{"title":"Interactive Pretend Play (iPPy) Toys for Children with ASD","authors":"Amani Indunil Soysa, A. Mahmud","doi":"10.1145/3369457.3369480","DOIUrl":"https://doi.org/10.1145/3369457.3369480","url":null,"abstract":"In the recent past, Tangible User Interface (TUI) has shown its positive impact on children with ASD in affluent countries. However, limited research is conducted on designing low-cost TUI for children in low-resource countries. Hence, this paper investigates how to design affordable, child-friendly and culturally-adaptable tangible toys for children with Autism Spectrum Disorder (ASD) in low-resource countries. We designed a set of interactive pretend play toys (iPPy) that allow playful interactions with a multi-touch surface. These iPPy toys were co-designed with Sri Lankan practitioners iteratively and developed utilising low-cost materials such as everyday play toys used at therapy centres. Furthermore, after iteratively improving the prototype, practitioners were satisfied with the overall design of iPPy toys and were ready to use iPPy toys with children with ASD.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126835450","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":"Vague Gesture Control: Implications for Burns Patients","authors":"Rodney Zsolczay, R. Brown, F. Maire, S. Türkay","doi":"10.1145/3369457.3369512","DOIUrl":"https://doi.org/10.1145/3369457.3369512","url":null,"abstract":"In the rehabilitation of burns patients, remedial exercises are an important part of maintaining and regaining range-of-motion. To encourage patient rehabilitation and reduce discomfort, this paper presents the preliminary stages of a project which makes use of both vision based sensors and virtual reality technologies to create an immersive environment. The goal of our research is to design and develop effective vague gesture control. Hand gesture detection may lack clarity/resolution or otherwise be vague due to various reasons including patients' difficulty to enact gestures fully due to injuries, interference with the visual detection of gestures due to bandages, and the difficulty that vision based sensors have detecting small details like fingers at range. Extra environmental and situational information can enhance gesture recognition and provide better gestural classification. To achieve this, temporal machine learning is used to develop an application which uses past environmental interactions to help clarify present vague gestures. A gesture recognition system that can handle imperfect gestures in an intuitive way contributes towards naturalistic computer human interactions, in particular for gamified burns rehabilitation systems.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133739064","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":"A Microsociological Approach to Understanding the Robot Collaborative Motion in Human-Robot Interaction","authors":"N. Abe, D. Rye, L. Loke","doi":"10.1145/3369457.3369503","DOIUrl":"https://doi.org/10.1145/3369457.3369503","url":null,"abstract":"Existing approaches to human-robot collaboration typically focus on how to build robots that can work safely and fluently with humans on collaborative tasks. Less is known about how people interpret the boundary between movement-based collaboration and non-collaboration when interacting with robots. By applying a microsociological theory to analysing the process of interaction as it unfolds, we propose and identify points of breakdown in the collaborative task of a human and a robot carrying an object to a destination. In designing the experiment, Kinetography Laban is used to enable a precise description of the intended normative and disruptive motion paths of the robot. The contribution of the paper is the theoretical understanding of collaboration from sociology, and a method for designing and evaluating collaborative motion between humans and robots that combines microsociology and Kinetography Laban. The proposed method accounts for the contingent meaning construction performed by people in recognising behavioural motion cues of robots as part of an ongoing interaction process, and enables the boundary between collaborative and non-collaborative robot motion to be defined.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117000601","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}
Nicole L. Robinson, S. Türkay, Leonie A. N. Cooper, Daniel M. Johnson
{"title":"Social Robots with Gamification Principles to Increase Long-Term User Interaction","authors":"Nicole L. Robinson, S. Türkay, Leonie A. N. Cooper, Daniel M. Johnson","doi":"10.1145/3369457.3369494","DOIUrl":"https://doi.org/10.1145/3369457.3369494","url":null,"abstract":"Social robots hold significant promise to help individuals achieve their goals. Most individuals can benefit from a social robot when they interact with it over multiple sessions or a prolonged period. However, this can run well beyond the initial novelty period with a robot, signifying a challenging area for sustainable long-term user interest and engagement. Gamification is a key domain that holds promise to overcome uptake and retention concerns. Grounded in gamification theory in combination with the 'Computers As Social Actors' (CASA) paradigm, this paper presents a set of guidelines for recommended practice on creating and implementing social robot interactions for long-term human-robot interactions.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116879299","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":"The Effects of Customisation on Player Experiences and Motivation in a Virtual Reality Game","authors":"Robert Cuthbert, S. Türkay, R. Brown","doi":"10.1145/3369457.3369475","DOIUrl":"https://doi.org/10.1145/3369457.3369475","url":null,"abstract":"There is a high demand for physical rehabilitation therapies: More than 475,000 Australian citizens are living with the effects of stroke and are engaged in physical therapies. Developing effective physical rehabilitation programs for these individuals is important both for their health outcomes and for the medical field. Virtual Reality (VR) technologies provide opportunities for improvements in this area. One of the opportunities is to create motivational rehabilitation processes for patients' persistence with their therapies. Using the theoretical framework of Self Determination Theory, this paper reports results from an experimental study (N=60) that tested a motivational design principle (i.e., functional and aesthetic customisation) on participants' player experiences in a VR game. The VR game has simple mechanics that share similarities with a type of upper body rehabilitation exercise; which has been validated as effective for the optimal restoration of scapular muscle imbalances. Findings from the study showed that customisation has a positive effect on players' experiences of autonomy need satisfaction and enjoyment in the VR game setting. These findings have implications that aid designers when designing motivational VR physical rehabilitation applications.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117351240","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}
Omar Mubin, Mariam Alhashmi, Rama Baroud, F. Alnajjar
{"title":"Humanoid Robots as Teaching Assistants in an Arab School","authors":"Omar Mubin, Mariam Alhashmi, Rama Baroud, F. Alnajjar","doi":"10.1145/3369457.3369517","DOIUrl":"https://doi.org/10.1145/3369457.3369517","url":null,"abstract":"The proliferation of educational robots has led to an investigation of suitable roles that humanoids robots can take in the classroom. In the recent past, the focus has been on humanoids being used in student focused roles or as peer learners. Coupled with the seemingly absence of any case studies of educational robots in the United Arab Emirates (UAE) or the Arab world, we present a study where we employed the Nao robot as a teaching assistant in a local primary school in Abu Dhabi, UAE. The Nao robot was used to revise a topic in Mathematics and its efficacy in comparison to a human teaching assistant was measured through pre and post test scores, facial expressions and indirect verbal responses. Our results showed that while there no significant differences in test scores, the children were much more engaged when interacting with the Nao robot. We conclude with a positive outlook towards the implementation of humanoid robots in UAE classrooms.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114830511","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":"BLASTNEL","authors":"Takahiro Arai, A. Inoue","doi":"10.1145/3369457.3369534","DOIUrl":"https://doi.org/10.1145/3369457.3369534","url":null,"abstract":"In this paper, we propose \"BLASTNEL\", a collision sensation display for VR games using highly compressed air. BLASTNEL has multiple nozzles on a panel, and it can control the phase and duration of the jetting air from each nozzle. The player standing in front of the panel receives the jetting air when an object is collided to the player's character in the virtual world. The outline and duration of the jetting air are synchronized with those of the collision. Thus, BLASTNEL can improve the immersive feeling of the player. We developed a prototype and conducted a simple evaluation experiment. In this paper, we describe the responses of the subjects and the revealed issues.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125456044","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":"The Dark Side of Interaction Design: Nudges, Dark Patterns and Digital Addiction: Panel Presented at OZCHI 2019","authors":"J. Paay, Y. Rogers","doi":"10.1145/3369457.3369547","DOIUrl":"https://doi.org/10.1145/3369457.3369547","url":null,"abstract":"Interaction designers have developed a number of techniques that are commonly used to nudge users, for example, to click on ads, stay on a site, keep playing a game and come back for more. In addition, a proliferation of books and guidelines have been published that explain how to change users' behaviour through designing persuasive interventions at the interface. Many of these are intended to be for personal improvement or social good, such as to help people get fitter, improve their work productivity, be more motivated, reduce energy consumption and so on. However, the same techniques can also be used for more nefarious ends. Sometimes, referred to as dark patterns, they have become essentially tricks that websites and apps use to make users do things they didn't intend doing, such as buying or signing up for something. At the same time, a backlash against interaction design is beginning to appear; criticizing us for our role in the rise in digital addiction, fake news, social media abuse, etc. Are we to blame for letting the genie out of the bottle? One response has been to change direction. For example, B.J. Fogg, who set up the much acclaimed Persuasive Tech Lab, has now renamed it as the Behavior Design Lab. Instead of persuading or nudging, the new agenda is to find ways of helping people take control of their lives again. For example, acknowledging that people have become compulsively glued to their phones, apps are now popping up intended to help them overcome their addictions, such as reducing screen time. But is it too little and too late? More generally, should HCI become more responsible for the new interaction techniques it develops, and prescriptive advice it offers, and, if so, how?","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124386997","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}
Rikke Hagensby Jensen, M. K. Svangren, M. Skov, J. Kjeldskov
{"title":"Investigating EV Driving as Meaningful Practice","authors":"Rikke Hagensby Jensen, M. K. Svangren, M. Skov, J. Kjeldskov","doi":"10.1145/3369457.3369461","DOIUrl":"https://doi.org/10.1145/3369457.3369461","url":null,"abstract":"Studies show that people find meanings such as freedom and independence in driving. However, the transition towards electric vehicles (EV's) challenges these meanings as they present different driving experiences such as shorter driving range and missing supportive infrastructures. This suggests that people find other meaning in EV driving. This paper presents a qualitative study with 11 Danish participants who reflect on their experiences of driving EV's in everyday life. As driving is embedded in many practices along with being a practice in itself, we draw on social practice theory as a framework to unfold how participants make use of technology to make EV driving a meaningful and desirable practice. We report on how participants facilitate their driving practices using interactive technology and charging infrastructure. We discuss these findings under three headings with ideas to inspire future HCI research and design for meaningful, sustainable EV driving practice.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131847825","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}
Kossinna Wasala, Rafael Gómez, J. Donovan, M. Chamorro-Koc
{"title":"Emotion specific body movements: Studying humans to augment robots' bodily expressions","authors":"Kossinna Wasala, Rafael Gómez, J. Donovan, M. Chamorro-Koc","doi":"10.1145/3369457.3369542","DOIUrl":"https://doi.org/10.1145/3369457.3369542","url":null,"abstract":"Robots are starting to share our social space and will continue to do so in the future. These interactive devices have the capability of facilitating various interaction modalities which could go beyond voice and screen based interactions. When developing interaction technologies, theories such as psychobiological and media compensation suggest to replicate natural ways of human interactions such as face to face. As a result, it is vital to study how people interpret robot's physical appearance and actions. According to previous studies, designing acceptable humanoid robots is far more challenging than designing robots with less human qualities. This paper emphasizes the importance of human non-verbal communication in emotional interactions and analyzes how people use full body expression to communicate basic emotions, in particular happiness, surprise, and anger. Furthermore, this paper presents a list of emotion specific movement behaviors that can be used and applied to better design forms and movements for both humanoid or non-humanoid robots.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"87 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125970509","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}