Robotic avatars can help disabled people extend their reach in interacting with the world. Technological advances make it possible for individuals to embody multiple avatars simultaneously. However, existing studies have been limited to laboratory conditions and did not involve disabled participants. In this paper, we present a real-world implementation of a parallel control system allowing disabled workers in a café to embody multiple robotic avatars at the same time to carry out different tasks. Our data corpus comprises semi-structured interviews with workers, customer surveys, and videos of café operations. Results indicate that the system increases workers’ agency, enabling them to better manage customer journeys. Parallel embodiment and transitions between avatars create multiple interaction loops where the links between disabled workers and customers remain consistent, but the intermediary avatar changes. Based on our observations, we theorize that disabled individuals possess specific competencies that increase their ability to manage multiple avatar bodies.
6 October 2022 in Foundations and Trends® in Human-Computer Interaction
Human-Computer Integration (HInt) is an emerging new paradigm in the human-computer interaction (HCI) field. Its goal is to integrate the human body and the computational machine. This monograph presents two key dimensions of Human-Computer Integration (bodily agency and bodily ownership) and proposes a set of challenges that we believe need to be resolved in order to bring the paradigm forward. Ultimately, our work aims to facilitate a more structured investigation into human body and computational machine integration.
28 February 2023 in ACM Transactions on Computer-Human Interaction
The use of wearable sensor technology opens up exciting avenues for both art and HCI research, providing new ways to explore the invisible link between audience and performer. To be effective, such work requires close collaboration between performers and researchers. In this article, we report on the co-design process and research insights from our work integrating physiological sensing and live performance. We explore the connection between the audience’s physiological data and their experience during the performance, analyzing a multi-modal dataset collected from 98 audience members. We identify notable moments based on HRV and EDA, and show how the audience’s physiological responses can be linked to the choreography. The longitudinal changes in HRV features suggest a strong connection to the choreographer’s intended narrative arc, while EDA features appear to correspond with short-term audience responses to dramatic moments. We discuss the physiological phenomena and implications for designing feedback systems and interdisciplinary collaborations.
This paper suggests a demonstration to make users smile using electr ical muscle stimulation (EMS). We present our first insights in how to use an unobtr usive EMS setup to stimulate smiles and showed first findings from our entr y in this year's student innovation competition at an inter national HCI conference. We also outline our approach and follow up exper iments to potentially use this technology to improve user's mood.
While traditional earphones primarily offer private audio spaces, so-called "earables" emerged to offer a variety of sensing capabilities. Pioneering platforms like OpenEarable have introduced novel sensing platforms targeted at the ears, incorporating various sensors. The proximity of the ears to the eyes, brain, and facial muscles has also sparked investigation into sensing biopotentials. However, currently there is no platform available that is targeted at the ears to sense biopotentials. To address this gap, we introduce OpenEarable ExG - an open-source hardware platform designed to measure biopotentials in and around the ears. OpenEarable ExG can be freely configured and has up to 7 sensing channels. We initially validate OpenEarable ExG in a study with a left-right in-ear dual-electrode montage setup with 3 participants. Our results demonstrate the successful detection of smooth pursuit eye movements via Electrooculography (EOG), alpha brain activity via Electroencephalography (EEG), and jaw clenching via Electromyography (EMG). OpenEarable ExG is part of the OpenEarable initiative and is fully open-source under MIT license.