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In this paper, we introduce a gedanken experiment for increasing health awareness in children through wearable computing. The proposed system, Health Sense, seeks to create a sixth health sense through wearable computing components that unobtrusively sense and ambiently present wellness information in intuitive and holistic ways to children. The novelty of this experiment lies in providing an ecosystem of plug-and-play wearable components that is geared towards health education and child
doi:10.1145/1882992.1883051
dblp:conf/ihi/AnanthanarayanS10
fatcat:m6y6qp36yjatrexgbyq7madd7i
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... ment through a "you build it" approach. Health Sense is informed by findings from prior research in wearable systems and a literature analysis of health behavior and children's education theories. We illustrate the Health Sense design by discussing some preliminary prototypes we developed.
Persuasive Wearable Technology Design for Health and Wellness
2012
Proceedings of the 6th International Conference on Pervasive Computing Technologies for Healthcare
Given the world's obesity epidemic and battle with chronic illness, there is a growing body of research that suggests that a moderate physical lifestyle has significant impact on psychological and physical health. Wearable computing has the potential to encourage physical activity by increasing health awareness and persuading change through just-in-time feedback. This form of technology could help individuals manage lifestyle related factors and implement healthy routines. In this paper, we
doi:10.4108/icst.pervasivehealth.2012.248694
dblp:conf/ph/AnanthanarayanS12
fatcat:x2vz5lkfkramrmiefcnmy4nl24
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... ore the benefits and tradeoffs of current wearable health technologies along with the persuasion methods employed by their designers to motivate healthy behavior change. We also discuss the challenges and limitations of implementing wearable technologies and suggest possible improvements.
Seen music
2015
Proceedings of the 14th International Conference on Interaction Design and Children - IDC '15
In this paper, we propose a prototype of music visualization system that captures and records the music component into digital data form, and then displays the data in visual form for children with hearing impairments. The analog sound data of music played physically is scaled into a binary matrix and scalar values that is then used as data structures for transcribing the output. We designed a system that detects tune and speed from a physical violin, and demonstrated three tangible music
doi:10.1145/2771839.2771870
dblp:conf/acmidc/KimAY15
fatcat:hxmhflesf5bixntmls4yb6mgsq
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... izations that children see in their daily lives, employing a flowerpot, plants and a picture of frame. We describe how the data captured from physical musical instruments can be seen through these objects, and suggest future possibilities for interactive sound visualization in music education for children with hearing impairments.
NaviBike
2019
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19
Navigation systems for cyclists are commonly screen-based devices mounted on the handlebar which show map information. Typically, adult cyclists have to explicitly look down for directions. This can be distracting and challenging for children, given their developmental differences in motor and perceptual-motor abilities compared with adults. To address this issue, we designed different unimodal cues and explored their suitability for child cyclists through two experiments. In the first
doi:10.1145/3290605.3300850
dblp:conf/chi/MatviienkoAAHB19
fatcat:t3kgxpwqdfdoblkb7i2xvw3h34
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... t, we developed an indoor bicycle simulator and compared auditory, light, and vibrotactile navigation cues. In the second experiment, we investigated these navigation cues in-situ in an outdoor practice test track using a mid-size tricycle. To simulate road distractions, children were given an additional auditory task in both experiments. We found that auditory navigational cues were the most understandable and the least prone to navigation errors. However, light and vibrotactile cues might be useful for educating younger child cyclists.
Tangible Coding Board: A Steping Stone to Computing and Fabrication for Children
2017
Mensch & Computer
These kits have already shown that they can attract underrepresented groups to STEM (Buechley and Hill, 2010) and help users to create self-expressive Erika Root, Swamy Ananthanarayan, Wilko Heuten, ...
doi:10.18420/muc2017-ws08-0337
dblp:conf/mc/RootAHB17
fatcat:biumrkg4njaxfnuemzcs376ihi
We present a wearable sensory display for visualizing knee rehabilitation as part of an in-home physical therapy program. Currently, patients undergoing knee rehabilitation have limited ways of assessing exercise form and extent of movement at home. To address this issue, we developed an exploratory wearable electronic prototype to visualize knee bend. We evaluated the device with physical therapy patients to get feedback on the design and to help us understand some of the challenges they face.
doi:10.1145/2470654.2466161
dblp:conf/chi/AnanthanarayanSCPS13
fatcat:qu67uwd535a4beqyxncd4a7bnm
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... We discovered that our current design is better suited for patients recovering from surgery as opposed to patients with chronic conditions.
A Craft Approach to Health Awareness in Children
2016
Proceedings of the 2016 ACM Conference on Designing Interactive Systems - DIS '16
Children in the United States are increasingly at risk for a vast array of health problems due to poor dietary habits and lack of physical activity. In recent years, a burgeoning landscape of wearable and mobile health technologies in the form of activity trackers and fitness applications have focused on addressing this problem. While these solutions have had some measure of success with children, there is also evidence that youngsters are not readily adopting the types of fitness implements
doi:10.1145/2901790.2901888
dblp:conf/ACMdis/AnanthanarayanS16
fatcat:sia6fgu54vf3pl6z6gut72jvi4
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... t adults find useful. In this paper, we present a computational toolkit that blends craft and health, permitting children to craft their own tangible health visualizations based on data from an accompanying wearable device. We also present the results of an encouraging 2-month study conducted with middle school children. The results suggest that craft could potentially serve as a gateway to healthful thinking in children.
Towards the crafting of personal health technologies
2014
Proceedings of the 2014 conference on Designing interactive systems - DIS '14
We introduce a novel approach that merges craft and health technologies to empower people to design and build their own personal health visualizations. In this mutually beneficial union, health technologies can be more meaningful to an individual and encourage higher appropriation, while craft technologies can explore interesting problems in a challenging domain. In this paper, we offer a framework for designing health-craft systems and showcase a system that provides users with the ability to
doi:10.1145/2598510.2598581
dblp:conf/ACMdis/AnanthanarayanLSE14
fatcat:qhpeb4lvtjdu5jftkc6k4b3l7m
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... raft their own personalized wearable device. The device tracks their outdoor exposure and visualizes their weekly progress on an ambient tree painting. Finally, we report on a pilot study using this personalized feedback system. Our main contribution is the new lens through which designers can approach health and craft technologies that enhances health management with personal expressiveness and customization.
Towards a Tangible Storytelling Kit for Exploring Emotions with Children
2017
Proceedings of the on Thematic Workshops of ACM Multimedia 2017 - Thematic Workshops '17
A key aspect of children's development is the ability to manage personal feelings, understand others' feelings and needs, and interact positively with others. Storytelling is one approach to help children develop emotional literacy and deal with their own feelings constructively. To facilitate and complement this process, we developed an interactive storytelling prototype to help children and parents explore emotional situations. Speci cally, the tangible modular toolkit, enables the
doi:10.1145/3126686.3126702
dblp:conf/mm/WallbaumABHB17
fatcat:tzdg43t43zcczfgg2jwdkyikti
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... of di erent narratives using a multi-modal user interface. We evaluated the preliminary prototype with parents and children to get feedback on the design and to help us be er understand the design space. Our ndings revealed how children engaged with tangible storytelling, how they explored emotional states in narratives, and what challenges they faced. We also explored the routines and practices parents used and the issues they faced while helping their children express emotions more easily.
Towards Designing Health Monitoring Interfaces for Low Socioeconomic Status Families
2012
Proceedings of the 6th International Conference on Pervasive Computing Technologies for Healthcare
We conducted a study with eight low socioeconomic status caregivers, the "gatekeepers" to family and community health, to explore their technology perceptions and visualizations that can assist them in managing their families' health. We studied how to visualize the everyday health habits of a population that is at risk for chronic illness. Through semi-structured interviews and prototype design activities, we found that the caregivers wanted to use mobile technology to monitor a subset of
doi:10.4108/icst.pervasivehealth.2012.248693
dblp:conf/ph/KhanSA12
fatcat:74lidh3vsbgd7cktu3aclfzzfu
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... family members for at least one health metric. We inform future work with an analysis of the target population's needs in relation to longitudinal health visualizations with multiple family member data streams.
Designing Mobile Snack Application for Low Socioeconomic Status Families
2012
Proceedings of the 6th International Conference on Pervasive Computing Technologies for Healthcare
We developed four mobile phone prototype applications informed by theoretical models of behavior change to improve the snacking habits of low socioeconomic status (SES) families. Eight primary caregivers and 18 secondary caregivers from low SES backgrounds used the applications to evaluate their usability and usefulness. We found a schism between primary and secondary caregivers regarding whether the applications should be based on games, indicating a need to reconcile these differences to
doi:10.4108/icst.pervasivehealth.2012.248692
dblp:conf/ph/KhanALSS12
fatcat:vcywi25thff43ikcceugzh22pm
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... op a system to support healthy family snacking. In addition, social context, understandable health abstractions, and sensitivity to health values are all important considerations when creating applications in a low SES context. This research contributes design implications for future applications intended to improve snacking habits in low SES families.
Measuring and Understanding Photo Sharing Experiences in Social Virtual Reality
2019
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19
Millions of photos are shared online daily, but the richness of interaction compared with face-to-face (F2F) sharing is still missing. While this may change with social Virtual Reality (socialVR), we still lack tools to measure such immersive and interactive experiences. In this paper, we investigate photo sharing experiences in immersive environments, focusing on socialVR. Running context mapping (N=10), an expert creative session (N=6), and an online experience clustering questionnaire
doi:10.1145/3290605.3300897
dblp:conf/chi/LiKRSARAC19
fatcat:y7ovrvmnivc4talzn6kewizmma
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... we develop and statistically evaluate a questionnaire to measure photo sharing experiences. We then ran a controlled, within-subject study (N=26 pairs) to compare photo sharing under F2F, Skype, and Facebook Spaces. Using interviews, audio analysis, and our questionnaire, we found that socialVR can closely approximate F2F sharing. We contribute empirical findings on the immersiveness differences between digital communication media, and propose a socialVR questionnaire that can in the future generalize beyond photo sharing.
ThermalWear: Exploring Wearable On-chest Thermal Displays to Augment Voice Messages with Affect
2020
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Voice is a rich modality for conveying emotions, however emotional prosody production can be situationally or medically impaired. Since thermal displays have been shown to evoke emotions, we explore how thermal stimulation can augment perception of neutrally-spoken voice messages with affect. We designed ThermalWear, a wearable on-chest thermal display, then tested in a controlled study (N=12) the effects of fabric, thermal intensity, and direction of change. Thereafter, we synthesized 12
doi:10.1145/3313831.3376682
dblp:conf/chi/AliYARJHJC20
fatcat:zmdawxrh4jfrxioowtv4sm6txi
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... lly-spoken voice messages, validated (N=7) them, then tested (N=12) if thermal stimuli can augment their perception with affect. We found warm and cool stimuli (a) can be perceived on the chest, and quickly without fabric (4.7-5s) (b) do not incur discomfort (c) generally increase arousal of voice messages and (d) increase / decrease message valence, respectively. We discuss how thermal displays can augment voice perception, which can enhance voice assistants and support individuals with emotional prosody impairments.
10. Workshop Be-greifbare Interaktion
2017
Mensch & Computer
In ihrem Beitrag "Tangible Coding Board: A Stepping Stone to Computing and Fabrication for Children" stellen Erika Root, Swamy Ananthanarayan, Wilko Heuten und Susanne Boll vom OFFIS -Institut für Informatik ...
doi:10.18420/muc2017-ws08-0424
dblp:conf/mc/DoringBFHKR17
fatcat:hibyhdkj5bb2zjeg6pnlb7iei4
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