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Day 1 10/12/2020
Room #1

Welcome Message by General Chair by Prof. Anthony Lewis Brook 09:00 - 09:10

Starts at 9:00AM Danish time zone (GMT+1)

Welcome message by EAI Conference Manager 09:10 - 09:15

Viltare Platzner

Welcome message by EAI Community Manager 09:10 - 09:15

Michal Dudic

Session 1 09:20 - 11:45

ART, INSTALLATION & PERFORMANCE
09:20 - 09:45
Embodiment in Virtual Reality Performance

In this publication, we present artistic and technical developments in creating and presenting dance performances in media art, where embodiment is crucial in the artistic process. We study and compare three distinct performances with dancers and one choreographer in the same dance company, between 2009 and 2020. The degree of immersion in performance is then compared between the three pieces, created at Balleteatro, in Porto, addressing the transition from the real to the virtual in the performance perspective, with practical cases and direct observations in the way the audience learns different states of body representation through technological means. We initially present the NUVE performance (2010), interpreted by Né Barros, Co:Lateral (2016-2019), a performance that crosses different realities, and, finally, the transition to the UNA work (2020) that takes place in total virtuality. This publication focuses on the developments, the public's experience, and the results obtained in more than 20 exhibitions in different locations, either in theater or auditorium and in conference venues.
Authors: João Martinho Moura (School of Arts, Universidade Católica Portuguesa, Porto, Portugal), Né Barros (Balleteatro, Porto, Portugal), Paulo Ferreira-Lopes (University of Applied Sciences Mainz - IMG, Germany),
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09:45 - 10:05
Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites

This study takes its point of departure in examining how to design digital systems that can support users in self-guided exhibitions, i.e. sites where there are no personnel present to support the users. We have developed a location-aware smartphone guide, Aratag, that utilizes Bluetooth beacons to serve contextual information at the users’ request. With it, we investigated what type of content the institutions perceive as relevant and what the us-ers actually find relevant through a user study, which also contributes to the user’s attitude towards using smartphones to support self-guidance in exhibitions. We present the results here, that provide insight about how to design for interplay between the physical setting and the digital platform, that informs the utility, desirability and usability of mobile guides. Based on the findings, we present two design insights that should be taken into consideration when designing future mobile systems for self-guidance in exhibitions: multi-level content to accommodate individual user interest, by scaffolding information layers from glimpses to increasingly immersive; and, real-time location tracking with clear visual feedback.
Authors: Rameshnath Krishnasamy (Aalborg University), Vashanth Selvadurai (Aalborg University), Peter Vistisen (Aalborg University),
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10:05 - 10:25
Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals

We are currently witnessing an increase of virtual reality sections at several major film festivals exhibiting a growing number of experiences combining cinema and VR (CVR). However, we are still lacking a homogenous exhibition modus for these hybrid experiences. That installation context is further complicated when some CVR experiences make use of additional media including scenography, spatial sound, and live performance to transition their audience into the virtual experience. As such, special attention is given to the exhibition modus of the work, and therefore the installation must be considered part of the experience design. This paper investigates some trends within installation design at film festivals exemplified by a selection of six works exhibited at the Venice 2019 VR selection. These works are initially divided according to the design strategies of ‘the story room’, ‘the attraction window’ and ‘the performance space’. Through interviews with industry professionals about their retrospective thoughts on the installation design for the experiences, the paper uncovers some design considerations and strategies, including consideration of installations as a transitional element of the audience experience design, how to approach audience put-through and spectatorship, ways to ensure transportability and distribution of design, and dealing with venue specificity and adaptability of the installation, among others.
Authors: Camilla Jaller (Aalborg University Copenhagen),
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10:25 - 10:50
(AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object

Performance art has long been used as a means for challenging various social constructs, such as ethics and personhood, and sometimes in ways which from the outside can appear traumatic for the performer – perhaps the most famous example being Marina Abramovic’s Rhythm 0 (1974). Moreover, the nature of such constructs and our experiences when they are challenged have become arguably more complex with the digital world and the ever increasing amount of our lives spent in virtual environments. In this paper, we present a mixed reality performance installation inspired by Rhythm 0 in which the subjective experiences of both a human performer, used as an interface for mediating visual and aural outcomes in this space, and the participants interacting with the body of this performer, are gathered through a shared narrative interview following six separate performances. We evaluated the experiences of both the performer and participants through a qualitative analysis centered around the specific words and statements used with respect to performing objecthood from the perspective of the performer and cognitive absorption from the perspective of the participants. Our analysis is supplemented by methods used in information retrieval for assessing the amount of similarity in the respective transcripts of the performer and participants’ interviews.
Authors: Liucija Paniuskyte (Aalborg University), Zuzana Hruba (Aalborg University), Brian Bemman,
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10:50 - 11:10
The Turntable as Sound Art

This paper will discuss two installation pieces created for acetate vinyl and multiple turntables. The two works Wow&Flutter and Collision should be considered as spatially immersive, generative, and interactive sound sculptured objects that investigate degrading surface material and remediation as the basis for a structural composition. The turntable has been regarded as a legacy technology but has recently seen a resurgence even among emerging technologies such as ‘XR’ ‘Network Art’ and ‘Live Coding’. This paper will discuss how the turntable is itself a dialogic key between mediation and materiality of sound. It’s tactile and kinaesthetic nature invite interactivity in a very unique and singular manner. Firstly, I will address correlational aspects by developing the conceptual and aesthetic context in an effort to delineate and explain the term Sound Art before addressing the affordances of the creative use of the turntable. I will then explore how prominent artists conflated this medium's initial purpose and telos before going on to discuss the concept of Repetition as Aesthetic. This will be followed by an in-depth commentary of the use of acetate material in terms of investigating real-time recursive disintegration of analogue sound recording on this soft and malleable material. Intermediality and reappropriation of sonic material will also be discussed in relation to the compositional approach with a particular emphasis on Plunderphonics.
Authors: Jimmy Eadie (Trinity College Dublin),
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11:10 - 11:25
Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum

The long-term goal of this work is to improve the experience of museum visitors with the help of Augmented Reality (AR) experiences for informing the visitors about the displayed exhibits through other means than museum labels, as these either lacked information or were placed inconveniently at the exhibitions. This paper proposes the integration of Brenda Laurel's concept of Dramatic Interaction by utilizing different non-playable characters (NPC) that serve as the users' companions during their visits to various exhibits. This approach aims to enhance the user’s level of engagement which would positively influence their overall experience at the museum. The proposed solution was evaluated by comparing two versions of the developed system, one makes use of different unique NPCs in its design, while the other instead uses a single narrator. A statistical test was performed on the collected data and the results indicated that all but one aspect of engagement did not appear significantly different between the two evaluated conditions. Telling the story of artifacts through different NPCs seemed to provide a more fun experience to users, when compared to the stories being told by one narrator.
Authors: André Kristensen (Aalborg University), Casper Høgalmen (Aalborg University), Leon Müller (Aalborg University), Martin Kraus (Aalborg University), Mohanad Zeitoun (Aalborg University),
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11:25 - 11:45
Space Pace: Method for creating augmented reality tours based on 360 videos

In this paper, guidelines are presented for creating video-based guided tours that employ 360° video content and produce the feeling of augmented reality. The benefit of the approach presented in this paper is that it does not rely on heavy technological requirements but can be implemented by anyone with a consumer level camera capable of making 360° video recordings, in a variety of locations with low cost and modest technological prowess. Principle application areas are for example museum and city tours, wayfinding applications and crafted narrative experiences. The guidelines were derived via a pilot implementation of the tour experience, which was initially ideated using workshop methods. The evaluation of the pilot showed that the approach is promising as a new way to experience locations, and provides us with guidelines that can be classified as essential, recommended and needing consideration for developing and applied such technology. Our guidelines describe and specify a novel method of creating 360° video recordings using low-cost and readily available hardware. The method can be employed by a wide variety of actors to create services administering AR-like experiences in a cost and time effective manner.
Authors: Timo Nummenmaa (Tampere University), Oğuz Buruk (Tampere University), Mila Bujić (Tampere University), Max Sjöblom (Tampere University), Jussi Holopainen (University of Lincoln), Juho Hamari (Tampere University),
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Lunch Break 11:45 - 12:15

Session 2 12:15 - 14:35

GAMES
12:15 - 12:30
The Time Machine and The Voodoo Doll: An investiga-tion of customized computer game controllers and their influence on the experience of play.

This paper turns attention towards an overlooked area of research: the customized computer game controller and its influence on the experience of play. Through two different design cases of customized game controllers – a time machine and a voodoo doll - we challenge the present Heideggerian binary paradigm where computer game controllers are either “visible” or “invisible’’. Moving beyond this paradigm, we propose a fresh new take where customized controllers situate themselves in a third position of being simultaneously “visible” and “invisible”. In this third position, we discovered that the customized game controllers were transformed into a physical game object. Thus, the customized game controllers simultaneously belonged to the game world and acted as traditional controllers. The customized computer game controllers drew attention to themselves during play without “breaking” immersion. Consequently, customized game controllers challenge the dominant thinking of game controllers and the conception of immersion within the field of ludology. Followingly, we propose a renewed understanding of immersion together with a revitalized comprehension of the structural pattern of interaction as well as the process of interaction between the player, the game controller, and the game world
Authors: Lasse Juel Larsen (University of Southern Denmark), Oliver Bo Wolter Nielsen (University of Southern Denmark), Bjørn Dalsgaard Hansen (University of Southern Denmark), Michael Hovgaard Holton (University of Southern Denmark), Miriam Krebs (University of Southern Denmark), Nicolai Staal Hansen (University of Southern Denmark), Jake Sødring Sølberg (University of Southern Denmark),
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12:30 - 12:45
The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research

Location-based games have become mainstream and have been increasingly emphasized in the academic community. However, so far, to our knowledge, no bibliometric analysis location-based games research literature has been undertaken. We carry out a analysis of 606 publications using bibliometric analysis and text mining. The results re-veal prominent researchers, institutions, and countries, as well as the most common research topics and their prevalence over time. The results are useful both to understand the current state of location-based research and for designing future research.
Authors: Chien Lu (Tampere University), Elina Koskinen (Tampere University), Dale Leorke (Tampere University), Timo Nummenmaa (Tampere Universtiy), Jaakko Peltonen (Tampere University),
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12:45 - 13:10
A Matrix for Gamifying Development Workshops

The interest in potentials of gamification for innovating businesses through collaboration and innovative development in businesses has been an ongoing topic in gamification research for the last decade. This based on the theoretical notion of gamification’s potential to facilitate “third space communication” and games capability to to improve user engagement in non-game settings by transforming this space into a “magic circle” of gameplay for innovative thinking. In this paper an initial matrix is presented for discussing the parameters of gamifying development sessions or workshops conducted throughout innovation and development processes. The purpose of the matrix is to visualize the parameters involved in deciding the level of gamification for a workshop setting. Thus, a tool for identifying a balance in implementing game mechanics, one that can serve to support and facilitate innovative processes rather than purely creating and playing a game for its own sake. Therefore, through this paper the parameters of the matrix and gamifying facilitation of innovative development processes through gameplay, is discussed and presented. This is followed by the exemplification of use and application of the gamification matrix through four gamified workshops.
Authors: Kristina Madsen (Aalborg University Business School), Mette Rasmussen (Aalborg University Business School),
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13:10 - 13:30
Creative process of pre-production of video games

Video games are one of the mainstays of audiovisual production and entertainment activities for society. Every year many games are released on the market, which means an evolution for this industry in constant growth and adaptation. This article is part of a research, development and innovation project (R&D&I) that aims to document the process of pre-production, production and distribution of a video game, focused on helping independent developers who are starting out in the sector as well as researchers and teachers who want to apply this content in their own studies. In this article the main objective is to establish a creative and artistic model approach of multidisciplinary references that contributes to generate engagement through the historical imaginary.
Authors: Raquel Echeandía (Universidad de Alcalá), Nelson Zagalo (University of Aveiro, Communication and Art Department), Sara Cortés Gómez (Universidad de Alcalá),
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13:30 - 13:50
Video game development processes that generate engagement in the players

The digital distribution of video games presents more options than ever, where multiplatform accessibility means a change in philosophy. The objec-tive of this article is to analyze strategies that allow to stand out in the games market such as through different aesthetics, bringing out new characters pe-riodically or the synergy of social media. We have analyzed the case of the independent video game series Don't Starve, developed by Klei Entertain-ment and available on Steam. In this context, the reporting mechanisms allow to extract information on the impact of the video game from the launch and during the use of the product. As a result, through the analysis of data from the digital distribution platform Steam, we have extracted quantitative and qualitative information about users and gaming sessions, establishing correla-tions and behaviors linked to the player's experience. This has been com-bined with a study of the media synergy they have implemented to generate audience engagement through their characters and multiplayer mode, high-lighting narrative, aesthetics and game modes and resulting in players identi-fying with the content and taking an active role as producers and consumers.
Authors: Raquel Echeandía (Universidad de Alcalá), Sara Cortés Gómez (Universidad de Alcalá),
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13:50 - 14:15
Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom

In recent years game-based learning and gamification have increasingly been used within flipped classroom approaches. Many research showed that both approaches were efficient in conjunction in an active learning perspective. However, we observe that few games have been designed with use in the flipped classroom in mind, and there is therefore potential to improve the flipped classroom experience by approaching the development and integration of games with a more holistic and adaptive experience in mind. For that purpose, a focus group of educators was assembled for a pilot project and their educational practices, objectives and gaming experience analyzed. Following this investigation, co-constructed game design choices were made to try and develop a game that could support a variety of subjects and learning experience in the FC. Although the focus group answers showed that a fully adaptive gaming experience needed, for reasons of flexibility, to lean towards a gamified platform, the final design solution can have the potential to support fully the flipped classroom experience for any subject or class desired.
Authors: Muriel Algayres (Aalborg University Copenhagen), Evangelia Triantafyllou (Aalborg University Copenhagen), Lena Werthmann (Nurogames), Maria Zotou (University of Macedonia), Tambouris Efthimios (University of Macedonia), Christos Malliarakis (Mandoulides School), Eleni Dermentzi (Northumbria University), Roberto Lopez (Artelnics), Eirik Jatten (Revheim Skole), Konstantinos Tarabanis (University of Macedonia),
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14:15 - 14:35
Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming

Advances in Cultural Heritage (CH) representation and presentation technol-ogies are explored in relation to new potentials brought by the gaming indus-try. These include the use of digitisation technologies for the creation of real-istic digital assets, educational gaming concepts, and immersive technologies such as Virtual Reality (VR). In this context, it is shown how the creative sector can exploit these potentials in novel educational and gaming experi-ences, inspired by CH. The aim is to enhance the way that cultural content is experienced in the digital world, to present, and to valorise intangible dimen-sions and, ultimately, exploit technological advances to enhance our under-standing, appreciation, and preservation of tangible and intangible heritage.
Authors: Nikolaos Partarakis (FORTH), Nikolaos Patsiouras (FORTH-ICS), Thodoris Evdemon (FORTH-ICS), Paraskevi Doulgeraki (FORTH-ICS), Effie Karuzaki (FORTH-ICS), Evropi Stefanidi (FORTH-ICS), Stavroula Ntoa (FORTH-ICS), Carlo Meghini (ISTI-CNR), Danai Kaplanidi (PIOP), Xenophon Zabulis (FORTH-ICS), Maria Fasoula (PIOP),
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Coffe Break 14:35 - 14:50

Session 3 14:50 - 17:15

DESIGN
14:50 - 15:15
Context-based Visual Design Language for Design Communication

Design development is an expensive process and time consuming. Design language system assists design development. The system is highly used to investigate design characteristics in many design studies. The high volume of research interprets it as design elements and principles analysis to deliver consistent visual aesthetics. The absences of meaning and context significantly impact the quality of visual design communication and create design ambiguities. To fulfil the mention issues, this research extends harmonised shape grammar (HSG) to develop a context-based visual design language. The proposed framework provides semantics and pragmatics levels of analysis to bring meaning and context to visual design communication. Visual communication and language communication share the similarity in fundamental concepts. Context-based visual design language adopts grammatical design and natural language processing approaches to analyse visual communication requirements. This research aims at defining a framework to create a set of meaningful visual design language in order to achieve a visual communication correspondingly the way natural language can in linguistics.
Authors: Arus Kunkhet,
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15:15 - 15:35
Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow

In recent years, virtual reality (VR) technologies for positive change have emerged as a way to combat various physical and mental issues, such as anxiety and depression, which have been linked to an increased use of digital technologies. Moreover, a state of cognitive flow in VR has been shown to have positive effects on human well-being. When designing for such VR technologies that can support positive change, feedback through aural and visual stimuli as well as interaction through movement have been suggested. However, evaluations of cognitive flow when using such technologies and with those designed for creative and artistic expression are lacking. In this paper, we present the multimodal VR system, Synergia, which encourages creative and artistic expression through bodily movement that is used to generate aural and visual feedback. In particular, participants’ experiences with Synergia were evaluated using the Flow State Scale (FSS) in conjunction with semi-structured interviews. Our results indicate that Synergia shows promising potential for inducing aspects of cognitive flow related to a challenge-skill balance and a sense of control. Furthermore, these findings highlight the importance of multi-modalities to the flow experience but suggest also that sound-visual mappings may present a problem when designing for similar systems in the future.
Authors: Oana Burca (Aalborg University), Maros Pekarik (Aalborg University), Brian Bemman,
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15:35 - 15:55
Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality

Since its introduction, 3D mid-air sketching in immersive Virtual Reality (VR) proved to be a very powerful tool for many creative applications. However, common VR sketching suites rely on the standard hand controllers bundled with home VR systems, which are non-optimal for this kind of tasks. To deal with this issue, some research works proposed to use dedicated pen-shaped interfaces tracked with external motion-capture systems. Regrettably, these solutions are generally rather expensive, cumbersome and unsuitable for many potential end-users. Hence, lots of challenges regarding interfaces for 3D sketching in VR still exist. In this paper, a newly proposed sketching-oriented input device (namely, a VR stylus) compatible with the tracking technology of a consumer-grade VR system is compared with a standard hand controller from the same system. In particular, the paper reports the results of a user study whose aim was to evaluate, in both objective and subjective terms, aspects like, among others, sketching accuracy, ease of use, efficiency, comfort, control and naturalness.
Authors: Alberto Cannavò (Politecnico di Torino), Davide Calandra (Politecnico di Torino), Aidan Kehoe (Logitech Design Lab), Fabrizio Lamberti (Politecnico di Torino),
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15:55 - 16:15
3D Localisation of Sound Sources in Virtual Reality

This paper presents a comparison of 3D localisation of sound sources using various 3D audio engines for Virtual Reality (VR) environments. An experiment was created with the Oculus Spatializer, Unity Default engine, Unity Reverb engine and the AM3D Spatializer. These four engines were tested against each other in a Virtual Reality setting, where the tester was tasked with the localisation of invisible audio sources present in the virtual room. The evaluation of the experiment showed that there were statistically significant differences between the four engines under specific circumstances.
Authors: Edvinas Danevičius (Aalborg University), Frederik Stief (Aalborg University), Konrad Matynia (Aalborg University), Morten Larsen (Aalborg University), Martin Kraus (Aalborg University),
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16:15 - 16:35
Optimizations of VR360 Animation Production Process

The conventional 3D animation production process often takes place through a design stage, including modeling, mapping, animating, rendering. A frame of movie quality 3D animation can take tens of minutes or even hours to compute and render. In these cases, a large-scale render farm is often utilized to perform rendering and save time and money. Owing to advances in technol- ogy, virtual reality has become a current trend in animation film production. Whether with a 360° panoramic camera recording or 3D technology, many artists and software developers are continually researching more creative forms of ex- pression in this field. Compared with panel-view 3D animation, those in VR an- imation production must deal with the spherical images of a virtual space in 360°. Details are intensively emphasized. An 8-K or even 4-K rendering resolution provides substantially enhanced viewing quality, but the rendering workload increases substantially. Recently, game engines have developed progressively. Real-time rendering GPU performance, compared with nonreal CPU clusters, has effectively improved the production process, especially regarding instantaneous preview and editable features. Through a creative production of VR animation, we optimized the process for a small team. The optimization of the VR animation production process comprises nine stages: initial modeling, concept design, and details, texture drawing, rigging, motion capture, facial expression capture, and final integration.
Authors: Wei Chih Liao (Ling Tung University/Department of Digital Content Design), Chun Tsai Wu (Ling Tung University/Department of Digital Content Design), Szu Ming Chung (Ling Tung University/Department of Digital Content Design),
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16:35 - 16:50
TeMoG – an Accessible Tool for Creating Custom Soft Robotics Parts

Soft robotics research aims to create robots made of elastic and pliable mate-rials such as silicone rubber. Soft robotics components are endowed with a singular biomorphic aesthetic and have recently also made their way into art, design, and architecture projects. However, the design and fabrication of soft robotic parts presents a substantial challenge to most beginners. A number of resources containing instructions for how to fabricate soft robotic parts currently exists, yet they focus on reproducing existing soft robotic part de-signs. This sets a limitation on the number of soft robotics components that a creative practitioner who is not an experienced user of the technology might utilize in their work. To address this lack, we developed a tool that al-lows the user to easily fabricate custom soft robotic parts. The tool, called the Tentacle Mold Generator (TeMoG), can be used by someone with no pri-or experience in soft robotics. It generates STL files for 3D printing a mold to cast a custom soft robotic tentacle in silicone. In this paper, we describe TeMoG and how to use it. We demonstrate its versatility and usefulness by presenting examples of previous use in creative projects. TeMoG is distribut-ed under a Creative Commons license and a link to download the tool and a detailed instructions manual for it is provided.
Authors: Jonas Jørgensen,
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16:50 - 17:15
Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets

The recent developments on Artificial Intelligence are expanding the tools, methods, media, and production process on Graphic Design. Poster designs are no exception. In this paper, we present a web system that generates letterpress-inspired typographic posters using, as content, tweets posted online. The proposed system employs Natural Language Understanding approaches to recognise the emotions, the sentiments, and the colours associated with the content. Also, the system employs an Evolutionary Computation approach to generate and evolve a population of poster designs. The outputs are evaluated according to their legibility, aesthetics, and semantics, throughout an automatic fitness assignment hybrid scheme that combines a hardwired fitness function part with a multi-objective optimisation approach part. We experimented with the system to perceive its behaviour and its ability to evolve posters from contents with distinct textual purposes and lengths.
Authors: Sérgio Rebelo (University of Coimbra, CISUC, DEI), João Bicker (University of Coimbra, CISUC, DEI), Penousal Machado (University of Coimbra, CISUC, DEI),
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Coffe Break 17:15 - 17:30

Session 4 17:30 - 19:55

Intelligence & creativity in Healthcare, Wellbeing & Aging
17:30 - 17:50
Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership

Human-Data Interaction (HDI) is an emerging area of research as personal data are being increasingly collected, analyzed and traded. We conducted a small-scale qualitative research to explore people’s perception, behaviour and attitude towards data via survey, interview and workshop. The results revealed that the vagueness of data ownership is the main concern. To form a better understanding, also help the novice users to have an enhanced awareness on their data privacy, together with the findings, we leverage embodied interaction aiming at enhancing the sense of data ownership through providing augmented physical representations. Following this approach, we propose an Augmented Reality installation ‘DataCity’ as a sample application, that connects the user’s smartphone application data to physical objects. Through physical manipulation and augmented reality control, our design provides evidence on how to clear the boundaries of users’ personal data, building their senses of ownership and eventually develop a better privacy literacy.
Authors: Allen Xie (The Hong Kong Polytechnic University), Jeffrey C.F. Ho (School of Design, HK PolyU), Stephen Jia Wang (School of Design, HK PolyU),
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17:50 - 18:10
Bio-related Design Genres: A Survey on Familiarity and Potential Applications

Biophilia, biophilic design, bio-inspired and bio-design are design genres that adopted nature and biological elements as part of design processes. With the spread use of natural elements in design nowadays, from the analogical approach to the application of the biological materials in design brought up a different con-notation towards the diverse use of nature in everyday life. This paper discusses the background knowledge of Biophilia, biophilic design, bio-inspired and bio-design and the application of biological materials in urban environments, especial-ly for home. As part of a larger project on the application of biological materials in everyday products, this study investigates the emotional design and perception, while identifying the purposes of biological materials which incorporated into de-signs or systems. Data from 158 potential consumers were collected in an online survey specifically designed for this study, differentiating between design and non-design participants. Interesting findings are that more than 65% of non-design respondents are not aware of the terms biophilia and biophilic design, but they are familiar with the terms bio-inspired and bio-design. On the other hand, the potential consumers which are from non-design and design background as well agreed that having biological materials indoors, can a) help to release stress, b) create awareness of nature and ecological impact, c) can foster a sense of care, and d) can be educational.
Authors: Nurul 'Ayn Ahmad Sayuti (Royal College of Art, London), Bjorn Sommer (Royal College of Art, London), Saeema Ahmed-Kristensen (Unversity of Exeter),
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18:10 - 18:35
IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches

The arrival of Internet of Things (IoT) overcomes limitations of time and space by providing ubiquitous accessibility of its products. Design and HCI research are challenged by a complex network of diverse interaction types. To design pleasurable user experiences (UXs), new models need to be developed for emerging IoT products as previous models for conventional products might not be applicable anymore. From a human-centred perspective, this project investigates how the pleasurability will change after a product develops into an IoT product. The project aims at understanding the attributes of IoT products to inform the future UX framework development. The project applies UX theories by Jordan (a hierarchy of consumer needs, 2003) and Hassenzahl (top-ten psychological needs, 2010) as theoretical guidelines. These theories were used to classify the contribution of human factors to design pleasurable products and agreed that the enjoyments from the psychological perspective are of high relevance for UX. The project uses two questionnaires to collect data on the pleasurability of Smartwatches and conventional Wristwatches to reflect on the influence of IoT products on pleasurable UXs. The results show that the pleasurability of IoT Watches and conventional watches were not significantly different in terms of Jordan’s four kinds of pleasures; however, IoT products and conventional products did appear to influence some items in the top-ten psychological needs differently.
Authors: Zidong Lin (Royal College of Art), Bjorn Sommer (Royal College of Art), Saeema Ahmed-Kristensen (Unversity of Exeter),
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18:35 - 19:00
A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation

In China, the young generation faces the problem of low savings, partially due to their lack of self-control in monetary spending. This thesis would like to provide a design solution to reduce this demographic’s spending based on a literature review covering behavioral economics theories such as: mental accounting and prospect theory. A qualitative research method consisting of surveys and experiments were conducted to collect design in-sights from users. Our proposed design is a budget setting and spending tracking system in the form of a mobile application and a smartphone case. This system uses a relational display of value and cost to primarily help us-ers reduce spending by setting up a limited budget and facilitate the record-ing of transactions. Based on user evaluation of the initial prototype, we re-flect and summarize a set of strategies for future design for personal finance.
Authors: Yuxiang YAN (The Hong Kong Polytechnic University), Huaxin Wei (The Hong Kong Polytechnic University), Jeffrey C.F. Ho (School of Design, HK PolyU), Analyn Yap (The Hong Kong Polytechnic University),
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19:00 - 19:20
Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families

This paper presents findings from a design research project that looks into the phenomenon of communication and expression in the diasporic family relationship, particularly between Filipino domestic workers and their kin. The research also looks into material culture and the meaning of the “balikbayan box” metaphor as a design prompt, leading to the creation of design guidelines and a concept development for Bukas, a tangible product linked with a mobile interface that facilitates meaningful daily communication for migrant Filipina workers and their families through a material artifact. The design inquiry consists of immersive human-centered qualitative methods including semi-structured field interviews, cultural probes, and participatory workshops to deepen the understanding of the stakeholders’ mindsets, behaviors, and expressive needs. These methods reveal migrant workers’ latent needs for self-identity expression and communication. The research endeavors to explore migrant workers’ self-identity and results in a coexisting spectrum of values consisting of positive achievements and negative feelings of sadness, from which we posit a set of criteria and develop a design concept that tests these guidelines.
Authors: Analyn Yap (School of Design, The Hong Kong Polytechnic University), Huaxin Wei (School of Design, The Hong Kong Polytechnic University), Kenny K. N. CHOW (School of Design, The Hong Kong Polytechnic University),
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19:20 - 19:40
The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context – A Scoping Review

The current medical device industry thrives on material redundancy and continues to advocate for a use-and-throw model of practice. Such redundancies are vital to ensure the safety of patients by preventing reinfection from reused devices, but the risks and costs of the waste generated are leaving hospitals and third-party resource handlers wary of future challenges. The Industry 4.0 revolution has started to redefine the production and consumption models of many industries. The main advantages of adopting these methods have been increased efficiency of systems and a reduction of redundant resources. But how do these new technologies help reduce the waste generated in medical procedures? This paper scopes the opportunities that come with implementing industry 4.0 to reduce procedural caused medical waste. These challenges and opportunities have been analysed at four hierarchical levels of innovation; the system, service, procedural and product levels. The research indicates that although the adoption of industry 4.0 concepts in healthcare is contributing to a more efficient use of resources, more research is required focused specifically on its impact on the production of procedure-caused medical waste.
Authors: Pranay Arun Kumar (Royal College of Art), Stephen Jia Wang (School of Design, HK PolyU),
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19:40 - 19:55
Effects of virtual reality in the area of responsible decision-making training on adolescents

The number of emotional illnesses rises every year. The efforts of using HCI and VR tech-nology to create prevention tools require to extend the design learning knowledge to pro-vide appropriate emotional cognitive experiences. Research has shown that VR provides better engagement and improvement on basic emotional and social dimensions of learning, however, the literature shows that it is necessary for the continuous study to develop effective emotional learning experience addressed to the next generations on immersive virtual learning environment. This study aims to identify how VR experiences impact the learning of a specific emotional dimension on adolescents (responsible decision-making RDM) and identify which cognitive and experience elements have incidence in the design of the learning experience. Based on literature and theories of VR and learning sciences, we experimented using VR on learning sessions with a control group based in ethical and emotional situations using the SODAS method to learn responsible decision making. Results show that the VR group gets a higher score after the sessions, and qualitative and quantitative data reveals that learning timing, cognitive articulation, learning attribution, cognitive load, and specific emotional dimensions might be impacted by the emotional learning experience. The analyses provide helpful information for the further design of cognitive experiences on VR technology.
Authors: Daniel Muñoz (The Hong Kong Polytechnic University), Kenny K. N. CHOW (Interaction Design Lab Leader, MDes (Interaction Design) Specialism Leader, BA (Interactive Media) Programme Leader, School of Design, Hong Kong Polytechnic University), Huaxin Wei (The Hong Kong Polytechinc University),
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Closing Message and Best Paper Announcement 19:55 - 20:00

General Chair Anthony Lewis Brooks
Day 2 11/12/2020