{"title":"Sexbots: Replacements for Sex Workers? Ethical Constraints on the Design of Sentient Beings for Utilitarian Purposes","authors":"R. Mackenzie","doi":"10.1145/2693787.2693789","DOIUrl":"https://doi.org/10.1145/2693787.2693789","url":null,"abstract":"Much sex is neither intimate nor loving but is accompanied by coercion and/or commodification in the billion dollar sex industry. Some suggest that sexbots replace sex workers. I consider ethicolegal issues arising over how far human rights and laws protecting sex workers and other citizens should apply to sexbots. Without legal protections, the sex industry would undoubtedly produce sexbots for morally unacceptable sexual practices, like pedophilia.\u0000 Sexbots thus test boundaries of acceptable sexual practice. Sexbots could be manufactured who gained pleasure from pain, or who wanted to be tortured or killed, or to manifest qualities which specialist websites show have fetishistic appeal, including children and nonhumans.\u0000 My contribution to HCI research is this critical analysis of how far sexbots' cognitive, emotional and physical abilities and their autonomous choices and decision-making might permissibly be restricted and what legal protections they should be afforded. I argue that a code of ethical design and agreement on their ethicolegal status are urgently needed.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129815379","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}
Annakaisa Kultima, Timo Nummenmaa, Heikki Tyni, Kati Alha, F. Mäyrä
{"title":"Goofy Mus, Grumpy Mur and Dirty Muf: Talking Playful Seats with Personalities","authors":"Annakaisa Kultima, Timo Nummenmaa, Heikki Tyni, Kati Alha, F. Mäyrä","doi":"10.1145/2693787.2693790","DOIUrl":"https://doi.org/10.1145/2693787.2693790","url":null,"abstract":"The article discusses the concept of MurMur Moderators, talking playful seats designed to facilitate playful atmosphere and creativity at office environments. The concept of MurMur Moderators consists of five different personalities, grumpy Mur, goofy Mus, mellow Muh, sensitive Mut and shy Mum. The article describes the experiences and reactions to two personalities, Mus and Mur. Further, a sixth personality, Muf, consisting of rejected, provocative features is detailed. Consequently, the paper discusses play preferences, affordances and thresholds in connection to adult play. These will be the focus of future research by the authors.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116222710","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}
{"title":"Animal Ludens: Building Intelligent Playful Environments for Animals","authors":"P. Pons, J. Martínez, A. Catalá","doi":"10.1145/2693787.2693794","DOIUrl":"https://doi.org/10.1145/2693787.2693794","url":null,"abstract":"Looking for effective ways to understand how animals interact with computer-mediated systems, Animal-Computer Interaction (ACI) research should rely on the most natural and intrinsic behavior among the majority of living species: play. Animals are naturally motivated towards playing. Playful environments are, therefore, a promising scenario in which to start developing animal-centered ecosystems, and there are plenty of circumstances where playful environments could help to improve animals' well-being. However, developing a custom system for each possible context remains unfeasible, and more appealing solutions are required. If playful environments were equipped with intelligent capabilities, they could learn from the animals' behavior and automatically adapt themselves to the animals' needs and preferences by creating engaging playful activities for different purposes. Hence, this work will define intelligent playful environments for animals and explain how Ambient Intelligence (AmI) can contribute to create adaptable playful experiences for animals in order to improve their quality of life.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130702943","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}
{"title":"From Technomania to the School of Things: Taking Control of Your Own Game","authors":"Mert Akbal, S. Zehle, M. Schmitz","doi":"10.1145/2693787.2693806","DOIUrl":"https://doi.org/10.1145/2693787.2693806","url":null,"abstract":"In this workshop children prototype simple digital games and physical user interfaces to play these games. Only open source hard- and software is used for the workshop. Developed in the course of an international practice-based research project on experimental approaches to media literacy, the workshop is part of xm:lab's School of Things, a cooperation with local secondary and vocational schools that engages school children in the processes of digital design, fabrication, and rapid prototyping. The workshop is presented not as a stand-alone activity that focuses on specific skill sets, but as part of an ongoing series aimed at developing a media literacy curriculum that can in turn be used by future facilitators to conduct their own workshops. Each workshop tests new ideas as well as a common pedagogical core that continues to be developed as we talk both with children participants and the teachers interesting in integrating such workshops into their own teaching.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132905078","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}
C. Sylla, A. Figueiredo, A. Pinto, Pedro Branco, Nelson Zagalo
{"title":"Merging Physical and Digital White Canvas to Unleash Children's Creativity","authors":"C. Sylla, A. Figueiredo, A. Pinto, Pedro Branco, Nelson Zagalo","doi":"10.1145/2693787.2693807","DOIUrl":"https://doi.org/10.1145/2693787.2693807","url":null,"abstract":"This paper describes the activities and results of a workshop designed for children to understand the use of a novel interface, a hybrid physical-digital book, and at the same time to assess the kind of content that children would create. In this interface a physical book is synchronized together with a tablet computer so that flipping the page changes the content on the screen. We challenged children to create and draw a story for both the physical page and the screen. The task involved imagining a story, thinking and reflecting about it, discussing it with a peer, take decisions, develop a storyboard, and finally bring it to life on the physical book as well as on the tablet device. After the presentation of the task by the workshop organizers, children were given all the material they needed to concretize the proposed task and developed the content all by themselves. In the whole thirteen children participated in the workshop authoring five hybrid digital-physical books. In the scope of the activity children took over multiple roles, becoming authors, directors, scripters, performers and narrators, thus creating multiple layers of interaction, confirming that involving in the creation of graphic-narratives is a powerful task.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133649378","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}
{"title":"Mobile games to improve healthier lifestyle amongst youth: \"are we there yet\" or should we move forward?","authors":"P. Fontes, P. Boaventura, José Azevedo","doi":"10.1145/2693787.2693799","DOIUrl":"https://doi.org/10.1145/2693787.2693799","url":null,"abstract":"The widespread use of mobile technology is opening innovative ways to improve health and health care delivery. In fact, the use of mobile apps arises as an effective answer to the urgent global need for a change in paradigm concerning attitude towards health and disease prevention. Nevertheless, the increasing number of available mobile apps on the market - along with the uncertainty about what motivates users to engage on using some - brings new challenges concerning users' motivation and engagement. This paper discusses strategies to overcome some of these challenges.\u0000 We depart from \"NutriBuddy\", a project that aims to increase literacy on nutrition through mobile games and tangible interfaces installations. The strategy adopted is based on The Four Phase Model of Interest Development, which pursues to predict conditions for the development and deepening of learners' interest, eventually leading to deep personal engagement. From here, we venture some considerations for advancements of projects aiming at promoting and support healthier behaviors, suggesting broader and more comprehensive approaches.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123446605","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}
{"title":"Children's Creativity Lab: Creating a 'Pen of the Future'","authors":"Anne-Marie Mann, Uta Hinrichs, A. Quigley","doi":"10.1145/2693787.2693805","DOIUrl":"https://doi.org/10.1145/2693787.2693805","url":null,"abstract":"Technology is changing the way we acquire new skills and proficiencies and handwriting is no exception to this. However, while some technological advances exist in this area, the question of how we can digitally enhance the process of learning handwriting remains under-explored. Being immersed in this process on an everyday basis, we believe that school aged children can provide valuable ideas and insights into the design of future writing tools for learners developing their (hand)writing skills. As end-users of the proposed technology, we explore including children in a form of informed participatory design during a Creativity Lab where we invited 12 children, aged 11--12, to put themselves into the shoes of a product designer and create a Pen of the Future using prototyping materials. In this paper we describe our methodology and discuss the design ideas that children came up with and how these may inform the design of future writing tools.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124162848","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}
{"title":"Who Is Really In The Center Of Dog Computer Design?","authors":"I. Hirskyj-Douglas, J. Read","doi":"10.1145/2693787.2693793","DOIUrl":"https://doi.org/10.1145/2693787.2693793","url":null,"abstract":"With new Animal Computer Interaction (ACI) methods and technology being created for dogs' consideration has to be given to who is in the center of the design process: the human or the dog. This paper aims to explore the problems surrounding this inquiry from the two perspectives a) the aptitude that dogs have to design technology and b) the flaws in how humans are currently designing ACI. This is discussed in a presetting of Human Computer Interaction (HCI) evolution to see whether we can transition HCI methods such as co-design and Grounded Theory Methodology (GTM) from humans to animals using their methods. Finally the philosophies behind a group Animal Computer Interaction Design (ACID) are discussed, along with a categorization of ACI technology and its relevance too who is in the center of design.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126508230","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}
{"title":"Digital Entertaining Health Applications: Researching the Fundamentals of a Cause-Effect Relationship","authors":"K. Emmerich, M. Masuch, Ralf Schmidt","doi":"10.1145/2693787.2693800","DOIUrl":"https://doi.org/10.1145/2693787.2693800","url":null,"abstract":"There are many different approaches on how digital entertaining health applications and particularly health games can be adopted to improve a person's health. In general, they can be effective on a cognitive, behavioral or emotional level, e.g. by providing knowledge, teaching skills, evoking behavioral changes or supporting psychological aspects such as self-efficacy. We illustrate the developmental process of health games and highlight the importance of methodically sound evaluations: The effectiveness of health games is hardly predictable mainly due to largely unknown cause-and-effect relationships between game elements and their impact on the player. Fundamental research in this area could contribute to the effectiveness of entertainment health applications. Furthermore, specific evaluation challenges regarding target group and sample size, evaluation methods and study setting are discussed.","PeriodicalId":198538,"journal":{"name":"ACE '14 Workshops","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129622691","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}