Cross-device interaction provides new and interesting ways of interacting with technology as people have access to a growing number of mobile devices. In different social situations with more people, such cross-device interaction also enables different kinds of collaboration through the devices. In this paper, we explore collaboration and interaction between children during cross-device image exploration. We developed a collocated cross-device application called PinchPan that enables photo exploration and panning through pinching. We studied PinchPan with 22 children who used it in pairs to find different characters in various images. We found that the children adopted a number of different approaches for collaboration in cross-device interaction, and that panning constitutes a challenge for the image exploration.
{"title":"PinchPan: Investigating Children's Collaboration in Cross-Device Interaction","authors":"H. P. Jensen, M. Olsen, M. Skov","doi":"10.1145/3001773.3001789","DOIUrl":"https://doi.org/10.1145/3001773.3001789","url":null,"abstract":"Cross-device interaction provides new and interesting ways of interacting with technology as people have access to a growing number of mobile devices. In different social situations with more people, such cross-device interaction also enables different kinds of collaboration through the devices. In this paper, we explore collaboration and interaction between children during cross-device image exploration. We developed a collocated cross-device application called PinchPan that enables photo exploration and panning through pinching. We studied PinchPan with 22 children who used it in pairs to find different characters in various images. We found that the children adopted a number of different approaches for collaboration in cross-device interaction, and that panning constitutes a challenge for the image exploration.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117039234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Research into multimodal flavor perceptions has demonstrated associations between basic tastes and visual cues. Moreover, such associations have been found to influence taste perception. Here we are interested in how mixed reality technology in the form of projection mapping can be used to introduce such visual cues during consumption. First, associations between basic tastes and visualizations that differed in color, shape and animation speed were investigated in a crowdsourcing study. The study demonstrated associations between sweetness and red rounded shapes, and sourness and green angular shapes with a fast animation speed. A subsequent lab study where the visualizations were projected around a cup of yogurt that participants tasted confirmed these associations. Finally, specific combinations of visualizations and animation types were found to influence taste perceptions of the yogurt. The implications of these findings are discussed.
{"title":"A Moving Feast: Effects of Color, Shape and Animation on Taste Associations and Taste Perceptions","authors":"Gijs Huisman, Merijn Bruijnes, D. Heylen","doi":"10.1145/3001773.3001776","DOIUrl":"https://doi.org/10.1145/3001773.3001776","url":null,"abstract":"Research into multimodal flavor perceptions has demonstrated associations between basic tastes and visual cues. Moreover, such associations have been found to influence taste perception. Here we are interested in how mixed reality technology in the form of projection mapping can be used to introduce such visual cues during consumption. First, associations between basic tastes and visualizations that differed in color, shape and animation speed were investigated in a crowdsourcing study. The study demonstrated associations between sweetness and red rounded shapes, and sourness and green angular shapes with a fast animation speed. A subsequent lab study where the visualizations were projected around a cup of yogurt that participants tasted confirmed these associations. Finally, specific combinations of visualizations and animation types were found to influence taste perceptions of the yogurt. The implications of these findings are discussed.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114670311","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Alencar, Kamila R. H. Rodrigues, Marcelo Barbosa, R. G. Bianchi, Vânia P. A. Neris
Ubiquitous systems can be characterized as providing transparency, while being context-sensitive and dynamically interactive. Evaluating ubiquitous environments involves challenges ranging from multidisciplinary areas to environmental simulations. However, few studies have been carried out on the user's feelings and moods in these environments, i.e. within mental contexts. This paper undertakes an observational case study which involves evaluating emotional responses in ubiquitous environments. A number of volunteers were exposed to stimuli with the aim of changing their mood through colors and images, in accordance with their initial emotional state. Emotional responses were evaluated by means of a hybrid approach that entailed employing different evaluation instruments at different periods of the interaction and which took account of different stakeholders. The results suggest that the approach is appropriate, although some adjustments are required for the evaluation instruments, as well for the interaction time with the environment so that it is possible to collect further data about the user's experience.
{"title":"Emotional Response Evaluation of Users in Ubiquitous Environments: an Observational Case Study","authors":"T. Alencar, Kamila R. H. Rodrigues, Marcelo Barbosa, R. G. Bianchi, Vânia P. A. Neris","doi":"10.1145/3001773.3001780","DOIUrl":"https://doi.org/10.1145/3001773.3001780","url":null,"abstract":"Ubiquitous systems can be characterized as providing transparency, while being context-sensitive and dynamically interactive. Evaluating ubiquitous environments involves challenges ranging from multidisciplinary areas to environmental simulations. However, few studies have been carried out on the user's feelings and moods in these environments, i.e. within mental contexts. This paper undertakes an observational case study which involves evaluating emotional responses in ubiquitous environments. A number of volunteers were exposed to stimuli with the aim of changing their mood through colors and images, in accordance with their initial emotional state. Emotional responses were evaluated by means of a hybrid approach that entailed employing different evaluation instruments at different periods of the interaction and which took account of different stakeholders. The results suggest that the approach is appropriate, although some adjustments are required for the evaluation instruments, as well for the interaction time with the environment so that it is possible to collect further data about the user's experience.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114167989","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
MuSeeCol is a collaborative music creation system that allows two users to jointly and playfully compose melodic or percussive music. Collaborative music is rendered when two face-to-face users interact with their respective side of a see-through multi-touch sensitive acrylic panel. We present user study findings from nine pairs of individuals who have used the MuSeeCol system collaboratively and summarize some general observations of what types of interaction designs make for effective face-to-face collaboration.
{"title":"MuSeeCol: A See-through Multi-touch Surface for Face-to-face Musical Collaboration","authors":"Wooi-Boon Goh, Lijia Yang, K. Ong","doi":"10.1145/3001773.3001788","DOIUrl":"https://doi.org/10.1145/3001773.3001788","url":null,"abstract":"MuSeeCol is a collaborative music creation system that allows two users to jointly and playfully compose melodic or percussive music. Collaborative music is rendered when two face-to-face users interact with their respective side of a see-through multi-touch sensitive acrylic panel. We present user study findings from nine pairs of individuals who have used the MuSeeCol system collaboratively and summarize some general observations of what types of interaction designs make for effective face-to-face collaboration.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133234031","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Galvanic vestibular stimulation induces virtual acceleration sensation and is expected to be applied in computer games to improve their reality. The acceleration sensation can be enhanced by giving countercurrent which consists of an opposite current part and a forwarding current part. Conventionally, however, the degree of the enhancement is uncontrollable. This study reports that the effect of countercurrent can be modeled by an electrical circuit containing a capacitor and resistors. To model the effect of the countercurrent on the acceleration perception, we investigated the relation between the parameters: the duration and the strength of the opposite current part, of the countercurrent and strength of acceleration perception. The results of our study show that the strength of the acceleration sensation induced by the countercurrent stimulation has a nonlinear correlation with the duration of the opposite current, and the characteristics of the enhancement effect can be estimated using a CR circuit model.
{"title":"Modeling the Enhancement Effect of Countercurrent on Acceleration Perception in Galvanic Vestibular Stimulation","authors":"K. Aoyama, Makoto Mizukami, T. Maeda, H. Ando","doi":"10.1145/3001773.3001785","DOIUrl":"https://doi.org/10.1145/3001773.3001785","url":null,"abstract":"Galvanic vestibular stimulation induces virtual acceleration sensation and is expected to be applied in computer games to improve their reality. The acceleration sensation can be enhanced by giving countercurrent which consists of an opposite current part and a forwarding current part. Conventionally, however, the degree of the enhancement is uncontrollable. This study reports that the effect of countercurrent can be modeled by an electrical circuit containing a capacitor and resistors. To model the effect of the countercurrent on the acceleration perception, we investigated the relation between the parameters: the duration and the strength of the opposite current part, of the countercurrent and strength of acceleration perception. The results of our study show that the strength of the acceleration sensation induced by the countercurrent stimulation has a nonlinear correlation with the duration of the opposite current, and the characteristics of the enhancement effect can be estimated using a CR circuit model.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132150434","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
H. Nishino, Norihidayati Podari, S. Sini, C. Edirisinghe, A. Cheok
Picture books are considered beneficial for children in many ways (e.g., psychological development and language acquisition), yet some children have less opportunity to receive such benefits because of their visual impairment. Considering such a situation, we designed Alice and Her Friend, an interactive book for visually-impaired children. While we put a significant focus on multisensory interaction, the book is designed entirely in black, intending both to emphasize that visually-impaired people also enjoy rich multisensory experiences and to raises awareness of the needs that visually-impaired children have. We used the book to interview experts in related fields to investigate practical needs among visually-impaired children. Based on their insights, we also propose a novel research topic, "creative technologies for the disabled"; it is necessary to support people with disabilities to create what they need by themselves, since the degrees and types of visual impairment significantly differ among visually-impaired people.
{"title":"Alice and Her Friend: A Black \"Picture Book\" of Multisensory Interaction for Visually-Impaired Children","authors":"H. Nishino, Norihidayati Podari, S. Sini, C. Edirisinghe, A. Cheok","doi":"10.1145/3001773.3001783","DOIUrl":"https://doi.org/10.1145/3001773.3001783","url":null,"abstract":"Picture books are considered beneficial for children in many ways (e.g., psychological development and language acquisition), yet some children have less opportunity to receive such benefits because of their visual impairment. Considering such a situation, we designed Alice and Her Friend, an interactive book for visually-impaired children. While we put a significant focus on multisensory interaction, the book is designed entirely in black, intending both to emphasize that visually-impaired people also enjoy rich multisensory experiences and to raises awareness of the needs that visually-impaired children have. We used the book to interview experts in related fields to investigate practical needs among visually-impaired children. Based on their insights, we also propose a novel research topic, \"creative technologies for the disabled\"; it is necessary to support people with disabilities to create what they need by themselves, since the degrees and types of visual impairment significantly differ among visually-impaired people.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124970093","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a creativity support tool designed to assist game designers. AGE allows designers to conduct a systematic process of generation and evaluation of game-prototypes, as well as automatically evolve a game-prototype until it mediates a desired form of game-play experience. To assess the tool, a design case study was held where a designer used AGE to create a game. We used a convergent mixed methods experimental design, and analysed quantitative and qualitative data resulting from four design sessions. Creativity Support Index self-report shows the designer found AGE very good in supporting his design, especially for exploration of the design-space. However, he appropriated it exclusively for exploration, not optimization. These show AGE has potential for exploring the design-space, though issues remain before it is an effective medium for high-quality designs.
{"title":"Exploring the Design-Space: The Authorial Game Evolution Tool Case-Study","authors":"Rui Craveirinha, Licinio Gomes Roque","doi":"10.1145/3001773.3001778","DOIUrl":"https://doi.org/10.1145/3001773.3001778","url":null,"abstract":"This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a creativity support tool designed to assist game designers. AGE allows designers to conduct a systematic process of generation and evaluation of game-prototypes, as well as automatically evolve a game-prototype until it mediates a desired form of game-play experience. To assess the tool, a design case study was held where a designer used AGE to create a game. We used a convergent mixed methods experimental design, and analysed quantitative and qualitative data resulting from four design sessions. Creativity Support Index self-report shows the designer found AGE very good in supporting his design, especially for exploration of the design-space. However, he appropriated it exclusively for exploration, not optimization. These show AGE has potential for exploring the design-space, though issues remain before it is an effective medium for high-quality designs.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121111846","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We describe the effects of a Biosymtic robotic device -"Cratus" - on physical activity levels in a group of 20 children aged 6 to 8. Children interacted with "Cratus" via whole-body motion in a natural environment - playing a video game. Expectations and opinions regarding the device were also evaluated. Results indicate that interacting with "Cratus", in a natural environment, instilled vigorous physical activity. Children mentioned being highly motivated to interact with "Cratus". This device, and the natural environment, seem a promising solution to promote physical and mental health. This study shows that to increase physical activity, children aged 6 to 8 should be encouraged to perform activities in large spatial areas, such as natural environments, and to interact with user interfaces promoting gross motor skills. Because situations of excitability or fear may increase heart rate values, video game play seems an optimal solution to raise physical activity levels.
{"title":"Increasing Children's Physical Activity Levels Through Biosymtic Robotic Devices","authors":"Marta Ferraz, Antonio Camara, Afonso O'Neill","doi":"10.1145/3001773.3001781","DOIUrl":"https://doi.org/10.1145/3001773.3001781","url":null,"abstract":"We describe the effects of a Biosymtic robotic device -\"Cratus\" - on physical activity levels in a group of 20 children aged 6 to 8. Children interacted with \"Cratus\" via whole-body motion in a natural environment - playing a video game. Expectations and opinions regarding the device were also evaluated. Results indicate that interacting with \"Cratus\", in a natural environment, instilled vigorous physical activity. Children mentioned being highly motivated to interact with \"Cratus\". This device, and the natural environment, seem a promising solution to promote physical and mental health. This study shows that to increase physical activity, children aged 6 to 8 should be encouraged to perform activities in large spatial areas, such as natural environments, and to interact with user interfaces promoting gross motor skills. Because situations of excitability or fear may increase heart rate values, video game play seems an optimal solution to raise physical activity levels.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115344639","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Speech is the main form of human communication. Thus it is important to detect and treat speech sound disorders as early as possible during childhood. When children need to attend speech therapy it is critical to keep them motivated on doing the therapy exercises. Software systems for speech therapy can be a useful tool to keep the child interested in keep practicing the therapy exercises. Several software systems have been developed to assist speech and language therapists during the therapy sessions. However most software focus on articulation disorders while voice disorders have been mostly neglected. Here we propose a voice-controlled serious computer game for the sustained vowel exercise, which is an exercise commonly used in speech therapy to treat voice disorders. The main novelty of this application is the combination of real time speech processing, with the gamification of the speech therapy exercises and the parameterization of the difficulty level.
{"title":"A voice-controlled serious game for the sustained vowel exercise","authors":"M. Lopes, João Magalhães, S. Cavaco","doi":"10.1145/3001773.3001807","DOIUrl":"https://doi.org/10.1145/3001773.3001807","url":null,"abstract":"Speech is the main form of human communication. Thus it is important to detect and treat speech sound disorders as early as possible during childhood. When children need to attend speech therapy it is critical to keep them motivated on doing the therapy exercises. Software systems for speech therapy can be a useful tool to keep the child interested in keep practicing the therapy exercises. Several software systems have been developed to assist speech and language therapists during the therapy sessions. However most software focus on articulation disorders while voice disorders have been mostly neglected. Here we propose a voice-controlled serious computer game for the sustained vowel exercise, which is an exercise commonly used in speech therapy to treat voice disorders. The main novelty of this application is the combination of real time speech processing, with the gamification of the speech therapy exercises and the parameterization of the difficulty level.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130171795","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents a working prototype of PaintMyEmotions, an interactive self-reflection instrument that allows individuals to assess, express and monitor their affective states in a fun and engaging way. Despite the ever-increasing popularity of eHealth technologies, online interventions and research studies often present severe problems of attrition (low adherence to the program and/or high drop-out rates). To increase the chances for success of our project and subsequent research, we decided to test early and often, involving users from the beginning, in an iterative design cycle. In this article, we describe the process and the results of an early exploratory user study, where we analyzed the performance and usability of a working prototype, studied its potential, and explored aspects like engagement and joy of use.
{"title":"Exploring Emotions through Painting, Photography and Expressive Writing: an Early Experimental User Study","authors":"Carla Nave, N. Correia, T. Romão","doi":"10.1145/3001773.3001790","DOIUrl":"https://doi.org/10.1145/3001773.3001790","url":null,"abstract":"This paper presents a working prototype of PaintMyEmotions, an interactive self-reflection instrument that allows individuals to assess, express and monitor their affective states in a fun and engaging way. Despite the ever-increasing popularity of eHealth technologies, online interventions and research studies often present severe problems of attrition (low adherence to the program and/or high drop-out rates). To increase the chances for success of our project and subsequent research, we decided to test early and often, involving users from the beginning, in an iterative design cycle. In this article, we describe the process and the results of an early exploratory user study, where we analyzed the performance and usability of a working prototype, studied its potential, and explored aspects like engagement and joy of use.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124978637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}