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Animal–computer interaction

From Wikipedia, the free encyclopedia

Animal–computer interaction (ACI) is a field of research for the design and use of technology with, for and by animals covering different kinds of animals from wildlife, zoo and domesticated animals in different roles.[1] It emerged from, and was heavily influenced by, the discipline of Human–computer interaction (HCI). As the field expanded, it has become increasingly multi-disciplinary, incorporating techniques and research from disciplines such as artificial intelligence (AI), requirements engineering (RE), and veterinary science.

A central theme of ACI research is establishing how user-centred design approaches and methods from HCI can be adapted to design for animals.[2][3][4][5][6][7] Accordingly, many studies seek to adopt 'animal-centred' approaches to design and research.[8][9][10][11]

In her ACI Manifesto (2011), Clara Mancini defines one aim of ACI as understanding "the interaction between animals and computing technology within the contexts in which animals habitually live, are active, and socialise with members of the same or other species, including humans".[2] She additionally proposes three core design goals for the field: enhancing animals' quality of life and wellbeing; supporting animals in the functions assigned to them by humans; and supporting human-animal relationships. Accordingly, some ACI research has given considerable attention to questions of animal ethics,[12][13] welfare,[14] consent and power.[15]

Applications

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Much ACI work focuses on technologies to support communication and relationships between animals and humans. Researchers have investigated digital technologies for dogs, including systems for remote communication with dogs left at home,[16][17] wearable interactive devices for them,[18][19][20] and interfaces for working dogs.[21][22][10][23][24] They have also explored technology for interactions with other domestic animals, including cats.[25][26] An increasing focus in the ACI community is investigating the wider context of these technologies and the impact they have beyond the individual animals that use them, from security and privacy considerations of pet wearables,[27] the effect they may have on humans living with these animals, the context they are deployed in,[28][29] to supporting veterinary science,[30] and animal behavior research.[31]

Animal internet technologies

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Recent work in ACI has focused on how internet connected technologies, such as Internet of Things (IoT), can support animals.[32] This includes technologies such as remote video call devices for dogs to call their owners,[33] speculative technologies for dogs to sense their owners [34] and technologies to support dog-to-dog interactions mediated by the internet.[32] Much of this work has focused on how to incorporate interspecies design into the process and what the user experience and what interactive internet systems look like with animal users.[33]

Conferences

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The ACI community has organised its flagship conference, the International Conference on Animal-Computer Interaction, as a yearly stand-alone event since 2016 with its proceedings published in the ACM Digital Library. It incorporates doctoral consortia for junior researchers to become acquainted with the field, and co-located workshops to stimulate collaboration on emerging topics.

References

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  1. ^ Hirskyj-Douglas, Ilyena; Pons, Patricia; Read, Janet C.; Jaen, Javier (June 2018). "Seven Years after the Manifesto: Literature Review and Research Directions for Technologies in Animal Computer Interaction". Multimodal Technologies and Interaction. 2 (2): 30. doi:10.3390/mti2020030. ISSN 2414-4088.
  2. ^ a b Mancini C (July 2011). "Animal-computer Interaction: A Manifesto" (PDF). Interactions. 18 (4): 69–73. doi:10.1145/1978822.1978836. S2CID 13009441.
  3. ^ Westerlaken M, Gualeni S (2016). "Becoming with: Towards the Inclusion of Animals As Participants in Design Processes". ACI '16: Proceedings of the Third International Conference on Animal-Computer Interaction. New York: Association for Computing Machinery. pp. 1:1–1:10. doi:10.1145/2995257.2995392. ISBN 9781450347587. S2CID 18669570 – via Malmö University Publications.
  4. ^ Zamansky A, Roshier A, Mancini C, Collins EC, Hall C, Grillaert K, Morrison A, North S, Wirman H (2017). "A Report on the First International Workshop on Research Methods in Animal-Computer Interaction". CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. New York: Association for Computing Machinery. pp. 806–815. doi:10.1145/3027063.3052759. ISBN 9781450346566. S2CID 22209273.
  5. ^ Mancini C, Lawson S, Juhlin O (2017). "Animal-Computer Interaction: The emergence of a discipline" (PDF). International Journal of Human-Computer Studies. 98: 129–134. doi:10.1016/j.ijhcs.2016.10.003.
  6. ^ North S, Mancini C (June 2016). "Frameworks for ACI: animals as stakeholders in the design process". Interactions. 23 (4): 34–36. doi:10.1145/2946043. ISSN 1072-5520. S2CID 229345990.
  7. ^ Zamansky A, Van Der Linden D, Baskin S (September 2017). "Pushing Boundaries of RE: Requirement Elicitation for Non-human Users". 2017 IEEE 25th International Requirements Engineering Conference (RE) (PDF). pp. 406–411. doi:10.1109/RE.2017.30. hdl:1983/d9b68bcb-352c-418b-871a-d3c72ffb0d13. ISBN 978-1-5386-3191-1. S2CID 4764365.
  8. ^ Hirskyj-Douglas I, Read JC, Cassidy B (2017). "A dog centred approach to the analysis of dogs' interactions with media on TV screens". International Journal of Human-Computer Studies. 98: 208–220. doi:10.1016/j.ijhcs.2016.05.007. S2CID 39537532.
  9. ^ Westerlaken M, Gualeni S (2014). "Grounded Zoomorphism". Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference. ACE '14 Workshops. New York, NY, USA: ACM. pp. 5:1–5:6. doi:10.1145/2693787.2693796. ISBN 9781450333146. S2CID 3171568.
  10. ^ a b Robinson CL, Mancini C, Van Der Linden J, Guest C, Harris R (2014). "Canine-centered interface design". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (PDF). CHI '14. New York, NY, USA: ACM. pp. 3757–3766. doi:10.1145/2556288.2557396. ISBN 9781450324731. S2CID 5150406.
  11. ^ van der Linden D, Zamansky A (September 2017). "Agile with Animals: Towards a Development Method". 2017 IEEE 25th International Requirements Engineering Conference Workshops (REW). pp. 423–426. doi:10.1109/REW.2017.11. ISBN 978-1-5386-3488-2. S2CID 8244248.
  12. ^ Mancini C (2017). "Towards an animal-centred ethics for Animal–Computer Interaction" (PDF). International Journal of Human-Computer Studies. 98: 221–233. doi:10.1016/j.ijhcs.2016.04.008.
  13. ^ French, Fiona; Hirskyj-Douglas, Ilyena; Väätäjä, Heli; Pons, Patricia; Karl, Sabrina; Chisik, Yoram; Nannoni, Eleonora; Zamansky, Anna; Mangat, Mandeep; Paci, Patrizia; Kasuga, Haruka; Vilker, Dana (2021-06-01). "Ethics and Power Dynamics in Playful Technology for Animals: Using speculative design to provoke reflection" (PDF). Academic Mindtrek 2021. New York, NY, USA: Association for Computing Machinery. pp. 91–101. doi:10.1145/3464327.3464366. ISBN 978-1-4503-8514-5. S2CID 237433989.
  14. ^ Mancini C, Van Der Linden J, Kortuem G, Dewsbury G, Mills D, Boyden P (2014). "UbiComp for animal welfare". Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing (PDF). UbiComp '14. New York, NY, USA: ACM. pp. 117–128. doi:10.1145/2632048.2632073. ISBN 9781450329682. S2CID 6213881.
  15. ^ Lawson S, Kirman B, Linehan C (August 2016). "Power, Participation, and the Dog Internet". Interactions. p. 37. Retrieved 23 November 2017.
  16. ^ Mankoff D, Dey A, Mankoff J, Mankoff K (2005). "Supporting interspecies social awareness". Proceedings of the 18th annual ACM symposium on User interface software and technology. UIST '05. New York, NY, USA: ACM. pp. 253–258. doi:10.1145/1095034.1095076. ISBN 978-1595932716. S2CID 16620403.
  17. ^ Resner BI (2001). Rover@Home: Computer Mediated Remote Interaction Between Humans and Dogs (MSc Thesis). Massachusetts Institute of Technology.
  18. ^ Jackson MM, Zeagler C, Valentin G, Martin A, Martin V, Delawalla A, et al. (2013). "FIDO - facilitating interactions for dogs with occupations". Proceedings of the 2013 International Symposium on Wearable Computers. ISWC '13. New York, NY, USA: ACM. pp. 81–88. doi:10.1145/2493988.2494334. hdl:1853/52140. ISBN 9781450321273. S2CID 701037.
  19. ^ Byrne C, Freil L, Starner T, Jackson MM (2017). "A method to evaluate haptic interfaces for working dogs". International Journal of Human-Computer Studies. 98: 196–207. doi:10.1016/j.ijhcs.2016.04.004.
  20. ^ Morrison A, Møller RH, Manresa-Yee C, Eshraghi N (2016). "The Impact of Training Approaches on Experimental Setup and Design of Wearable Vibrotactiles for Hunting Dogs". ACI '16: Proceedings of the Third International Conference on Animal-Computer Interaction. New York: Association for Computing Machinery. pp. 4:1–4:10. doi:10.1145/2995257.2995391. ISBN 9781450347587. S2CID 14261948.
  21. ^ Zeagler C, Gilliland S, Freil L, Starner T, Jackson M (2014). "Going to the dogs". Proceedings of the 27th annual ACM symposium on User interface software and technology. UIST '14. New York, NY, USA: ACM. pp. 497–507. doi:10.1145/2642918.2647364. ISBN 9781450330695. S2CID 16844739.
  22. ^ Mancini C, Harris R, Aengenheister B, Guest C (2015). "Re-Centering Multispecies Practices". Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (PDF). CHI '15. New York, NY, USA: ACM. pp. 2673–2682. doi:10.1145/2702123.2702562. ISBN 9781450331456. S2CID 13258155.
  23. ^ Ruge L, Cox E, Mancini C, Luck R (2018). "User centered design approaches to measuring canine behavior". Proceedings of the Fifth International Conference on Animal-Computer Interaction (PDF). Atlanta, Georgia: ACM Press. pp. 1–12. doi:10.1145/3295598.3295599. ISBN 9781450362191. S2CID 90239594.
  24. ^ Ruge L, Mancini C (2019). "A Method for Evaluating Animal Usability (MEAU)". ACI'19: Proceedings of the Sixth International Conference on Animal-Computer Interaction. New York: Association for Computing Machinery.
  25. ^ Pons P, Jaen J, Catala A (2015). "Envisioning Future Playful Interactive Environments for Animals". More Playful User Interfaces. Gaming Media and Social Effects. Springer, Singapore. pp. 121–150. doi:10.1007/978-981-287-546-4_6. hdl:10251/69598. ISBN 9789812875457.
  26. ^ Trindade R, Sousa M, Hart C, Vieira N, Rodrigues R, França J (2015). "Purrfect Crime". Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. CHI EA '15. New York, NY, USA: ACM. pp. 93–96. doi:10.1145/2702613.2728660. ISBN 9781450331463. S2CID 14712252.
  27. ^ van der Linden D, Williams E, Hadar I, Zamansky A (2019-11-12). "Some might freak out". Proceedings of the Sixth International Conference on Animal-Computer Interaction. ACI'19. Haifa, Israel: Association for Computing Machinery. pp. 1–12. doi:10.1145/3371049.3371057. ISBN 978-1-4503-7693-8. S2CID 210867065.
  28. ^ Kresnye KC, Theisz AA, Trester L, Shih PC (2019-11-12). "Barks & Rec". Proceedings of the Sixth International Conference on Animal-Computer Interaction. ACI'19. Haifa, Israel: Association for Computing Machinery. pp. 1–6. doi:10.1145/3371049.3371064. ISBN 978-1-4503-7693-8. S2CID 207846940.
  29. ^ Kresnye KC, Phelps AM, Shih PC (2019-11-12). "Towards Rehabilitation Smart Habitats". Proceedings of the Sixth International Conference on Animal-Computer Interaction. ACI'19. Haifa, Israel: Association for Computing Machinery. pp. 1–6. doi:10.1145/3371049.3371058. ISBN 978-1-4503-7693-8. S2CID 207926012.
  30. ^ Bleuer-Elsner S, Zamansky A, Fux A, Kaplun D, Romanov S, Sinitca A, et al. (December 2019). "Computational Analysis of Movement Patterns of Dogs with ADHD-Like Behavior". Animals. 9 (12): 1140. doi:10.3390/ani9121140. PMC 6941159. PMID 31847213.
  31. ^ Karl S, Boch M, Zamansky A, van der Linden D, Wagner IC, Völter CJ, et al. (December 2020). "Exploring the dog-human relationship by combining fMRI, eye-tracking and behavioural measures". Scientific Reports. 10 (1): 22273. Bibcode:2020NatSR..1022273K. doi:10.1038/s41598-020-79247-5. PMC 7747637. PMID 33335230.
  32. ^ a b Hirskyj-Douglas, Ilyena; Lucero, Andrés (2019-05-02). "On the Internet, Nobody Knows You're a Dog... Unless You're Another Dog". Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. CHI '19. New York, NY, USA: Association for Computing Machinery. pp. 1–12. doi:10.1145/3290605.3300347. ISBN 978-1-4503-5970-2. S2CID 85512429.
  33. ^ a b Hirskyj-Douglas, Ilyena; Piitulainen, Roosa; Lucero, Andrés (2021-11-03). "Forming the Dog Internet: Prototyping a Dog-to-Human Video Call Device". Proceedings of the ACM on Human-Computer Interaction. 5 (ISS): 1–20. doi:10.1145/3488539. ISSN 2573-0142. S2CID 243765497.
  34. ^ RTD Conference; Kirman, Ben; Lawson, Shaun; Linehan, Conor (2019). "The Dog Internet: Autonomy and Interspecies Design". RTD2017: Proceedings of the 3rd Biennial Research Through Design Conference. pp. 1719725 Bytes. doi:10.6084/M9.FIGSHARE.4747039 – via FigShare.
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