This paper contributes to the understanding of how digital public displays can be utilized in schools taking into consideration educational goals. This work is part of a currently on-going research project that aims to promote students' curiosity in science and technology through creative film-making, collaborative editing activities, and content sharing. In order to explore the design space concerning digital ...
We report on an exploratory study where the first 60 seconds of the video recording of a user interaction are used to predict the user’s experienced task difficulty. This approach builds on previous work on “thin slices” of human-human behavior, and applies it to humancomputer interaction. In the scenario of interacting with a photocopy machine, automated video coding showed that the Activity and Emphasis predi...
This paper presents a longitudinal user study that investigated the adoption of some Bluetooth based functionalities for a public digital display in a high school. More specifically, the utilization of Bluetooth device naming extended beyond social identity representation and introduced the use of a simple interaction mechanism. The interaction mechanism involves recognizing parts of the Bluetooth device name a...
Our research is concerned with developing scenarios for robot home companions as part of the EU project LIREC. In this work, we employed a particular methodology to gain user feedback in early stages of robot prototyping: the Theatre HRI (THRI) methodology which we have recently introduced in a pilot study. Extending this work, this study used a theatre presentation to convey the user experience of domestic ser...
In this paper, we revisit different theoretical and conceptual issues that have been influencing the design of educational technology artefacts. In particular, we take into consideration recent perspectives in cognitive science that acknowledge the important effects of external representations (ERs) in learning and discuss the challenges regarding the applicability of these ideas in connection to seamless-learn...
This work aims to address the following question: is it possible to infer the users' expectations regarding task difficulty by watching them just before the actual start? We present a study where people acting as evaluators determined users’ expectations based on non-linguistic social signals in a 20 seconds video clip. The evaluations were performed using a five-point scale and the average error of the evaluat...
This paper presents the findings of a qualitative study exploring how mental models of a mechanoid robot using dog-inspired affective cues behaviour emerges and impacts the evaluation of the robot after the viewing of a video of an assistive robotics scenario interaction with the robot. It discusses this using contrasting case studies based on the analysis of explicitation interviews with three participants. Th...
In this paper we describe three lines of research related to the issue of helping robots imitate people. These studies are based on observed human behaviour, technical metrics and implemented technical solutions. The three lines of research are: (a) a number of user studies that show how humans naturally tend to demonstrate a task for a robot to learn, (b) a formal approach to tackle the problem of what a robot...
The development and design of computational artefacts and their current widespread use in diverse contexts needs to take into account end-users needs, likes/dislikes and broader societal issues including human values. However, the fast pace of technological developments highlight that the process of defining the computational artefacts not only needs to understand the user but also engineers and designers’ crea...
The development and design of computational artifacts and their current widespread use in diverse contexts (from work/task oriented to ludic applications) needs to take into account end-users needs, likes/dislikes and broader societal issues including human values. However, the fast pace of technological developments highlight the acknowledgment that the process of defining the computational artifacts not only ...
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