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abstract

EmotoTent: Reducing School Violence through Embodied Empathy Games

Published: 12 June 2019 Publication History

Abstract

EmotoTent is an interactive socio-emotional learning system developed in response to escalating levels of violence, inequality and marginalization in schools seen in the early 21st Century. The system is inspired by advances in biosensing wearables, tattoo displays, brain sensors, robotic agents, artificial intelligence (AI), gestural interaction and 3D holographic displays. By 2030, technological advances will enable us to prototype and investigate questions related to experiential and embodied emotional learning; emotion-based human-computer interaction, affective biosensing, empathetic AI agents, and 3D interactive holographic environments. We envision EmotoTent as a modular, emotion-sensing Holodeck. In the EmotoTent program children learn and practice emotion regulation and empathy with peers, pets and a robotic dog agent in ways that are experiential, embodied and playful. We propose EmotoTent as a core element of a K-6 socio-emotional learning curriculum designed to improve school culture through the enhancement of children's ability to regulate emotions and interact with human and non-human species with empathy and compassion. Enhancing these qualities has been shown to lead to reductions in violence and bullying, racism, gender inequality and other forms of marginalization. We predict that the EmotoTent socio-emotional learning program will improve school cultures and create a foundation for children's lifelong well-being.

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Cited By

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  • (2024)Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and ImplementationJMIR Serious Games10.2196/6448812(e64488)Online publication date: 28-Nov-2024
  • (2024)Raising Awareness on Bullying through a Design Situation and RationaleProceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems10.1145/3702038.3702103(1-16)Online publication date: 7-Oct-2024
  • (2023)The IDC Research and Design Challenge throughout the years: achievements, reflections and next stepsProceedings of the 22nd Annual ACM Interaction Design and Children Conference10.1145/3585088.3589382(423-434)Online publication date: 19-Jun-2023
  • Show More Cited By

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cover image ACM Conferences
IDC '19: Proceedings of the 18th ACM International Conference on Interaction Design and Children
June 2019
787 pages
ISBN:9781450366908
DOI:10.1145/3311927
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Publication History

Published: 12 June 2019

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Author Tags

  1. Empathy
  2. biosensing
  3. children
  4. embodied learning
  5. experiential learning
  6. holographic environments
  7. mind-body interaction
  8. robotic agents

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  • Refereed limited

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IDC '19
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IDC '19: Interaction Design and Children
June 12 - 15, 2019
ID, Boise, USA

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IDC '19 Paper Acceptance Rate 41 of 124 submissions, 33%;
Overall Acceptance Rate 172 of 578 submissions, 30%

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IDC '25
Interaction Design and Children
June 23 - 26, 2025
Reykjavik , Iceland

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Cited By

View all
  • (2024)Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and ImplementationJMIR Serious Games10.2196/6448812(e64488)Online publication date: 28-Nov-2024
  • (2024)Raising Awareness on Bullying through a Design Situation and RationaleProceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems10.1145/3702038.3702103(1-16)Online publication date: 7-Oct-2024
  • (2023)The IDC Research and Design Challenge throughout the years: achievements, reflections and next stepsProceedings of the 22nd Annual ACM Interaction Design and Children Conference10.1145/3585088.3589382(423-434)Online publication date: 19-Jun-2023
  • (2022)Social Emotional Learning with Conversational AgentsProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/35346226:2(1-23)Online publication date: 7-Jul-2022
  • (2022)Designing a Virtual Reality Empathy Game framework to create empathic experiences for childrenInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.100561(100561)Online publication date: Dec-2022
  • (2022)Critical agenda driving child–computer interaction research—Taking a stock of the past and envisioning the futureInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10040832:COnline publication date: 3-Jun-2022
  • (2021)Nowhere to Now-here: Empowering Children to Reimagine Bully Prevention at Schools Using Critical Design FictionProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462044(734-748)Online publication date: 28-Jun-2021
  • (2021)CHI Against BullyingProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445282(1-17)Online publication date: 6-May-2021
  • (2021)Can communication with social robots influence how children develop empathy? Best-evidence synthesisAI & SOCIETY10.1007/s00146-021-01214-z37:2(579-589)Online publication date: 28-Apr-2021
  • (2020)18 Years of ethics in child-computer interaction researchProceedings of the Interaction Design and Children Conference10.1145/3392063.3394407(161-183)Online publication date: 21-Jun-2020
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