International Conference Computational Thinking Education, 2018
The term Computational Thinking is closely related to efforts connected to teach a systematic and... more The term Computational Thinking is closely related to efforts connected to teach a systematic and well-structured way of problem solving that includes a set of tools and techniques used in Computer ...
Uncovering patterns and trends in vast, ever-increasing quantities of data has been enabled by di... more Uncovering patterns and trends in vast, ever-increasing quantities of data has been enabled by different machine learning methods and techniques used in Artificial Intelligence (AI) systems. Permeating many aspects of our lives and influencing our choices, development in this field continues to advance and increasingly impacts us as individuals and our society. The risks and unintended effects such as bias from input data or algorithm design have recently stirred discourse about how to inform and teach AI in K-12 education. As AI is a new topic not only for pupils in K-12 but also for teachers, new skill sets are required that enable critical engagement with AI. AI literacy is trying to close the gap between research and practical knowledge transfer of AI-related skills. Teachers' AI-related technological, pedagogical and content knowledge (TPACK) are important factors for AI literacy. However, as teachers' perspectives, beliefs and views impact both the interpretation and o...
This paper describes a user study that investigated to what extent the display of Bluetooth prese... more This paper describes a user study that investigated to what extent the display of Bluetooth presence and device names on a public screen changes people usage of Bluetooth and alters social practices in a particular context. In this work, the utilization of Bluetooth device naming extended beyond identity representation and introduced the use of a simple interaction mechanism in which the system can recognize parts of the Bluetooth device name as explicit instructions to trigger the generation of content from the web on a interactive public display. The user study, which involved the deployment of a fully functional prototype in a University bar, generally addressed the suitability of these techniques and the type of social practices that emerged. However, in this paper, we particularly focus on how the naming of the devices was utilized as a communication tool. In fact, the results from the analysis of usage logs and insitugroup interviews suggest that people creatively appropriated...
The development and design of computational artifacts and their current widespread use in diverse... more The development and design of computational artifacts and their current widespread use in diverse contexts (from work/task oriented to ludic applications) needs to take into account end-users needs, likes/dislikes and broader societal issues including human values. However, the fast pace of technological developments highlight the acknowledgment that the process of defining the computational artifacts not only needs to understand the user but also engineering and designers creativity. In order to take into account these issues, we have been exploring the utilization of a framework to guide our own development efforts. The Worth-Centred
Proceedings of the 5th ACM International Symposium on Pervasive Displays - PerDis '16, 2016
We experience a continuously growing number of public displays deployed in a diverse range of set... more We experience a continuously growing number of public displays deployed in a diverse range of settings. Often these displays contain a variety of full-screen content for the audience that is organized by a scheduler application. However, such public display systems often miss to communicate their full set of content and features, neither do they hint schedule information. In this paper, we present and describe a timer control we implemented in our public display applications to communicate schedule and application information to the audience, which allows to manage expectations and anticipation around public displays. We also report initial insights from studies about how this kind of design features supported the audience in engaging with the public displays.
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, 2016
This paper explores how an Android application used in combination with a tangible appcessory can... more This paper explores how an Android application used in combination with a tangible appcessory can facilitate learning for visually impaired students of geometry. This paper presents the status of this ongoing project. It describes the application, the physical appcessory as well as early stage user studies. The application enables visually impaired users to explore simple geometric forms displayed on a tablet through sound and vibrotactile feedback. A deformable physical appcessory that can be manipulated to adopt these forms and its shape sensed by the tablet adds an additional tactile layer to the application and experience. Three user engagements with visually impaired serve as early validations of our project and ideas and provide feedback that directs design and development of future work. Current avenues for the future work will include additional interaction modes in the application, e.g. the ability to digitize real world forms, and improving the robustness of the tangible appcessory.
... Rose, H.(1995).“Assessing learning in VR: towards developing a pardigm Virtual Reality Roving... more ... Rose, H.(1995).“Assessing learning in VR: towards developing a pardigm Virtual Reality Roving Vehicles (VRRV) project” Internal report R-95-1. Scaife, M. and Rogers, Y.(1996).“External cognition: how do graphical representations work?”. ...
Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces
The recent development and distribution of interactive pervasive computing systems, especially th... more The recent development and distribution of interactive pervasive computing systems, especially those incorporating digital public displays, facilitate a variety of new interactive scenarios in shared public spaces where people gather and spend time to enjoy a social experience. Integrating novel interaction mechanisms related to the sharing and listening of music with digital displays is a good example of the potential of using current technologies to enhance physical and social spaces. This paper explores the design and impact of shared situated interactive systems, combining public display installations with a collaborative music player. To explore the design space of these systems, we conducted two studies involving the deployment of a particular system at different venues. The analysis of our results allowed us to identify specific (group) interactions and events, which were fostered by the system under consideration. Based on these outcomes, we propose a set of features that should foster further engagement with such systems and promote new ways of social interaction.
— This paper presents an approach for human ac-tivity recognition focusing on gestures in a teach... more — This paper presents an approach for human ac-tivity recognition focusing on gestures in a teaching scenario, together with the setup and results of user studies on human gestures exhibited in unconstrained human-robot interaction (HRI). The user studies analyze several aspects: the distribution of gestures, relations, and characteristics of these gestures, and the acceptability of different gesture types in a human-robot teaching scenario. The results are then evaluated with regard to the activity recognition approach. The main effort is to bridge the gap between human activity recognition methods on the one hand and naturally occuring or at least acceptable gestures for HRI on the other. The goal is two-fold: To provide recognition methods with information and requirements on the characteristics and features of human activities in HRI, and to identify human preferences and requirements for the recognition of gestures in human-robot teaching scenarios. I.
We present the design of an online environment that provides mechanisms for the exploitation of s... more We present the design of an online environment that provides mechanisms for the exploitation of school ICT infrastructure by empowering teachers to discover and comment on educational activities that can be implemented in their schools.
In this paper, we describe how Bluetooth presence and naming can be used as the basis for crowd i... more In this paper, we describe how Bluetooth presence and naming can be used as the basis for crowd interaction. We also propose a number of exercises for the workshop where we hope to explore in-loco the emergence of multiple types of crowd behaviour
International Conference Computational Thinking Education, 2018
The term Computational Thinking is closely related to efforts connected to teach a systematic and... more The term Computational Thinking is closely related to efforts connected to teach a systematic and well-structured way of problem solving that includes a set of tools and techniques used in Computer ...
Uncovering patterns and trends in vast, ever-increasing quantities of data has been enabled by di... more Uncovering patterns and trends in vast, ever-increasing quantities of data has been enabled by different machine learning methods and techniques used in Artificial Intelligence (AI) systems. Permeating many aspects of our lives and influencing our choices, development in this field continues to advance and increasingly impacts us as individuals and our society. The risks and unintended effects such as bias from input data or algorithm design have recently stirred discourse about how to inform and teach AI in K-12 education. As AI is a new topic not only for pupils in K-12 but also for teachers, new skill sets are required that enable critical engagement with AI. AI literacy is trying to close the gap between research and practical knowledge transfer of AI-related skills. Teachers' AI-related technological, pedagogical and content knowledge (TPACK) are important factors for AI literacy. However, as teachers' perspectives, beliefs and views impact both the interpretation and o...
This paper describes a user study that investigated to what extent the display of Bluetooth prese... more This paper describes a user study that investigated to what extent the display of Bluetooth presence and device names on a public screen changes people usage of Bluetooth and alters social practices in a particular context. In this work, the utilization of Bluetooth device naming extended beyond identity representation and introduced the use of a simple interaction mechanism in which the system can recognize parts of the Bluetooth device name as explicit instructions to trigger the generation of content from the web on a interactive public display. The user study, which involved the deployment of a fully functional prototype in a University bar, generally addressed the suitability of these techniques and the type of social practices that emerged. However, in this paper, we particularly focus on how the naming of the devices was utilized as a communication tool. In fact, the results from the analysis of usage logs and insitugroup interviews suggest that people creatively appropriated...
The development and design of computational artifacts and their current widespread use in diverse... more The development and design of computational artifacts and their current widespread use in diverse contexts (from work/task oriented to ludic applications) needs to take into account end-users needs, likes/dislikes and broader societal issues including human values. However, the fast pace of technological developments highlight the acknowledgment that the process of defining the computational artifacts not only needs to understand the user but also engineering and designers creativity. In order to take into account these issues, we have been exploring the utilization of a framework to guide our own development efforts. The Worth-Centred
Proceedings of the 5th ACM International Symposium on Pervasive Displays - PerDis '16, 2016
We experience a continuously growing number of public displays deployed in a diverse range of set... more We experience a continuously growing number of public displays deployed in a diverse range of settings. Often these displays contain a variety of full-screen content for the audience that is organized by a scheduler application. However, such public display systems often miss to communicate their full set of content and features, neither do they hint schedule information. In this paper, we present and describe a timer control we implemented in our public display applications to communicate schedule and application information to the audience, which allows to manage expectations and anticipation around public displays. We also report initial insights from studies about how this kind of design features supported the audience in engaging with the public displays.
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction, 2016
This paper explores how an Android application used in combination with a tangible appcessory can... more This paper explores how an Android application used in combination with a tangible appcessory can facilitate learning for visually impaired students of geometry. This paper presents the status of this ongoing project. It describes the application, the physical appcessory as well as early stage user studies. The application enables visually impaired users to explore simple geometric forms displayed on a tablet through sound and vibrotactile feedback. A deformable physical appcessory that can be manipulated to adopt these forms and its shape sensed by the tablet adds an additional tactile layer to the application and experience. Three user engagements with visually impaired serve as early validations of our project and ideas and provide feedback that directs design and development of future work. Current avenues for the future work will include additional interaction modes in the application, e.g. the ability to digitize real world forms, and improving the robustness of the tangible appcessory.
... Rose, H.(1995).“Assessing learning in VR: towards developing a pardigm Virtual Reality Roving... more ... Rose, H.(1995).“Assessing learning in VR: towards developing a pardigm Virtual Reality Roving Vehicles (VRRV) project” Internal report R-95-1. Scaife, M. and Rogers, Y.(1996).“External cognition: how do graphical representations work?”. ...
Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces
The recent development and distribution of interactive pervasive computing systems, especially th... more The recent development and distribution of interactive pervasive computing systems, especially those incorporating digital public displays, facilitate a variety of new interactive scenarios in shared public spaces where people gather and spend time to enjoy a social experience. Integrating novel interaction mechanisms related to the sharing and listening of music with digital displays is a good example of the potential of using current technologies to enhance physical and social spaces. This paper explores the design and impact of shared situated interactive systems, combining public display installations with a collaborative music player. To explore the design space of these systems, we conducted two studies involving the deployment of a particular system at different venues. The analysis of our results allowed us to identify specific (group) interactions and events, which were fostered by the system under consideration. Based on these outcomes, we propose a set of features that should foster further engagement with such systems and promote new ways of social interaction.
— This paper presents an approach for human ac-tivity recognition focusing on gestures in a teach... more — This paper presents an approach for human ac-tivity recognition focusing on gestures in a teaching scenario, together with the setup and results of user studies on human gestures exhibited in unconstrained human-robot interaction (HRI). The user studies analyze several aspects: the distribution of gestures, relations, and characteristics of these gestures, and the acceptability of different gesture types in a human-robot teaching scenario. The results are then evaluated with regard to the activity recognition approach. The main effort is to bridge the gap between human activity recognition methods on the one hand and naturally occuring or at least acceptable gestures for HRI on the other. The goal is two-fold: To provide recognition methods with information and requirements on the characteristics and features of human activities in HRI, and to identify human preferences and requirements for the recognition of gestures in human-robot teaching scenarios. I.
We present the design of an online environment that provides mechanisms for the exploitation of s... more We present the design of an online environment that provides mechanisms for the exploitation of school ICT infrastructure by empowering teachers to discover and comment on educational activities that can be implemented in their schools.
In this paper, we describe how Bluetooth presence and naming can be used as the basis for crowd i... more In this paper, we describe how Bluetooth presence and naming can be used as the basis for crowd interaction. We also propose a number of exercises for the workshop where we hope to explore in-loco the emergence of multiple types of crowd behaviour
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Papers by Nuno Otero