Abstract. The direct manipulation interaction style of multi-touch technology makes it the ideal mechanism for learning activities from pre-kindergarteners to adolescents. However, most commercial pre-kindergarten applications only support tap and drag operations. This paper investigates pre-kindergarteners' (2-3 years of age) ability to perform other gestures on multitouch surfaces. We found that these infants could effectively perform additional gestures, such as one-finger rotation and two-finger scale up and down, just as well as basic gestures, despite gender and age differences. We also identified cognitive and precision issues that may have an impact on the performance and feasibility of several types of interaction (double tap, long press, scale down and two-finger rotation) and propose a set of design guidelines to mitigate the associated problems and help designers envision effective interaction mechanisms for this challenging age range.
As technologies diversify and become embedded in everyday lives, the technologies we expose to animals, and the new technologies being developed for animals within the field of Animal Computer Interaction (ACI) are increasing. As we approach seven years since the ACI manifesto, which grounded the field within Human Computer Interaction and Computer Science, this thematic literature review looks at the technologies developed for (non-human) animals. Technologies that are analysed include tangible and physical, haptic and wearable, olfactory, screen technology and tracking systems. The conversation explores what exactly ACI is whilst questioning what it means to be animal by considering the impact and loop between machine and animal interactivity. The findings of this review are expected to form the first grounding foundation of ACI technologies informing future research in animal computing as well as suggesting future areas for exploration.
Play stands as one of the most natural and inherent behavior among the majority of living species, specifically humans and animals. Human play has evolved significantly over the years, and so have done the artifacts which allow us to play: from children playing tag games without any tools other than their bodies, to modern videogames using haptic and wearable devices to augment the playful experience. However, this ludic revolution has not been the same for the humans' closest companions, our pets. Recently, a new discipline inside the Human Computer Interaction (HCI) community, called Animal Computer Interaction (ACI), has focused its attention on improving animals' welfare using technology. Several works in the ACI field rely on playful interfaces to mediate this digital communication between animals and humans. Until now, the development of these interfaces only comprises a single goal or activity, and its adaptation to the animals' needs requires the developers' intervention. This work analyzes the existing approaches, proposing a more generic and autonomous system aimed at addressing several aspects of animal welfare at a time: Intelligent Playful Environments for Animals. The great potential of these systems is discussed, explaining how incorporating intelligent capabilities within playful environments could allow learning from the animals' behavior and automatically adapt the game to the animals' needs and preferences. The engaging playful activities created with these systems could serve different purposes and eventually improve animals' quality of life.
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