Jump to content

Animal–computer interaction

From Wikipedia, the free encyclopedia
This is an old revision of this page, as edited by Andreas Kaufmann (talk | contribs) at 17:25, 22 February 2022 (removed Category:Subfields of computer science; added Category:Human–computer interaction using HotCat). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

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 to domesticated animals in different roles. 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 and RE can be adapted to design for animals.[1][2][3][4][5][6] Accordingly, many studies seek to adopt 'animal-centred' approaches to design and research.[7][8][9][10]

In an ACI Manifesto (2011), 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".[1] 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,[11] welfare,[12] consent and power.[13]

Applications

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,[14][15] wearable interactive devices for them,[16][17][18] and interfaces for working dogs.[19][20][9][21][22] They have also explored technology for interactions with other domestic animals, including cats.[23][24] 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,[25][26] the effect they may have on humans living with these animals,[27] the context they are deployed in,[28][29] to supporting veterinary science,[30] and animal behavior research.[31]

Conferences

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. Since 2020, a yearly International Summer School on Animal-Centred Computing has been organised which exposes ACI researchers and students to a wide variety of experts from veterinary science to interaction design.

References

  1. ^ a b Mancini C (July 2011). "Animal-computer Interaction: A Manifesto" (PDF). Interactions. 18 (4): 69–73. doi:10.1145/1978822.1978836. S2CID 13009441.
  2. ^ Westerlaken M, Gualeni S (2016). Becoming with: Towards the Inclusion of Animals As Participants in Design Processes. ACI '16. New York, NY, USA: ACM. pp. 1:1–1:10. doi:10.1145/2995257.2995392. ISBN 9781450347587. S2CID 18669570. {{cite book}}: |journal= ignored (help)
  3. ^ 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 (PDF). CHI EA '17. New York, NY, USA: ACM. pp. 806–815. doi:10.1145/3027063.3052759. ISBN 9781450346566. S2CID 22209273. {{cite book}}: |journal= ignored (help)
  4. ^ 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.
  5. ^ 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.
  6. ^ 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): 406–411. doi:10.1109/RE.2017.30. ISBN 978-1-5386-3191-1. S2CID 4764365.
  7. ^ 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.
  8. ^ Westerlaken M, Gualeni S (2014). Grounded Zoomorphism: An Evaluation Methodology for ACI Design. ACE '14 Workshops. New York, NY, USA: ACM. pp. 5:1–5:6. doi:10.1145/2693787.2693796. ISBN 9781450333146. S2CID 3171568. {{cite book}}: |journal= ignored (help)
  9. ^ a b Robinson CL, Mancini C, Van Der Linden J, Guest C, Harris R (2014). Canine-centered Interface Design: Supporting the Work of Diabetes Alert Dogs (PDF). CHI '14. New York, NY, USA: ACM. pp. 3757–3766. doi:10.1145/2556288.2557396. ISBN 9781450324731. S2CID 5150406. {{cite book}}: |journal= ignored (help)
  10. ^ van der Linden D, Zamansky A (September 2017). "Agile with Animals: Towards a Development Method". 2017 IEEE 25th International Requirements Engineering Conference Workshops (REW): 423–426. doi:10.1109/REW.2017.11. ISBN 978-1-5386-3488-2. S2CID 8244248.
  11. ^ 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.
  12. ^ Mancini C, Van Der Linden J, Kortuem G, Dewsbury G, Mills D, Boyden P (2014). UbiComp for Animal Welfare: Envisioning Smart Environments for Kenneled Dogs (PDF). UbiComp '14. New York, NY, USA: ACM. pp. 117–128. doi:10.1145/2632048.2632073. ISBN 9781450329682. S2CID 6213881. {{cite book}}: |journal= ignored (help)
  13. ^ Lawson S, Kirman B, Linehan C (August 2016). "Power, Participation, and the Dog Internet". Interactions. p. 37. Retrieved 23 November 2017.
  14. ^ Mankoff D, Dey A, Mankoff J, Mankoff K (2005). Supporting Interspecies Social Awareness: Using Peripheral Displays for Distributed Pack Awareness. UIST '05. New York, NY, USA: ACM. pp. 253–258. doi:10.1145/1095034.1095076. ISBN 978-1595932716. S2CID 16620403. {{cite book}}: |journal= ignored (help)
  15. ^ Resner BI (2001). Rover@Home: Computer Mediated Remote Interaction Between Humans and Dogs (MSc Thesis). Massachusetts Institute of Technology.
  16. ^ Jackson MM, Zeagler C, Valentin G, Martin A, Martin V, Delawalla A, et al. (2013). FIDO - Facilitating Interactions for Dogs with Occupations: Wearable Dog-activated Interfaces. ISWC '13. New York, NY, USA: ACM. pp. 81–88. doi:10.1145/2493988.2494334. ISBN 9781450321273. S2CID 701037. {{cite book}}: |journal= ignored (help)
  17. ^ 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.
  18. ^ 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. New York, NY, USA: ACM. pp. 4:1–4:10. doi:10.1145/2995257.2995391. ISBN 9781450347587. S2CID 14261948. {{cite book}}: |journal= ignored (help)
  19. ^ Zeagler C, Gilliland S, Freil L, Starner T, Jackson M (2014). Going to the Dogs: Towards an Interactive Touchscreen Interface for Working Dogs. UIST '14. New York, NY, USA: ACM. pp. 497–507. doi:10.1145/2642918.2647364. ISBN 9781450330695. S2CID 16844739. {{cite book}}: |journal= ignored (help)
  20. ^ Mancini C, Harris R, Aengenheister B, Guest C (2015). Re-Centering Multispecies Practices: A Canine Interface for Cancer Detection Dogs (PDF). CHI '15. New York, NY, USA: ACM. pp. 2673–2682. doi:10.1145/2702123.2702562. ISBN 9781450331456. S2CID 13258155. {{cite book}}: |journal= ignored (help)
  21. ^ Ruge L, Cox E, Mancini C, Luck R (2018). "User centered design approaches to measuring canine behavior: tail wagging as a measure of user experience". Proceedings of the Fifth International Conference on Animal-Computer Interaction - ACI '18. Atlanta, Georgia: ACM Press: 1–12. doi:10.1145/3295598.3295599. ISBN 9781450362191. S2CID 90239594.
  22. ^ Ruge L, Mancini C (2019). "A Method for Evaluating Animal Usability (MEAU)". Haifa, Isrel: ACM Digital Library. {{cite journal}}: Cite journal requires |journal= (help)
  23. ^ Pons P, Jaen J, Catala A (2015). 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.
  24. ^ Trindade R, Sousa M, Hart C, Vieira N, Rodrigues R, França J (2015). Purrfect Crime: Exploring Animal Computer Interaction Through a Digital Game for Humans and Cats. CHI EA '15. New York, NY, USA: ACM. pp. 93–96. doi:10.1145/2702613.2728660. ISBN 9781450331463. S2CID 14712252. {{cite book}}: |journal= ignored (help)
  25. ^ van der Linden D, Zamansky A, Hadar I, Craggs B, Rashid A (May 2019). "Buddy's Wearable Is Not Your Buddy: Privacy Implications of Pet Wearables". IEEE Security Privacy. 17 (3): 28–39. doi:10.1109/MSEC.2018.2888783. hdl:1983/0f130b1e-2753-4c17-9e00-3fcd4c3d64fe. ISSN 1558-4046. S2CID 86524363.
  26. ^ van der Linden D, Williams E, Hadar I, Zamansky A (2019-11-12). "Some might freak out: What if your dog's activity tracker were to have a data breach?". Proceedings of the Sixth International Conference on Animal-Computer Interaction. ACI'19. Haifa, Israel: Association for Computing Machinery: 1–12. doi:10.1145/3371049.3371057. ISBN 978-1-4503-7693-8. S2CID 210867065.
  27. ^ Zamansky A, van der Linden D, Hadar I, Bleuer-Elsner S (September 2019). "Log My Dog: Perceived Impact of Dog Activity Tracking". Computer. 52 (9): 35–43. doi:10.1109/MC.2018.2889637. ISSN 1558-0814. S2CID 192659305.
  28. ^ Kresnye KC, Theisz AA, Trester L, Shih PC (2019-11-12). "Barks & Rec: A Dog Park Socio-Technical System". Proceedings of the Sixth International Conference on Animal-Computer Interaction. ACI'19. Haifa, Israel: Association for Computing Machinery: 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: Designing for North American Opossum Joeys". Proceedings of the Sixth International Conference on Animal-Computer Interaction. ACI'19. Haifa, Israel: Association for Computing Machinery: 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.{{cite journal}}: CS1 maint: unflagged free DOI (link)
  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.