement interacted with this manipulation, half the participants in each condition were instructed to appraise their experience as an artefact (i.e., drawing attention to technical features), while the other half were introduced to the fictional character, the narrative, and the setting as though they were real. This study allowed us to explore the contributions of character features (interactivity through eye-gaze) and cognition (attention/engagement) to the participants’ perception of realism, feelings of presence, time duration, and the extent to which they engaged with the character and represented their mental states (Theory of Mind). Importantly it does so using a highly controlled yet ecologically valid virtual experience

    Animating the Ethical Demand:Exploring user dispositions in industry innovation cases through animation-based sketching

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    This paper addresses the challenge of attaining ethical user stances during the design process of products and services and proposes animation-based sketching as a design method, which supports elaborating and examining different ethical stances towards the user. The discussion is qualified by an empirical study of Responsible Research and Innovation (RRI) in a Triple Helix constellation. Using a three-week long innovation workshop, UCrAc, involving 16 Danish companies and organisations and 142 students as empirical data, we discuss how animation-based sketching can explore not yet existing user dispositions, as well as create an incentive for ethical conduct in development and innovation processes. The ethical fulcrum evolves around Løgstrup's Ethical Demand and his notion of spontaneous life manifestations. From this, three ethical stances are developed; apathy, sympathy and empathy. By exploring both apathetic and sympathetic views, the ethical reflections are more nuanced as a result of actually seeing the user experience simulated through different user dispositions. Exploring the three ethical stances by visualising real use cases with the technologies simulated as already being implemented makes the life manifestations of the users in context visible. We present and discuss how animation-based sketching can support the elaboration and examination of different ethical stances towards the user in the product and service development process. Finally we present a framework for creating narrative representations of emerging technology use cases, which invite to reflection upon the ethics of the user experience.</jats:p

    Rethinking Digital Inequalities: The Experience of the Marginalized in Community Technology Centers

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    Thesis (Ph.D.) - Indiana University, Informatics and Computing, 2015Information and communication technologies (ICTs) have emerged as symbols of modernity in the developing world, and currently policy makers and popular press perceived them as bridges to promote social and digital equalities. However, scholars have regularly demonstrated that digital inclusion projects have often failed to meet expectations related to human development objectives. Some postulate that the problem may not be entirely one of project failure, but rather of our limited understanding of the value that technology provides. Hence, this dissertation emphasizes the socio-cultural aspects of digital inclusion projects aimed at favela residents and attempts to understand ICTs aspects and practices from their perspective. Favelas, urban slums in Brazil, are considered marginalized areas due to the absence of State social and physical investments. As a consequence of this, such areas lack proper infrastructure, sanitation and road systems and provide their residents, the marginalized, with a low quality of life. Favela residents are deprived not only of proper services for their basic needs, such as health and education, but also of access to technology and Internet. Most of them rely on community technology centers (CTCs) to access ICTs. Based on an over eight-month ethnography in the favelas of Vitória, Brazil, this dissertation focuses on the motivations, engagements, and adoption of ICTs by favela residents in CTCs. It asks the following questions: (1) What is their experience using CTCs? (2) How does their experience inform the ways we should think about what constitutes empowerment and disempowerment vis-à-vis ICTs? It argues that theoretical positions stemming from technology utilitarianism need expanding, because mundane and non-instrumental practices observed in the favelas shed light on the importance of technology in a variety of dimensions within people’s lives. Encompassing such practices contributes to a broader comprehension of the engagements and strategies that help shape the daily use of technology by people who suffer the consequences of being poor and marginalized

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data
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