Abstract. The direct manipulation interaction style of multi-touch technology makes it the ideal mechanism for learning activities from pre-kindergarteners to adolescents. However, most commercial pre-kindergarten applications only support tap and drag operations. This paper investigates pre-kindergarteners' (2-3 years of age) ability to perform other gestures on multitouch surfaces. We found that these infants could effectively perform additional gestures, such as one-finger rotation and two-finger scale up and down, just as well as basic gestures, despite gender and age differences. We also identified cognitive and precision issues that may have an impact on the performance and feasibility of several types of interaction (double tap, long press, scale down and two-finger rotation) and propose a set of design guidelines to mitigate the associated problems and help designers envision effective interaction mechanisms for this challenging age range.
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 exploration.
Play 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 videogames 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.
The development of software systems must be done using platforms that allow the description of quality, complex, distributed, dynamic and reusable architectural models. We present in this paper PRISMA, an architectural modelling approach based on aspects and components, that uses a component definition language (components, connectors and systems) to define architectural types at a high abstraction level and a configuration language to design the architecture of software systems. The component definition language increases reuse allowing importation of COTS and reduces complexity by integrating two modern software development approaches: Component-Based Software Development and Aspect-Oriented Software Development. The configuration language designs the architecture of software systems by creating and interconnecting instances of the defined types including possible imported COTS. PRISMA has a metalevel with reflexive properties for these two languages. For this reason, the types of PRISMA may evolve and the topologies of PRISMA may be reconfigured dynamically.
Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol. The results show that the most common approach is to design mono-user games with traditional computers or monitor-based video consoles, which serve as a distractor or a motivator for physical rehabilitation for primary school children undergoing fearful procedures such as venipuncture, or those suffering chronic, neurological, or traumatic diseases/injures. We conclude that, on the one hand, game technologies seem to present physical and psychological benefits to pediatric patients, but more research is needed on this. On the other hand, future designers of games for pediatric hospitalization should consider: 1. The development for kindergarten patients and adolescents, 2. Address the psychological impact caused by long-term hospitalization, 3. Use collaboration as an effective game strategy to reduce patient isolation, 4. Have purposes other than distraction, such as socialization, coping with emotions, or fostering physical mobility, 5. Include parents/caregivers and hospital staff in the game activities; and 6. Exploit new technological artifacts such as robots and tangible interactive elements to encourage intrinsic motivation.
The ever increasing elderly population requires a revision of technology to make it usable and meaningful for them. Most applications take into account their reduced physical and cognitive abilities in order to provide assistive services, but this paper focuses on building technology to improve these capacities through cognitive games. We present Tangibot, a tangible-mediated robot aimed at enabling more intuitive and appealing interactions. A usability study conducted on subjects at three different levels of cognitive impairment (none, mild, and severe) reveals that it is usable and engaging for users with no or mild cognitive impairment, and even though it is less usable for persons with severe impairment, it triggers positive emotional reactions among them, which makes it promising for their use in therapeutic activities.
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