19 results on '"Lanzilotti, Rosa"'
Search Results
2. Preface
- Author
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Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Larusdottir, Marta, Spano, Lucio Davide, Campos, José C., Hertzum, Morten, Mentler, Tilo, Nocera, José Abdelnour, Piccolo, Lara, Sauer, Stefan, and van der Veer, Gerrit
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- 2022
3. Multisensory Augmented Reality
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Karunanayaka, Kasun, Nijholt, Anton, Halloluwa, Thilina, Ranasinghe, Nimesha, Wickramasinghe, Manjusri, Vyas, Dhaval, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, Inkpen, Kori, and Human Media Interaction
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Multimodal interfaces ,HCI ,Computer science ,Human–computer interaction ,Field (Bourdieu) ,Multisensory augmented reality ,Augmented reality ,Multisensory internet ,Multisensory user experiences - Abstract
Multisensory augmented reality enables content developers to generate more realistic, sensory rich user experiences. Applications and research related to multisensory augmented reality expands through several areas such as education, medicine, human-machine interactions, human-food interactions, marketing, and neuroscience. Aim of this workshop is to gather researchers and industry representatives who are involved in multisensory augmented reality research to discuss the current state-of-the-art in the field, define future research directions, form new collaborations, and come up with future publication plans. We believe that this workshop would enhance the participants’ experience of the Interact 2021 and encourage more participants to attend the main conference.
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- 2021
4. LIFT: An eLearning Introduction to Web Search for Young Adults with Intellectual Disability in Sri Lanka
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Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, Inkpen, Kori, Arachchi, Theja Kuruppu, Sitbon, Laurianne, Zhang, Jinglan, Gamage, Ruwan, Hewagamage, Priyantha, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, Inkpen, Kori, Arachchi, Theja Kuruppu, Sitbon, Laurianne, Zhang, Jinglan, Gamage, Ruwan, and Hewagamage, Priyantha
- Abstract
For users with intellectual disability new to the Internet, mastering web search requires both conceptual understanding and supported practice. eLearning offers an appropriate environment for both self-paced learning and authentic practice since it can simulate the types of interactions encountered during web searching. Yet eLearning approaches have not been explored towards supporting young adults with intellectual disability (YAWID) to search the web or supporting them to learn web search. This paper presents a study that examines the experiences of 6 YAWID learning to search the web with LIFT, an eLearning tool designed with a specific focus on supporting memory through mental models and practice exercises. The content and approach of LIFT are tailored to the Sri Lankan context, incorporating the use of the Sinhala virtual keyboard for Google search and culturally relevant metaphors. We collected a range of observations as the participants used the eLearning tool, subsequently independently searched for information online, and finally described the Google search process to a teacher. We surveyed their understanding through drawings they created about the Internet and Web search. The findings establish the significant potential for eLearning to engage and support YAWID learn web search, with a realistic environment for safely practicing web search and navigation. This study contributes to human-computer interaction by integrating three aspects of eLearning: accessible interface, content, and interactive practice, also accommodating web search in the Sinhala language. It acknowledges that understanding specific users is critical if interaction designs are to be accepted by their users.
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- 2021
5. Social Robots in Learning Experiences of Adults with Intellectual Disability: An Exploratory Study
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Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, Inkpen, Kori, Mitchell, Alicia, Sitbon, Laurianne, Balasuriya, Saminda Sundeepa, Koplick, Stewart, Beaumont, Chris, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, Inkpen, Kori, Mitchell, Alicia, Sitbon, Laurianne, Balasuriya, Saminda Sundeepa, Koplick, Stewart, and Beaumont, Chris
- Abstract
The use of social robots has the potential to improve learning experiences in life skills for adults with intellectual disabilities (ID). Current research in the context of social robots in education has largely focused on how children with Autism Spectrum Disorder (ASD) interact with social robots primarily without a tablet, with almost no research investigating how beneficial social robots can be in supporting learning for adults with IDs. This research explores how interactions with a social humanoid robot can contribute to learning for communities of adults with ID, and how adults with ID want to engage with these robots. This exploratory study involved observation and semi-structured interviews of eleven participants with ID (in three groups, supported by their support workers) receiving information from a semi-humanoid social robot and interacting with the robot via its tablet. Two robot applications were developed to deliver content based on the participating disability support organization’s life skills curriculum for healthy lifestyle choices and exercise, considering a variety of modalities (visual, embodied, audio). The study identified four ways in which participants interact, and our findings suggest that both the physical presence of the robot and the support of the tablet play a key role in engaging adults with ID. Observation of participant interactions both with the robot and with each other shows that part of the robot’s value in learning was as a facilitator of communication.
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- 2021
6. What Is Fair? Exploring the Artists’ Perspective on the Fairness of Music Streaming Platforms
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Sub Human-Centered Computing, Human-Centered Computing, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, Inkpen, Kori, Ferraro, Andrés, Serra, Xavier, Bauer, Christine, Sub Human-Centered Computing, Human-Centered Computing, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, Inkpen, Kori, Ferraro, Andrés, Serra, Xavier, and Bauer, Christine
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- 2021
7. Human Factors in Software Development Processes: Measuring System Quality
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Abrahão, Silvia, Baldassarre, Maria Teresa, Caivano, Danilo, Dittrich, Yvonne, Lanzilotti, Rosa, and Piccinno, Antonio
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Software Engineering and Human-Computer Interaction look at the development process from different perspectives. They apparently use very different approaches, are inspired by different principles and address different needs. But, they definitively have the same goal: develop high quality software in the most effective way. The second edition of the workshop puts particular attention on efforts of the two communities in enhancing system quality. The research question discussed is: who, what, where, when, why, and how should we evaluate?
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- 2016
8. 'Did you see that!?' Enhancing the experience of sports media broadcast for blind people
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Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Goncu, Cagatay, Finnegan, Daniel, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Goncu, Cagatay, and Finnegan, Daniel
- Abstract
Accessibility in sports media broadcast (SMB) remains a problem for blind spectators who wish to socialize and watch sports with friends and family. Although popular, radio's reliance on low bandwidth speech results in an overwhelming experience for blind spectators. In this paper we focused on two core issues: (i) how SMB can be augmented to convey diegetic information more effectively, and (ii) the social context in which SMB are consumed. We chose tennis broadcasts for our investigations. Addressing issue (i), we developed a system design and prototype to enhance the experience of watching tennis matches, focusing on blind spectators using audio descriptions and 3D audio, and evaluated our system with (n=12) in a controlled user evaluation. Our results indicate how audio descriptions gave clear information for the tennis ball placements, 3D audio provided subtle cues for the ball direction, and radio provided desired human commentary. For issue (ii), we conducted an online questionnaire (n=15) investigating the social context in which blind spectators consume SMB. Participant feedback indicated there is a demand for more accessible SMB content such that people can consume SMB by themselves and with their friends. Participants were enthusiastic for a revised system design mixing elements from 3D audio and audio description. We discuss our results in the context of social SMB spectatorship, concluding with insights into accessible SMB technologies.
9. Remote User Testing:- Experiences and Trends
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Larsen, Lars Bo, Øvad, Tina, Nielsen, Lene, Larusdottir, Marta, Ardito, C., Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Remote user testing ,Usability ,Remote user studies - Abstract
This paper describes a one-day INTERACT 2021 workshop on remote testing with users as participants. Remote user testing has been around since the mid-nineties, but the Covid-19 pandemic has boosted the interest in remote working in general and thus also remote testing. The workshop aim is to present and discuss the current state-of-the-art of remote testing methods and identify emerging trends. Subjects that will be discussed include, but are not restricted to: Remote testing methods and platforms; capturing of quantitative as well as qualitative data; moderated, unmoderated and remotely moderated tests; testing of physical products; and remote testing of participants with special needs.
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- 2021
10. Understanding Users Through Three Types of Personas
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Nielsen, Lene, Larusdottir, Marta, Larsen, Lars Bo, Ardito, C, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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IT professionals ,InformationSystems_MODELSANDPRINCIPLES ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,User stories ,Personas ,Case study ,ComputingMilieux_COMPUTERSANDSOCIETY ,Workshops ,Persona user stories - Abstract
To integrate UX practices in agile development is not straight forward. IT professionals struggle with integrating UX practices mainly due to lack of resources or knowledge. Additionally, it is hard to find the right timing for the UX activities and often the focus is on delivering functionality and not on understanding the users. Integrating the personas method in agile development has been suggested to extend the understanding of the real users by the IT professionals. However, studies show that the integration of personas can fail. Through interviews with IT professionals we investigate how to better the odds of a successful implementation of the persona method in agile development. The result shows that several factors have an impact on the implementation of the method. Personas is a suggested method to extend IT professionals' understanding of users and users’ needs. A common advantage expressed is that personas extend the IT professionals’ empathy for the users, but a disadvantage is that personas are typically defined at the start of a software project and gradually are forgotten, since there is little reference to the personas through the software development project. In this paper we report experiences of coaching IT professionals in defining agile user stories based on personas, called: Persona User Stories (PUS). The aim of these workshops, was to extend the usage of personas and thereby extend the IT professionals’ understanding of their users. In a research project with three companies, we coached teams of IT professionals in three-hour workshops with 76 participants in total. The workshops were conducted at each company using personas already defined by the IT professionals. The persona descriptions were based on three types of information: (a) assumptions, (b) secondary research, and (c) data specific to a project. Our findings show that personas based on assumptions result in the participants questioning the description of the personas and having difficulties in understanding the personas. For making the persona user stories (PUS), the participants used themselves more often as a reference when working with the assumption based personas, than the participants using the other two types of personas.
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- 2021
11. Digital Producers with Cognitive Disabilities:Participatory Video Tutorials as a Strategy for Supporting Digital Abilities and Aspirations
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Anne Marie Kanstrup, Jacob Davidsen, Petko Atanasov Karadechev, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Content production ,Cognitive disability ,Youth ,Digital content ,media_common.quotation_subject ,Foregrounding ,Applied psychology ,Citizen journalism ,Cognitive disabilities ,Participatory design ,Participatory video ,Psychology ,Empowerment ,Video tutorials ,Digital inclusion ,media_common - Abstract
This paper presents ‘participatory video tutorials’—a strategy developed to support the digital empowerment of young people living with cognitive disabilities. The support strategy complements and expands dominant perspectives on the target group, which is often seen as disabled and in need of assistive technology, by foregrounding the young participants’ digital abilities and facilitating them as active producers of digital content, which already plays a major role in their everyday social interactions. We present the background and framework for participatory video tutorials and the results from staging digital production with sixteen young participants. Empirically, the results contribute perspectives on this target group as producers (vs. users) with abilities (vs. disabilities). Methodologically, the results outline four principles (socio-technical belonging, technical accessibility, elasticity, and material reusability) that can assist HCI researchers, professionals, and caretakers in their efforts to support the target group in digital production. These principles are guidelines for a participatory staging, driven by the young people’s motivation for self-expression. The study and the results contribute an example and a strategy for how to work toward digital inclusion by engaging a marginalized target group in digital production.
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- 2021
12. Exploring the Acceptability of Graphical Passwords for People with Dyslexia
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James Nicholson, Polina Evtimova, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Password ,education.field_of_study ,Focus (computing) ,Alphanumeric ,business.industry ,Computer science ,Workaround ,G400 ,Population ,Internet privacy ,Dyslexia ,Usability ,G600 ,medicine.disease ,Authentication (law) ,ComputingMilieux_MANAGEMENTOFCOMPUTINGANDINFORMATIONSYSTEMS ,medicine ,education ,business - Abstract
Alphanumeric passwords are still the most common form of user authentication despite well-known usability issues. These issues, including weak composition and poor memorability, have been well-established across different user groups, yet users with dyslexia have not been studied despite making up approximately 10% of the population. In this paper, we focus on understanding the user authentication experiences of people with dyslexia (PwD) in order to better understanding their attitudes towards a graphical password system that may provide a more inclusive experience. Through interactive interviews, participants were encouraged to try three different knowledge-based authentication systems (PIN, password, and graphical password) and then discuss their strategies behind code composition. We found that PwD employed potentially dangerous workarounds when composing passwords, in particular an over-reliance on pattern-based composition. We report on how PwD do not immediately see the benefits of graphical passwords, but upon experiencing the mechanism we see opportunities for more inclusive authentication.
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- 2021
13. E-Scooter Sustainability - A Clash of Needs, Perspectives, and Experiences
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Kjærup, Maria, Skov, Mikael B., van Berkel, Niels, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Mobility ,Sustainability ,E-scooters ,Transportation - Abstract
Electric stand-up scooters (e-scooters) are introduced in several cities worldwide, providing new means for people to travel around the city. While praised for their flexibility, e-scooters are also met with negative sentiments due to fatal accidents and chaotic parking. In this paper, we seek to understand the mobility of shared e-scooters and point to gaps in the user interaction between the digital and physical world. We carried out three data collections, including interviews, in situ observation, analysis of news media coverage. Our findings illustrate integration with alternate modes of transportation in urban context, and how technologies facilitate or hinder (micro-) mobility. We found that users of e-scooters primarily view these devices as an alternative to walking rather than other transportation forms. Additionally, we found that users’ and non-users’ needs, perspectives and experiences of e-scooters clash, in particular with regard to perceptions of sustainability. Based on these findings, we present three relevant perspectives of sustainability, extending the ongoing debate of sustainable HCI research. We contribute with an empirically supported understanding of the perception of mobility and sustainability for e-scooters in a Scandinavian urban context.
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- 2021
14. Focus, Structure, Reflection! Integrating User-Centred Design and Design Sprint
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Roto, Virpi, Larusdottir, Marta, Lucero, Andrés, Stage, Jan, Šmorgun, Ilja, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Interaction design ,User-Centred Design ,Higher education ,Course development ,Design sprint - Abstract
Google Design Sprint (GDS) is becoming a valued tool for interaction design practitioners today. Although GDS has some similarities to User-Centred Design (UCD), it does not study user needs before generating solutions. On the other hand, UCD provides little guidance on producing design solutions. We saw the two processes would nicely complement each other. This paper reports development of an intensive two-week interaction design course where UCD was combined with GDS. The feedback from 22 higher education students indicates how UCD helped them to keep the focus on the important things, and how the detailed structure of GDS process guided them fast forward. In the fast-paced Design Sprint, students need dedicated time for reflection. The contributions of this work include the course structure for teaching a User-Centred Design Sprint process, student feedback on the new process, and recommendations for teaching such a course.
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- 2021
15. Exploring User Requirements for an Exoskeleton Arm Insights from a User-Centered Study with People Living with Severe Paralysis
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Kobbelgaard, Frederik Victor, Kanstrup, Anne Marie, Struijk, Lotte N. S. Andreasen, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Exoskeleton ,Tetraplegia ,Paralysis ,User-centered ,Assistive technologies ,Participatory design - Abstract
It is recognised that assistive technology plays an active role in empowering individuals who live with severe paralysis. Exoskeleton (exo) technology is a promising emerging assistive technology—a wearable robot designed to support the functions of the human body. However, an exoskeleton is a complex technology, and the successful design of exoskeletons depends heavily on the ability to integrate this type of robot in the environments of future users. In this paper, we present insights into user requirements produced through a qualitative study involving adults living with one of the most severe forms of paralysis: tetraplegia, or paralysis from the neck down. The study is based on two iterations of interviews conducted in the homes of future users. The study identifies key user requirements and contextual factors that are important for user acceptance of future exo design. We discuss how to integrate these findings in the design of an exo prototype of an exoskeleton arm targeted at people living with tetraplegia.
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- 2021
16. Introducing Asynchronous Remote Usability Testing in Practice:An Action Research Project
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Pedersen, Jonna Helene Holm, Sørensen, Malene, Stage, Jan, Høegh, Rune Thaarup, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Methods for HCI ,Remote asynchronous usability evaluation ,Usability evaluation ,Action research - Abstract
Asynchronous remote usability testing is a usability evaluation method where users and evaluators are separated both in time and space, and users are directly involved in producing the evaluation results. This paper reports from an action research project on introduction of asynchronous remote usability testing in the IT organization of a bank. The IT organization had extensive experience with traditional usability evaluation but was interested in introducing asynchronous remote usability testing into their repertoire of evaluation methods. The project was initiated with an intensive two-month collaboration followed by a six-month maturation phase. The process of introducing the method and the motivations of the IT organization for introducing the method are described in detail. The findings indicate that the conceptual understanding of usability evaluation and the engagement of the users are crucial for the outcome of the evaluation, and the tool and materials used for the evaluation was an obstacle for high-quality results.
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- 2021
17. Interaction Initiation with a Museum Guide Robot: From the Lab into the Field
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Daczo, Laura-Dora, Kalova, Lucie, Bonita, Kresta Louise Febro, Domenech Lopez, Marc, Rehm, Matthias, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Cross-Cultural Comparison ,Human Robot Interaction ,Field study - Abstract
The use of social robots is making its way into public spacessuch as schools and museums. In this paper we investigate initiation ofinteraction between a museum guide robot and visitors. First, we conducteda lab experiment, based on a previous Japanese study, whichconfirmed that participants prefer the robot with appropriate greetingbehavior to the robot without. Thus, we concluded that the results obtainedin the original study can be applied in the Danish cultural context.Based on these findings, we conducted a field study in a Danish museumto evaluate whether the same principles apply in the wild and to investigatespatial behavior between robot and visitors in real world settings.
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- 2021
18. The Controversy of Responsibility and Accountability When Maintaining Automatic External Defibrillators:Infrastructuring Lifesaving Technology with an IoT Solution
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Christensen, Oliver Rønn, Sørensen, Signe Helbo Gregers, Persson, Anne Stouby, Kanstrup, Anne Marie, Mannov, Adrienne, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Infrastructure ,IoT ,Health ,Ethnography ,Public automated external defibrillators - Abstract
This paper contributes to HCI with a foundation for exploring ways in which an Internet of Things (IoT) solution can support the maintenance of public automated defibrillators (AEDs) sustainably. AED is a critical lifesaving technology installed in non-medical environments. The technology places enormous demands on public engagement for its use and maintenance. Insights into how medical technology is maintained in non-medical environments can complement current innovations in lifesaving technology. This ethnographic study investigates the complexity around an IoT solution to remedy breakdowns in the maintenance of AEDs in a Danish context. We conceptualize maintenance as infrastructuring and identify how the diverse field of actors around an AED entails technical but primarily social dimensions revealing a controversy of responsibility and accountability. This article recommends that when developing an IoT solution for maintaining AEDs, technical, social, political, and ethical dimensions should be considered to address responsibility and accountability issues.
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- 2021
19. Intention Recognition in Human Robot Interaction Based on Eye Tracking
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Cubero, Carlos Gomez, Rehm, Matthias, Ardito, Carmelo, Lanzilotti, Rosa, Malizia, Alessio, Petrie, Helen, Piccinno, Antonio, Desolda, Giuseppe, and Inkpen, Kori
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Human Robot Interaction ,Eye Tracking ,intention prediction - Abstract
In human robot interaction any input that might help the robot to understand the human behaviour is valuable, and the eyes and their movement undoubtedly hold valuable information. In this paper we propose a novel algorithm for intention recognition using eye tracking in human robot collaboration. We first explore how the Cascade Effect hypothesis and a LSTM-based machine learning model perform to classifyintent from gaze. Second, an algorithm is proposed, which can be usedin a real time interaction to infer intention from the human user with a small uncertainty. A data collection with 30 participants was conducted in virtual reality to train and test the algorithm. The algorithm allowsto detect the user intention up to 2 seconds before any user action with a success rat of up to 75%. These results open the possibility to study human robot interaction, where the robot can take the initiative based on the intention recognition.
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- 2021
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