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Search and rescue: dog and handler collaboration through wearable and mobile interfaces 搜索和救援:通过可穿戴和移动接口的狗和处理者协作
C. Zeagler, C. Byrne, Giancarlo Valentin, Larry Freil, Eric Kidder, James Crouch, Thad Starner, M. Jackson
Search and Rescue (SAR) is a critical component of disaster recovery efforts. Every second saved in the search increases the chances of finding survivors and the majority of these teams prefer using canines [5]. Our goal is to help enable SAR dog and handler teams to work together more effectively. Using a semi-structured interviews and guidance from K9-SAR experts as we iterate through designs, we develop a two-part system consisting of a wearable computer interface for working SAR dogs that communicates with their handler via a mobile application. Additionally, we discuss the system around a heuristic framework that includes dogs as active participants. Finally, we show the viability of our tool by evaluating it with feedback from three SAR experts.
搜救是灾后恢复工作的重要组成部分。在搜索中节省的每一秒都增加了找到幸存者的机会,大多数这些团队更喜欢使用犬类[5]。我们的目标是帮助搜救犬和训练师团队更有效地协同工作。利用半结构化访谈和K9-SAR专家的指导,我们在设计中进行迭代,我们开发了一个由两部分组成的系统,包括一个可穿戴的计算机接口,用于工作的搜救犬,通过移动应用程序与它们的处理者通信。此外,我们围绕启发式框架讨论了该系统,其中包括狗作为积极参与者。最后,我们通过三位SAR专家的反馈来评估我们的工具的可行性。
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引用次数: 37
Canine computer interaction: towards designing a touchscreen interface for working dogs 犬类计算机交互:为工作犬设计触摸屏界面
C. Zeagler, Jay Zuerndorfer, Andrea Lau, Larry Freil, Scott M. Gilliland, Thad Starner, M. Jackson
Touchscreens can provide a way for service dogs to relay emergency information about their handlers from a home or office environment. In this paper, we build on work exploring the ability of canines to interact with touchscreen interfaces. We observe new requirements for training and explain best practices found in training techniques. Learning from previous work, we also begin to test new dog interaction techniques such as lift-off selection and sliding gestural motions. Our goal is to understand the affordances needed to make touchscreen interfaces usable for canines and help the future design of touchscreen interfaces for assistance dogs in the home.
触摸屏可以为服务犬提供一种从家庭或办公室环境中传递有关其训导员的紧急信息的方式。在本文中,我们以探索犬类与触摸屏界面交互的能力为基础。我们观察新的培训需求,并解释在培训技术中发现的最佳实践。从以前的工作中学习,我们也开始测试新的狗交互技术,如起飞选择和滑动手势运动。我们的目标是了解使触摸屏界面对犬类可用所需的功能,并帮助未来设计家用辅助犬的触摸屏界面。
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引用次数: 28
Exploring human perceptions of dog-tablet playful interactions 探索人类对狗与平板电脑互动的感知
Sofya Baskin, A. Zamansky, V. Kononova
The increasing use of digital games for pets' enrichment and entertainment calls for better understanding of this phenomenon. While there is a lot of anecdotal evidence of pets "playing" digital games on computers, the nature of such interactions is yet to be understood. Humans - both pet owners and pet professionals, play a pivotal role in shaping the way pets interact with technology, both in terms of promoting pet-oriented technologies, as well as posing requirements for them. We present some first results of an exploratory empirical study of human perceptions and attitudes towards playful interactions of dogs with tablets.
越来越多的电子游戏用于宠物的丰富和娱乐,要求我们更好地理解这一现象。虽然有很多关于宠物在电脑上“玩”数字游戏的轶事证据,但这种互动的本质尚不清楚。人类——无论是宠物主人还是宠物专业人士,在塑造宠物与技术互动的方式方面都发挥着关键作用,无论是在促进面向宠物的技术方面,还是在对它们提出要求方面。我们提出了一些初步的探索性实证研究的结果,人类的看法和态度,对狗与平板电脑的好玩的互动。
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引用次数: 5
Training collar-sensed gestures for canine communication 训练项圈感应手势,以便犬类交流
Joelle Alcaidinho, Giancarlo Valentin, G. Abowd, M. Jackson
We describe how we trained two dogs to perform precise gestures to be sensed from an inertial measurement unit worn on a dog's collar as part of a larger research effort. These gestures could then be used to relay specific alerts to humans through a companion smartphone application. For example, a guide dog could use a set of two gestures to alert between obstacles requiring a human to 'wait' or 'go around'.
我们描述了我们如何训练两只狗来执行精确的手势,通过佩戴在狗项圈上的惯性测量单元来感知,这是更大的研究工作的一部分。然后,这些手势可以通过配套的智能手机应用程序向人类传递特定的警报。例如,导盲犬可以使用一组两种手势来提醒需要人类“等待”或“绕过”的障碍物。
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引用次数: 5
TalkingNemo: aquarium fish talks its mind for breeding support 会说话的尼莫:观赏鱼会说话以获得繁殖支持
Naohiro Isokawa, Yuuki Nishiyama, T. Okoshi, J. Nakazawa, K. Takashio, H. Tokuda
Have you ever talked to fish? If you can incorporate the feelings of your fish into breeding systems, life with your fish can become more comfortable, fun, and a greater experience overall. In breeding pets, owners often cannot properly understand their pet's internal state, which can lead to impaired health-or worse, loss of life-for the pet. In case of fish, such situations are more likely to occur than with dogs or cats, since owner-pet communication is more difficult with fish. Although fish are the most bred pets [1], information and communications technology (ICT)-based solutions for accelerating owner-pet interaction have not yet been sufficiently explored. We present "TalkingNemo," an aquarium fish breeding system that enables interaction between owners and their fish. TalkingNemo detects the condition of fish and their aquarium via a camera and sensors attached to the aquarium, and notifies users with speech balloons as from the perspective of the fish (Figure 1). TalkingNemo empowers us to breed fish in good condition over a longer period. This paper introduces the architecture and evaluates the results of TalkingNemo.
你和鱼说过话吗?如果你能把鱼的感觉融入到养殖系统中,和鱼在一起的生活就会变得更舒适、更有趣、更有体验。在饲养宠物时,主人往往不能正确地了解宠物的内部状态,这可能导致宠物的健康受损,甚至更糟,失去生命。对于鱼来说,这种情况比狗或猫更有可能发生,因为主人和宠物之间的交流在鱼身上更加困难。虽然鱼是饲养最多的宠物,但基于信息和通信技术(ICT)的加速主人与宠物互动的解决方案尚未得到充分探索。我们展示的是“TalkingNemo”,这是一个观赏鱼养殖系统,可以让主人和他们的鱼之间进行互动。TalkingNemo通过安装在鱼缸上的摄像头和传感器来检测鱼和鱼缸的状况,并从鱼的角度用语音气球通知用户(图1)。TalkingNemo使我们能够在更长的时间内以良好的状态繁殖鱼。本文介绍了TalkingNemo的架构,并对其结果进行了评估。
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引用次数: 8
Becoming with: towards the inclusion of animals as participants in design processes 融入:在设计过程中融入动物
Michelle Westerlaken, S. Gualeni
In this exploratory paper, we advocate for a way to mitigate the anthropocentrism inherent in interaction-design methodologies. We propose to involve animals that live in anthropic environments as participants in design processes. The current relationships between animals and technology have an inevitable impact on their well-being and raise fundamental ethical questions concerning our design policies. Drawing from the work of Bruno Latour and Donna Haraway, we argue for a situated approach in which we reflect upon concrete design contexts. We explore the notion of becoming with as a conceptual framework for the intuitive and bodily understanding that takes place between humans and animals when they encounter one-another in shared contexts. Adopting a research through design approach, we further explore this notion by reflecting upon two different participatory design projects with two dogs. We found these reflections to offer valuable perspectives for designers to analyse and discuss their iterative processes.
在这篇探索性的论文中,我们提倡一种方法来减轻交互设计方法中固有的人类中心主义。我们建议将生活在人类环境中的动物作为设计过程的参与者。目前动物和技术之间的关系不可避免地影响了它们的福祉,并提出了有关我们设计政策的基本伦理问题。从Bruno Latour和Donna Haraway的作品中,我们提出了一种情境方法,我们在具体的设计环境中进行反思。我们将“与”的概念作为人类和动物在共同环境中相遇时发生的直觉和身体理解的概念框架进行探索。采用设计研究的方法,我们通过反思两个不同的参与式设计项目和两只狗来进一步探索这一概念。我们发现这些反思为设计师分析和讨论他们的迭代过程提供了有价值的视角。
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引用次数: 55
Dog-drone interactions: towards an ACI perspective 狗与无人机的互动:从ACI的角度来看
A. Zamansky
As drones are quickly becoming part of our everyday lives, dogs become inevitably exposed to them. Moreover, dog-drone interactions have far-reaching applications in search and rescue operations and other domains. This short note calls for taking an ACI, user-centric perspective on dog-drone interaction, informing the design of interactions which are safe, stress-free and enriching for our canine companions.
随着无人机迅速成为我们日常生活的一部分,狗狗不可避免地会接触到它们。此外,狗-无人机互动在搜救行动和其他领域具有深远的应用。这篇短文呼吁以ACI为中心,以用户为中心的角度来看待狗与无人机的互动,为我们的狗同伴提供安全、无压力和丰富的互动设计。
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引用次数: 15
A dog using skype 一只狗在用skype
A. P. Rossi, Sarah Rodriguez, Cassia Rabelo Cardoso dos Santos
This paper discusses the rise of technology and its use to enhance the lives of animals. As the bond between humans and domesticated dogs grows in importance in today's society, the need to stay connected to pets from a distant location has peaked inquiries into how technology can be used to enhance that bond. While it is not clear how different types of technology mediated interaction affects the human - dog bond, recent work between a trainer and his canine displayed the ability of a canine to correctly respond to verbal cues given through video chat. The steps to achieve this will be explored, and the benefits of such an interaction will be discussed.
这篇文章讨论了科技的兴起及其在改善动物生活方面的应用。随着人类和家养狗之间的联系在当今社会变得越来越重要,人们对如何利用科技来加强这种联系的询问达到了顶峰,人们需要与远方的宠物保持联系。虽然目前还不清楚不同类型的技术互动如何影响人与狗的关系,但最近在一位训练师和他的狗之间进行的一项研究显示,狗有能力对通过视频聊天给出的口头暗示做出正确的反应。将探讨实现这一目标的步骤,并讨论这种相互作用的好处。
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引用次数: 14
Don't cut to the chase: hunting experiences for zoo animals and visitors 不要开门见山:动物园动物和游客的狩猎体验
Fiona French, Mark Kingston-Jones, David T. Schaller, S. Webber, H. Väätäjä, M. Campbell
This workshop explores different ways to use technology to facilitate hunting behaviour enrichment for zoo-housed animals and parallel gaming experiences for zoo visitors.
这个工作坊探讨了不同的方法,利用科技来促进动物园动物狩猎行为的丰富,并为动物园游客提供平行的游戏体验。
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引用次数: 9
Semi-supervised classification of static canine postures using the Microsoft Kinect 使用微软Kinect对静态犬类姿势进行半监督分类
Sean P. Mealin, Ignacio X. Domínguez, D. Roberts
3D sensing hardware, such as the Microsoft Kinect, allows new interaction paradigms that would be difficult to accomplish with traditional RGB cameras alone. One basic step in realizing these new methods of animal-computer interaction is posture and behavior detection and classification. In this paper, we present a system capable of identifying static postures for canines that does not rely on hand-labeled data at any point during the process. We create a model of the canine based on measurements automatically obtained in from the first few captured frames, reducing the burden on users. We also present a preliminary evaluation of the system with five dogs, which shows that the system can identify the "standing," "sitting," and "lying" postures with approximately 70%, 69%, and 94% accuracy, respectively.
3D传感硬件,如微软Kinect,允许新的交互模式,这将很难完成传统的RGB相机单独。实现这些动物与计算机交互新方法的一个基本步骤是姿态和行为的检测和分类。在本文中,我们提出了一个能够识别犬类静态姿势的系统,该系统在此过程中的任何一点都不依赖于手工标记的数据。我们基于从捕获的前几帧自动获得的测量值来创建犬类的模型,从而减轻用户的负担。我们还用五只狗对该系统进行了初步评估,结果表明,该系统可以识别“站立”、“坐着”和“躺着”的姿势,准确率分别约为70%、69%和94%。
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引用次数: 24
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Proceedings of the Third International Conference on Animal-Computer Interaction
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