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    Multi-touch Technology in Early Childhood: Current Trends and Future Challenges

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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 Interacción '15 Proceedings of the XVI International Conference on Human Computer Interactionhttp://dx.doi.org/10.1145/{10.1145/2829875.2829887The advantages of the direct manipulation style make the multi-touch technology an ideal mechanism to support learning activities for children. Moreover, although pre-kindergarten children are becoming frequent users of the technology little work has been done in the area to assess their actual abilities. This paper goes over the state of the art of multi-touch technology targeting pre-kindergarten children and its use for educational purposes. In addition, in this work we present future challenges that should be faced in the area in the near future to establish the basis on which designers will develop educational applications for children that fully exploit the multi-touch technology according to the actual abilities of pre-kindergarten children.Work supported by the MINECO (grants TIN2010-20488 and TIN2014-60077-R) and from GVA (ACIF/2015/075).Nácher-Soler, VE.; Jaén Martínez, FJ. (2015). Multi-touch Technology in Early Childhood: Current Trends and Future Challenges. ACM. https://doi.org/10.1145/2829875.2829887SAbdul Aziz, N.A., Batmaz, F., Stone, R., and Paul, C. Selection of touch gestures for children's applications. Proc. of SIC'13, 721--726.Abdul Aziz, N.A., Mat, N.S., Batmaz, F., Stone, R., and Paul, C. Selection of Touch Gestures for Children's Applications: Repeated Experiment to Increase Reliability. International Journal of Advanced Computer Science and Applications 5, 4 (2014), 97--102.Baloian, N., Pino, J. a., and Vargas, R. Tablet gestures as a motivating factor for learning. Proc. of ChileCHI'13, 98--103.Bebell, D., Dorris, S., and Muir, M. Emerging Results From The Nation's First Kindergarten Implementation of iPads. Auburn, 2012.Buxton, B. Multi-touch systems that I have known and loved. 2013. http://billbuxton.com/multitouchOverview.html.Chiong, C. and Shuler, C. Learning: Is there an app for that? Investigations of young children's usage and learning with mobile devices and apps. New York, 2010.Common Sense Media. Zero to Eight: Childrens Media Use in America 2013. 2013.Egloff, T.H. Edutainment: a case study of interactive cd-rom playsets. Computers in Entertainment 2, 1 (2004), 13.Hinrichs, U. and Carpendale, S. Gestures in the wild: studying multi-touch gesture sequences on interactive tabletop exhibits. Proc. of CHI'11, 3023--3032.Hourcade, J.P. Interaction Design and Children. Foundations and Trends® in Human-Computer Interaction 1, 4 (2007), 277--392.Ingram, A., Wang, X., and Ribarsky, W. Towards the establishment of a framework for intuitive multi-touch interaction design. Proc. of AVI'12, 66--73.Johnson, L., Adams, S., and Cummins, M. The NMC Horizon Report: 2012 K-12. The New Media Consortium, Austin, Texas, 2012.Kammer, D., Dang, R., Steinhauf, J., and Groh, R. Investigating interaction with tabletops in kindergarten environments. Proc. of IDC'14, 57--66.Knoche, H., Rasmussen, N.A., and Boldreel, K. Do Interactions Speak Louder than Words? Dialogic Reading of an Interactive Tablet-based E-book with Children between 16 Months and Three Years of Age. Proc. of IDC'14, 285--288.Kremer, K.E. Conducting Game User Experience Research with Preschoolers. Workshop on Games User Research: practice, methods, and applications (collocated to CHI'12).Nacher, V., Jaen, J., Catala, A., Navarro, E., and Gonzalez, P. Improving Pre-Kindergarten Touch Performance. Proc. of ITS '14, 163--166.Nacher, V., Jaen, J., and Catala, A. Exploring Visual Cues for Intuitive Communicability of Touch Gestures to Pre-kindergarten Children. Proc. of ITS '14, 159--162.Nacher, V., Jaen, J., Navarro, E., Catala, A., and González, P. Multi-touch gestures for pre-kindergarten children. International Journal of Human-Computer Studies 73, (2015), 37--51.Piaget, J.The Child and Reality. Grossman, New York, 1973.Rushton, S. and Juola-Rushton, A. Classroom Learning Environment, Brain Research and The No Child Left Behind Initiative: 6 years Later. Early Childhood Education Journal 36, 1 (2008), 87--92.Shneiderman, B., Plaisant, C., Cohen, M., and Jacobs, S. Designing the User Interface: Strategies for Effective Human-Computer Interaction. Prentice Hall, 2009.Shuler, C. iLearn II: An Analysis of the Education Category of the iTunes App Store. The Joan Ganz Cooney Center at Sesame Workshop, New York, 2012.Smith, S.P., Burd, E., and Rick, J. Developing, evaluating and deploying multi-touch systems. International Journal of Human-Computer Studies 70, 10 (2012), 653--656.Vatavu, R., Cramariuc, G., and Schipor, D.M. Touch interaction for children aged 3 to 6 years: Experimental findings and relationship to motor skills. International Journal of Human-Computer Studies 74, (2015), 54--76.Wakefield, J. and Smith, D. From Socrates to Satellites: iPad Learning in an Undergraduate Course. Creative Education 03, 05 (2012), 643--648.Wolock, E., Ann Orr, E.D., and Buckleitner, W. Child development 101 for the developers of interactive media. Active Learning Associates, Inc., 2006.Zaranis, N., Kalogiannakis, M., and Papadakis, S. Using Mobile Devices for Teaching Realistic Mathematics in Kindergarten Education. Creative Education 04, 07 (2013), 1--10

    Measuring readiness-to-hand through differences in attention to the task vs. attention to the tool

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    New interaction techniques, like multi-touch, tangible inter-action, and mid-air gestures often promise to be more intuitive and natural; however, there is little work on how to measure these constructs. One way is to leverage the phenomenon of tool embodiment—when a tool becomes an extension of one’s body, attention shifts to the task at hand, rather than the tool itself. In this work, we constructed a framework to measure tool embodiment by incorporating philosophical and psychological concepts. We applied this framework to design and conduct a study that uses attention to measure readiness-to-hand with both a physical tool and a virtual tool. We introduce a novel task where participants use a tool to rotate an object, while simultaneously responding to visual stimuli both near their hand and near the task. Our results showed that participants paid more attention to the task than to both kinds of tool. We also discuss how this evaluation framework can be used to investigate whether novel interaction techniques allow for this kind of tool embodiment.Postprin

    Limits of Kansei – Kansei unlimited

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    This article discusses momentary limitations of the Kansei Engineering methods. There are for example the focus on the evaluation of colour and form factors, as well as the highly time consuming creation of the questionnaires. To overcome these limits we firstly suggest the integration of word lists from related research fields, like sociology and cognitive psychology on product emotions in the Kansei questionnaires. Thereafter we present a study on the wide range of Kansei attributes treated in an industrial setting. Concept words used by designers are being collected through word maps and categorized into attributes. In a third step we introduce a user-product interaction schema in which the Kansei attributes from the study are positioned. This schema unfolds potential expansion points for future applications of Kansei engineering beyond its current limits

    Space time pixels

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    This paper reports the design of a networked system, the aim of which is to provide an intermediate virtual space that will establish a connection and support interaction between multiple participants in two distant physical spaces. The intention of the project is to explore the potential of the digital space to generate original social relationships between people that their current (spatial or social) position can difficultly allow the establishment of innovative connections. Furthermore, to explore if digital space can sustain, in time, low-level connections like these, by balancing between the two contradicting needs of communication and anonymity. The generated intermediate digital space is a dynamic reactive environment where time and space information of two physical places is superimposed to create a complex common ground where interaction can take place. It is a system that provides awareness of activity in a distant space through an abstract mutable virtual environment, which can be perceived in several different ways – varying from a simple dynamic background image to a common public space in the junction of two private spaces or to a fully opened window to the other space – according to the participants will. The thesis is that the creation of an intermediary environment that operates as an activity abstraction filter between several users, and selectively communicates information, could give significance to the ambient data that people unconsciously transmit to others when co-existing. It can therefore generate a new layer of connections and original interactivity patterns; in contrary to a straight-forward direct real video and sound system, that although it is functionally more feasible, it preserves the existing social constraints that limit interaction into predefined patterns

    Semantic framework for interactive animation generation and its application in virtual shadow play performance.

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    Designing and creating complex and interactive animation is still a challenge in the field of virtual reality, which has to handle various aspects of functional requirements (e.g. graphics, physics, AI, multimodal inputs and outputs, and massive data assets management). In this paper, a semantic framework is proposed to model the construction of interactive animation and promote animation assets reuse in a systematic and standardized way. As its ontological implementation, two domain specific ontologies for the hand-gesture-based interaction and animation data repository have been developed in the context of Chinese traditional shadow play art. Finally, prototype of interactive Chinese shadow play performance system using deep motion sensor device is presented as the usage example

    Designing for reintermediation in the brick-and-mortar world: Towards the travel agency of the future

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    The Internet and electronic marketplaces have profoundly transformed the travel services industry and challenged the traditional value proposition of travel agencies: What is the reason for their existence if information is abundantly available and transactions can be flexibly conducted in direct buyer-seller interactions on the Internet? Traditional travel agencies are struggling to develop new value propositions which differentiate them against the Internet competition, largely based on expanding their reach through online subsidiaries. We present a reintermediation approach based on a novel way of IT-enabled travel advisory which integrates the advantages of interactive technologies and Internet channels with the advantages of direct customer interaction in the physical agency setting. In particular, we propose a reintermediation framework based on the integration of kernel theories from information seeking behavior, interactive value creation, relationship marketing and the design of hedonic information systems. We argue that physically collocated travel advisory services can create a significant added value, if they succeed in uncovering customers' hidden needs, heightening trust and relationship building in the advisory process and creating a better user experience. Following the design science methodology we validate the proposed framework through the design, implementation and evaluation of a proof-of-concept prototype in a field experiment in a real-world travel agenc

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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