Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference 2014
DOI: 10.1145/2693787.2693796
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Grounded Zoomorphism

Abstract: This paper proposes and evaluates a novel method for the analysis and the refinement of products and designs that participate in playful, digitally-mediated human-animal interactions. The proposed method relies on a Grounded Theory approach and aims at guiding design and research in the field of Animal Computer Interaction in a way that is better focused on the experience and needs of the animals interacting with playful, digital artefacts. In order to validate the proposed techniques, we designed a video game… Show more

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Cited by 18 publications
(10 citation statements)
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“…With this in mind, based on observations from the video analysis, we derived an ethogram that integrates tail position, direction and angle of wagging in order to account for the tail wagging nuances previously discussed. We used Grounded Theory, which allows the creation of a theoretical framework where none exists [50,54]. During task training interactions, tail wagging was a fairly easy behaviour to observe.…”
Section: Tail Wagging Ethogrammentioning
confidence: 99%
“…With this in mind, based on observations from the video analysis, we derived an ethogram that integrates tail position, direction and angle of wagging in order to account for the tail wagging nuances previously discussed. We used Grounded Theory, which allows the creation of a theoretical framework where none exists [50,54]. During task training interactions, tail wagging was a fairly easy behaviour to observe.…”
Section: Tail Wagging Ethogrammentioning
confidence: 99%
“…However, these findings were based on the human participants' perceptions of the cats' experience, rather than on expert behavioural analysis over an extended period. A similar tablet game was developed by Westerlaken and Gualeni [57] to enable humans and cats to play together via an interface presenting a virtual aquarium where fishes swam around randomly for the cats to catch. The game provided both visual and audio feedback for the cats and the interface allowed the human player to modify some of the game's variables.…”
Section: Playful Digital Technologies For Catsmentioning
confidence: 99%
“…Previous work in human-computer interaction have offered interesting instances of digital technologies used in the context of interspecies interactions between humans and non-human animals. This work has acknowledged and curated the human's role and behavior to appeal to the specific animal or species, from a challenging play partner (Noz & An, 2011;Westerlaken & Gualeni, 2014;Yanofsky & Markowitz, 1978), to an empathetic audience (Webber et al, 2017;Kleinberger et al, 2019), a conversational partner (Ko et al, 2018), or a provider of remote petting (Lee et al, 2006). Such approaches have the potential to lead to higher levels of animalhuman interaction, playfulness, and energy expenditure (Claxton, 2011), especially when the animal is provided with increased agency through the digitally mediated interspecies interaction (Kleinberger et al, 2023).…”
Section: Technology In Zoos and Animal Computer Interactionsmentioning
confidence: 99%