921 research outputs found

    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

    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

    MagicPairing: Apple's Take on Securing Bluetooth Peripherals

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    Device pairing in large Internet of Things (IoT) deployments is a challenge for device manufacturers and users. Bluetooth offers a comparably smooth trust on first use pairing experience. Bluetooth, though, is well-known for security flaws in the pairing process. In this paper, we analyze how Apple improves the security of Bluetooth pairing while still maintaining its usability and specification compliance. The proprietary protocol that resides on top of Bluetooth is called MagicPairing. It enables the user to pair a device once with Apple's ecosystem and then seamlessly use it with all their other Apple devices. We analyze both, the security properties provided by this protocol, as well as its implementations. In general, MagicPairing could be adapted by other IoT vendors to improve Bluetooth security. Even though the overall protocol is well-designed, we identified multiple vulnerabilities within Apple's implementations with over-the-air and in-process fuzzing

    Geometrical organization of solutions to random linear Boolean equations

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    The random XORSAT problem deals with large random linear systems of Boolean variables. The difficulty of such problems is controlled by the ratio of number of equations to number of variables. It is known that in some range of values of this parameter, the space of solutions breaks into many disconnected clusters. Here we study precisely the corresponding geometrical organization. In particular, the distribution of distances between these clusters is computed by the cavity method. This allows to study the `x-satisfiability' threshold, the critical density of equations where there exist two solutions at a given distance.Comment: 20 page

    Design for Existential Crisis

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    What should designers do with their design skills and orientation to the future as right-wing populism sweeps through politics; climate predictions worsen; mass migration (within/across countries) escalates refugee numbers; new classes of automation threaten workers’ jobs and austerity policies destabilize society? What is to be done when it isn’t “business as usual” and even broken concepts of progress seem no longer to be progressing? In this paper, we discuss aspects of humanity, such as the need for meaning, fulfillment, dignity and decency, which computers struggle to support but can easily undermine. We juxtapose design that offers hope with that which offers only distraction and conclude with a plea to avoid Bovine Design, or tools that encourage passivity, rote-behavior and a blinkered existence at a time of great uncertainty and change. The big question that alt-chi can ask for 2017 is: What is good design for existential crisis

    Towards an animal-centred ethics for Animal–Computer Interaction

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    The emerging discipline of Animal–Computer Interaction (ACI) aims to take what in Interaction Design is known as a user-centred approach to the design of technology intended for animals, placing them at the centre of the design process as stakeholders, users, and contributors. However, current regulatory frameworks for the involvement of animals in research are not animal-centred, regarding them as research instruments, unable to consent to procedures that may harm them, rather than consenting research participants and design contributors. Such frameworks aim to minimise the impacts of research procedures on the welfare of individual animals, but this minimisation is subordinated to specific scientific and societal interests, and to the integrity of the procedures required to serve those interests. From this standpoint, the universally advocated principles of replacement, reduction and refinement aim to address the ethical conflicts arising from the assumed inability of individual animals to consent to potentially harmful procedures, but such principles in fact reflect a lack of individual centrality. This paper makes the case for moving beyond existing regulations and guidelines towards an animal-centred framework that can better support the development of ACI as a discipline. Firstly, recognising animal welfare as a fundamental requirement for users and research participants alike, the paper articulates the implications of a welfare-centred ethics framework. Secondly, recognising consent as an essential requirement of participation, the paper also defines criteria for obtaining animals׳ mediated and contingent consent to engaging with research procedures. Further, the paper argues for the methodological necessity, as well as the ethical desirability, of such an animal-centred framework, examining the boundaries of its applicability as well as the benefits of its application. Finally, the paper puts forward a series of practical principles for conducting ACI research, which imply but also essentially exceed the welfare and ethics requirements of current regulatory frameworks

    Design for existential crisis in the anthropocene age

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    What should be our orientation to the socio-technical as climate predictions worsen; ecological crises and wars escalate mass migration and refugee numbers; right-wing populism sweeps through politics; automation threatens workers' jobs and austerity policies destabilize society? What is to be done when it is not "business as usual" and even broken concepts of progress seem no longer to be progressing? We ask how to design for the common good, focusing on human needs for meaning, fulfillment, dignity and decency, qualities which technology struggles to support but can easily undermine. We juxtapose the design of computing that offers hope with that which offers only distraction, propose four modes to design for (being attentive, critical, different and in it together) and conclude with a plea to avoid tools that encourage a blinkered existence at a time of great uncertainty and change

    P for Politics D for Dialogue: Reflections on Participatory Design with Children and Animals

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    Participatory Design strives to open up the decision-making process and empower all those who may be affected by design. This is opposed to Design as a non-participatory process, in which the power to make decisions is vested in the hands of one group to the possible detriment of others. In this paper we interrogate the nature, possibilities and limitations of Participatory Design through the perspective of Child Computer Interaction (CCI) and Animal Computer Interaction (ACI). Due to the cognitive and communication characteristics, and to the social and legal status of their participants, researchers in these communities have to contend with and challenge existing notions of participation and design. Thus, their theories and practices provide a lens through which the nature and goals of Participatory Design can be examined with a view to facilitating the development of more inclusive participatory models and practices

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

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    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
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