90 research outputs found

    Touchomatic: interpersonal touch gaming in the wild

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    Direct touch between people is a key element of social behaviour. Recently a number of researchers have explored games which sense aspects of such interpersonal touch to control interaction with a multiplayer computer game. In this paper, we describe a long term, in-the-wild study of a two-player arcade game which is controlled by gentle touching between the body parts of two players. We ran the game in a public videogame arcade for a year, and present a thematic analysis of 27 hours of gameplay session videos, organized under three top level themes: control of the system, interpersonal interaction within the game, and social interaction around the game. In addition, we provide a quantitative analysis of observed demographic differences in interpersonal touch behaviour. Finally, we use these results to present four design recommendations for use of interpersonal touch in games

    Gaming on the edge: using seams in ubicomp games

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    Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless ‘hotspot’ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games

    Augmented analyses: supporting the study of ubiquitous computing systems

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    Ubiquitous computing is becoming an increasingly prevalent part of our everyday lives. The reliance of society upon such devices as mobile phones, coupled with the increasing complexity of those devices is an example of how our everyday human-human interaction is affected by this phenomenon. Social scientists studying human-human interaction must now take into account the effects of these technologies not just on the interaction itself, but also on the approach required to study it. User evaluation is a challenging topic in ubiquitous computing. It is generally considered to be difficult, certainly more so than in previous computational settings. Heterogeneity in design, distributed and mobile users, invisible sensing systems and so on, all add up to render traditional methods of observation and evaluation insufficient to construct a complete view of interactional activity. These challenges necessitate the development of new observational technologies. This thesis explores some of those challenges and demonstrates that system logs, with suitable methods of synchronising, filtering and visualising them for use in conjunction with more traditional observational approaches such as video, can be used to overcome many of these issues. Through a review of both the literature of the field, and the state of the art of computer aided qualitative data analysis software (CAQDAS), a series of guidelines are constructed showing what would be required of a software toolkit to meet the challenges of studying ubiquitous computing systems. It outlines the design and implementation of two such software packages, \textit{Replayer} and \textit{Digital Replay System}, which approach the problem from different angles, the former being focussed on visualising and exploring the data in system logs and the latter focussing on supporting the methods used by social scientists to perform qualitative analyses. The thesis shows through case studies how this technique can be applied to add significant value to the qualitative analysis of ubiquitous computing systems: how the coordination of system logs and other media can help us find information in the data that would otherwise be inaccessible; an ability to perform studies in locations/settings that would otherwise be impossible, or at least very difficult; and how creating accessible qualitative data analysis tools allows people to study particular settings or technologies who could not have studied them before. This software aims to demonstrate the direction in which other CAQDAS packages may have to move in order to support the study of the characteristics of human-computer and human-human interaction in a world increasingly reliant upon ubiquitous computing technology

    On becoming a counselor: challenges and opportunities to support interpersonal skills training

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    Well-developed interpersonal skills are crucial for all social interactions. However, understanding how interpersonal skills are taught or learned, and how technology can play a part in this, is yet an under-researched area in CSCW and HCI research. To start addressing this gap, our research explores the learning processes of counselling students, for whom developing interpersonal skills forms a fundamental part of their university education. We followed an iterative process to gain an in-depth understanding of a specific counselling program in the UK, combining interviews and low-fidelity technology prompts. Overall, 26 participants comprising tutors, students and expert counsellors took part. Our findings first provide insights into the highly collaborative and social learning process of the students. We highlight the complexity of interpersonal reflection as a crucial process for developing counselling skills, and identify the challenges to learning that students face. Second, we build on this understanding to draw out empirically grounded design considerations around opportunities for technology innovation in this setting

    On becoming a counselor: challenges and opportunities to support interpersonal skills training

    Get PDF
    Well-developed interpersonal skills are crucial for all social interactions. However, understanding how interpersonal skills are taught or learned, and how technology can play a part in this, is yet an under-researched area in CSCW and HCI research. To start addressing this gap, our research explores the learning processes of counselling students, for whom developing interpersonal skills forms a fundamental part of their university education. We followed an iterative process to gain an in-depth understanding of a specific counselling program in the UK, combining interviews and low-fidelity technology prompts. Overall, 26 participants comprising tutors, students and expert counsellors took part. Our findings first provide insights into the highly collaborative and social learning process of the students. We highlight the complexity of interpersonal reflection as a crucial process for developing counselling skills, and identify the challenges to learning that students face. Second, we build on this understanding to draw out empirically grounded design considerations around opportunities for technology innovation in this setting

    How stress affects functional near-infrared spectroscopy (fNIRS) measurements of mental workload

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    Recent work has demonstrated that functional Near-Infrared Spectroscopy has the potential to measure changes in Mental Workload with increasing ecological validity. It is not clear, however, whether these measurements are affected by anxiety and stress of the workload, where our informal observations see some participants enjoying the workload and succeeding in tasks, while others worry and struggle with the tasks. This research evaluated the effects of stress on fNIRS measurements and performance, using the Montreal Imaging Stress Task to manipulate the experience of stress. While our results largely support this hypothesis, our conclusions were undermined by data from the Rest condition, which indicated that Mental Workload and Stress were often higher than during tasks. We hypothesize that participants were experiencing anxiety in anticipation of subsequent stress tasks. We discuss this hypothesis and present a revised study designed to better control for this result

    Innovation vs Practicality vs Entertainment

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    This article examines the use of inclusive technological solutions to promote accessibility on stage. Specifically, it concentrates on the way technological solutions are developed and integrated into a show’s design both in terms of the immersion and entertainment provided by the end-product, but also in practical ways, to make the technological solutions affordable and practical from the perspective of designing and running a show. The article is based on the empirical findings of a project funded by the Arts and Humanities Research Council (United Kingdom) and the Engineering and Physical Sciences Research Council (EPSRC) that brought together Red Earth Theatre, a small-scale touring theatre company based in the UK with an established track record and commitment to research in inclusive integrated communication for young audiences (with a focus on Deaf audiences) and an interdisciplinary team of researchers across arts and computer sciences at the University of Nottingham. The researchers developed technological solutions that would allow for accessibility to be embedded into the creative process (following principles similar to those of accessible filmmaking). Any such solutions, however, have to strike a balance between affordability, practical integration into workflows and particularly the design possibilities and creative options they present. They also have to successfully embed accessibility into performances in ways that are going to not only enable immersion, but also add to the semiotic richness and entertainment value of a show for all members of the audience, whatever their needs

    Immersive, Creative, Inclusive: Areas of cross-fertilization between accessible captions for D/deaf audiences for the stage and for the screen

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    In a deliberate and valiant effort to adapt to the conditions created by the recent pandemic, many theatre companies across the globe shifted their activities from the stage to online video platforms. But in releasing large portions of their back-catalogues at speed, opportunities to make such shows accessible have been under-exploited. This migration has created an unprecedented opportunity to examine the way accessible practices are transferred from stage to screen and has brought into sharp focus the somewhat inadequate provision for accessibility of online video platforms. While the very practice of making these shows available online, often at no cost to the viewer, has made them more socially accessible, practical accessibility for portions of the audience, such as the D/deaf community, has often been ignored or addressed in a low fidelity way. Through lack of time, lack of expertise or lack of resources, many companies have resorted to the use of auto-captioning tools, or the most basic of captions. Rarely do such captions come close to capturing the creativity of the shows they represent. This paper represents a call to arms for the development of bespoke tools to support better, more immersive and creative, retroactive captioning of stage productions presented as videos

    Interpersonal touch as a game interaction method

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    Interpersonal touch is a key element of social behaviour, yet is largely ignored in HCI. In this paper, we describe two games which explore two extremes of interpersonal touch, and discuss key research questions relating to them
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