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Sökning: WFRF:(Marquez Segura Elena)

  • Resultat 1-10 av 62
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2.
  • López Recio, David, et al. (författare)
  • The NAO models for the elderly
  • 2013
  • Ingår i: ACM/IEEE International Conference on Human-Robot Interaction. - : IEEE. - 9781467330558 ; , s. 187-188
  • Konferensbidrag (refereegranskat)abstract
    • This paper highlights initial observations from a user study performed in an assisted living facility in Spain. We introduced the NAO robot to assist in geriatric physiotherapy rehabilitation. The NAO is introduced in order to take over one of the usual roles of the physiotherapist: modeling movements for the inpatients. We also introduced a virtual version of the NAO in order to see whether this role of modeling is equally effective in a screen-based modality. Preliminary results show the inpatients adjust their movements to the NAO, although they react differently to the virtual and the physical robot.
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3.
  • Márquez Segura, Elena, 1983-, et al. (författare)
  • PhySeEar : Moving yourself to shine and sound in geriatric physiotherapy interventions
  • 2012
  • Ingår i: 2012 6th International Conference on Pervasive Computing Technologies for Healthcare and Workshops, PervasiveHealth 2012. - San Diego, CA, USA : IEEE. - 9781936968435 - 9781467314831 ; , s. 179-182
  • Konferensbidrag (refereegranskat)abstract
    • For useful feedback in physiotherapy interventions for geriatric rehabilitation, we have designed and tested two prototypes, based on commercially available radio frequency tags. The prototypes were designed to be suitable for a population with limited proprioceptive skills, high dependency rate, and limited cognitive skills. Focus for design was on designing feedback that would allow the inpatients to self-monitor their rehabilitation process, and would make for increasing their proprioceptive skills. The system is also intended to mean a source of motivation for rehabilitation practice. We have performed a first explorative study in a real setting. In this paper we will be commenting on initial observations of the use of one of the prototypes.
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4.
  • Márquez Segura, Elena, 1983-, et al. (författare)
  • Playification : The PhyseEar case
  • 2016
  • Ingår i: Chi Play 2016. - New York, NY, USA : ACM. - 9781450344562 ; , s. 376-388
  • Konferensbidrag (refereegranskat)abstract
    • The concept of playification has recently been proposed as an extension of, or alternative to, gamification. We present a playification design project targeting the re-design of physiotherapist rehabilitative therapy for elderly inpatients. The menial and repetitive nature of the physical exercises targeted for design might seem ideal for shallow widespread gamification approaches that add external rewards to entice usage. In our project, we introduced a “third agent” instead, a NAO robot that would take over some of the work typically carried out by the physiotherapist.  This technological intervention triggered the emergence of playfulness, when inpatients and the therapist re-signified the ongoing activity by engaging in playful role-taking, such as blaming the robot for mistakes, or for sensitivity to the inpatient’s inaccurate movements. Based on the experiences from this project, we discuss some of the major differences between playification and gamification.
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5.
  • Altarriba Bertran, Ferran, et al. (författare)
  • Chasing play potentials in food culture : Learning from traditions to inspire future human-food interaction design
  • 2020
  • Ingår i: DIS '20. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450369749 ; , s. 979-991
  • Konferensbidrag (refereegranskat)abstract
    • In this pictorial, we turn to culture and traditions to present an annotated portfolio of play-food potentials, i.e. interesting design qualities and/or interaction mechanisms that could help promote playful and social engagement in food practices. Our portfolio emerged from a one-day workshop where we played with and analyzed a collection of 27 food traditions from diverse cultural backgrounds and historical periods. We highlight play forms and experiential textures that are underexplored in Human-Food Interaction (HFI) research. Our contribution is intended to inspire designers to broaden the palette of play experiences and emotions embraced in HFI.
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6.
  • Altarriba Bertran, Ferran, et al. (författare)
  • Chasing Play with Instagram : How Can We Capture Mundane Play Potentials to Inspire Interaction Design?
  • 2020
  • Ingår i: CHI EA '20. - Hawai'i, USA : Association for Computing Machinery (ACM). - 9781450368193
  • Konferensbidrag (refereegranskat)abstract
    • Play and playfulness permeate our daily lives and are often the target of interaction designers. Yet, designing for play while embracing the idiosyncrasies of users and their contexts is challenging. Here we address recent calls for new situated and emergent play design methods by turning to social media, which is currently a source of inspiration for arts, crafts, fashion, and more. We present @chasing.play: an exploration of how Instagram may help designers capture and share instances of mundane playful engagement to inspire play design. We report on the findings of a pilot study where we experimented with the tool, and raise a challenges and open questions we plan to address in the future. Our work can trigger discussions among researchers about the potential of social media as a design tool and inspire action towards collectively defining strategies to leverage that potential.
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7.
  • Aylett, Ruth, et al. (författare)
  • Do i remember you? : Memory and identity in multiple embodiments
  • 2013
  • Ingår i: Proceedings - IEEE International Workshop on Robot and Human Interactive Communication. - 9781479905072 ; , s. 143-148
  • Konferensbidrag (refereegranskat)abstract
    • This paper investigates user perceptions of continuous identity as agents migrate between different embodiments. It reports an experiment seeking to establish whether migrating or not migrating the interaction memory of the agent would affect the user's perception of consistent agent identity over different embodiments. The experiment involved a treasure hunt in which a virtual agent migrated from a screen to a mobile phone in order to accompany a user while they searched for clues. A total of 45 subjects took part in three different conditions with 15 subjects in each. The outcome showed that the presence of memory affected the competence users ascribed to the virtual agent. However it had no significant effect on a strong perception of consistent identity across multiple embodiments.
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8.
  • Aylett, Ruth, et al. (författare)
  • Memory and the Design of Migrating Virtual Agent
  • 2013. - 8
  • Konferensbidrag (refereegranskat)abstract
    • This paper discusses an experiment examining the impact of interaction memory on user perceptions of a virtual agent with multiple embodiments and migration between them. The outcome showed users perceived agents with memory as more competent, but it had no significant effect on a strong perception of consistent identity across multiple embodiments.
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9.
  • Back, Jon, 1977-, et al. (författare)
  • Designing for Transformative Play
  • 2017
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 24:3
  • Tidskriftsartikel (refereegranskat)abstract
    • Numerous studies have foregrounded how play is only partially shaped by the artifacts that their designers design. The play activity can change the structures framing it, turning players into co-designers through the mere act of playing. This article contributes to our understanding of how we can design for play taking into account that play has this transformative power. We describe four ways that players can engage with framing structures, which we classify in terms of whether players conform to explore, transgress, or (re)create them. Through the examples of three case studies, we illustrate how this model has been useful in design: as an analytical tool for deconstructing player behavior, to articulate design goals and support specific design choices, and for shaping the design process.
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