Gameplay as Exercise
Late-Breaking Works: Games & Playful Interaction
/
Hagen, Kristoffer
/
Chorianopoulos, Konstantinos
/
Wang, Alf Inge
/
Jaccheri, Letizia
/
Weie, Stian
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1872-1878
© Copyright 2016 ACM
Summary: We designed and evaluated an exertion video game in order to overcome two
challenges that are preventing exergames from becoming a viable sustained
exercise alternative; insufficient physical exertion and player retention. This
was achieved by implementing common features shared by the most popular video
games and seamlessly merging them with the exertion found in exergames. A user
study was performed where the exergame was played 132 times over three days by
8 participants. Compared to the control condition, a moderately paced walk, the
exergame scored better on both subjective enjoyment and degree of physical
activity. Further research could consider alternative versions of exergames, as
well as different user groups.
Investigating the Potential of a Two-finger Chord Button in Multi-touch
Applications
Posters
/
Leftheriotis, Ioannis
/
Giannakos, Michail N.
/
Chorianopoulos, Konstantinos
/
Jaccheri, Letizia
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.337-342
© Copyright 2015 ACM
Summary: With the increasing use of multi-touch (MT) capable devices, MT interaction
has become a commodity during the last years. From personal devices to larger
multi-user screens, MT functionality is nowadays considered as a standard way
of performing rich interactions. However, moving from a single-touch
interaction to a dual-touch and consequently to MT is not always without
challenges for the average user. Although, the use of single-touch is very
common, interaction design have yet to be examined thoroughly by taking into
account potential differences of single and multi-touch functionality. In this
work, we investigate the potential of a two-finger chord button in comparison
to the traditional single touch buttons that we find in touchscreens. Based on
the fact that users are familiar with single touch buttons (even before the MT
screens) our hypotheses are: the use of a two finger chord button a) decreases
users' efficiency, and b) delays users' responses. In order to investigate our
hypotheses, we conducted a controlled experiment with 12 users working on an
appropriately designed MT application. The empirical results have indicated
that the use of two-finger button significantly delays users' response-time
while it does not affect users' efficiency on the performed task.
Interaction Space of Chords on a Vertical Multi-touch Screen
Posters
/
Leftheriotis, Ioannis
/
Giannakos, Michail N.
/
Chorianopoulos, Konstantinos
/
Jaccheri, Letizia
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.355-360
© Copyright 2015 ACM
Summary: Despite the increasing use of Multi-Touch (MT) capable devices, novel
interaction techniques need to be examined in order to swift from a
single-touch WIMP interaction paradigm to a MT one. In this work, we focus on
chord interaction on vertical MT screens. Chord is the simultaneous touch of
more than one finger on the MT screen. Based on a user experiment with 12
users, we explore the positioning -- interaction space of the chord technique,
by investigating a relation among the type of the chord (number of fingers) and
the position on the screen that the chord was applied. The empirical results
have indicated an interaction pattern that demonstrates a significant relation
between the type of the chord that was applied (number of fingers) and its
position on the screen. Our results show that as the number of fingers needed
for a chord increases, the nearer from the bottom left of the screen this chord
is to be applied. Notably, our results give evidence of the fact that there is
a threshold (five-finger-chord) beyond which the above relation is not strong.
Game-Based Interactive Campaign Using Motion-Sensing Technology
Full Papers
/
Wang, Alf Inge
/
Asplem, Mari Hansen
/
Aasbakken, Mia
/
Jaccheri, Letizia
Proceedings of the 2015 International Conference on Entertainment Computing
2015-09-29
p.195-208
Keywords: Interactive advertisement campaigns; motion-sensing control; games;
evaluation
© Copyright 2015 IFIP
Summary: The article describes an evaluation of a prototype for doing game-based
interactive advertisement campaigns in crowded public spaces using
motion-sensing technology. The prototype was developed using OpenNi, XNA and
Kinect, in which people who pass by a large display would be reflected on a
large screen in the form of a silhouette and automatically become a part of a
game. The goal of the game is for the players to gather falling objects into a
container using the body to direct the objects. The objects move around when
the objects collide with the silhouette of the player. The graphical
representation of the falling objects and the container can be changed to fit
various advertisement purposes.
The game-based interactive campaign was tested at four different public
locations, and was evaluated through observations and questionnaires. Our
findings suggest that there is a potential for using motion control in
game-based interactive campaigns in public settings. The game attracted a good
amount of attention, and seemed to tempt the curiosity of passers-by. An
observed trend was that participants were comfortable playing in public and got
easily engaged. Children and adolescents in groups were by far the most active
participants.
Can Interactive Art Installations Attract 15 Years Old Students to Coding?
Demonstrations
/
Giannakos, Michail N.
/
Holme, Finn Inderhaug
/
Jaccheri, Letizia
/
Marquez, Irene Dominguez
/
Papavlasopoulou, Sofia
/
Visser, Ilse Gerda
Proceedings of the 2015 International Conference on Entertainment Computing
2015-09-29
p.529-532
Keywords: Creative activities; software and hardware development; physical-digital
creativity; art and technology
© Copyright 2015 IFIP
Summary: In this art demonstration we will present the art installations which are at
the center of a creative development program for young students with the name
KODELØYPA. KODELØYPA is based on the philosophy of creative reuse
of recycled materials and the open-source software Scratch and Arduino.
KODELØYPA is based on an empirically validated framework, designed and
implemented by researchers and artists.
Pedal Tanks
Demonstrations
/
Hagen, Kristoffer
/
Weie, Stian
/
Chorianopoulos, Konstantinos
/
Wang, Alf Inge
/
Jaccheri, Letizia
Proceedings of the 2015 International Conference on Entertainment Computing
2015-09-29
p.539-544
Keywords: Exergame; exertion game; active video game; computer game; sedentary
lifestyle; competitive multiplayer; physical activity
© Copyright 2015 IFIP
Summary: This installation presents a multiplayer stationary bicycle exergame for
four players. The game is played in teams of two, where the players compete to
outmaneuver the opposition. Pedal Tanks is being developed to increase the
physical activity levels of people struggling to find motivation to exercise.
Inspiration for the gameplay has been found in the computer game industry,
using elements from contemporary popular computer games and combining them in a
cohesive way yields an exergame that is both familiar and engaging. Both the
software and hardware used has been custom-made to create an immersive
experience where the user forgets that he/she is exercising while playing.
Code Your Own Game: The Case of Children with Hearing Impairments
Entertainment for Purpose and Persuasion
/
Giannakos, Michail N.
/
Jaccheri, Letizia
Proceedings of the 2014 International Conference on Entertainment Computing
2014-10-01
p.108-116
Keywords: Accessibility; Coding; Design Guidelines; Deaf; Hearing Impairments;
Empirical Evaluation; Focus Groups; Games; Programming; Workshops
© Copyright 2014 IFIP
Summary: It is well known in the computer science community that is important to
encourage children to acquire coding skills and become creators of their own
experiences and not only mere game consumers. Different children have different
needs when approaching coding and making activities. Specifically, Deaf and
Hard of Hearing (DHH) children, even when provided with accessible visual
translations through sign language interpreters or real-time captions, need
customized support. In our approach we have designed, implemented, and
evaluated a workshop program of 12 children total, with the final goal of
exploring and improving the design of appropriate workshops using the current
learning environments. This paper presents an initial exploratory evaluation of
a coding experience for children with hearing impairments and the development
of a set of guidelines for improving the teaching of coding to children with
DHH difficulties. An initial set of best practices was first developed through
a focus group with experts; and afterwards, by employing content analysis, a
revised set of guidelines was obtained. The results should be useful for
special education teachers, curriculum designers and developers for K-12
education environments for DHH.
Happy Girls Engaging with Technology: Assessing Emotions and Engagement
Related to Programming Activities
Supporting Problem-Based, Inquiry-Based, Project-Based and Blended Learning
/
Giannakos, Michail N.
/
Jaccheri, Letizia
/
Leftheriotis, Ioannis
LCT 2014: 1st International Conference on Learning and Collaboration
Technologies, Part I: Designing and Developing Novel Learning Experiences
2014-06-22
v.1
p.398-409
Keywords: Creativity; Scratch; Programming; Girls in programming; Students'
intentions; Emotions; Engagement; Workshop program; Reggio Emilia principles
© Copyright 2014 Springer International Publishing
Summary: The advent of programming languages for students (i.e., Scratch) combined
with accessible programmable hardware platforms (i.e., Arduino) is becoming an
emerging practice for computer science education (CSE). Robots and interactive
installations are some of the most widespread artifacts for increasing
students' adoption in CSE. But what kind of emotions motivate students to
participate in such creative development activities? In this paper we present
the results of an empirical investigation regarding the key emotions and their
impact on a creative learning context. In our empirical evaluation, a group of
researchers and artists designed, implemented, and evaluated three workshop
programs. The workshops were based on the Reggio Emilia education principles,
open source software Scratch and Arduino and were conducted in creative
centers. We designed a survey, based on the main Emotional factors identified
from the literature as important on the technology context. Responses from 37
twelve-year-old girls were used to examine the effect of Enjoyment, Happiness
and Anxiety on students' intention to participate on similar creative
development activities. Results confirmed the positive effects of Happiness and
the negative effect of Anxiety. Moreover, the results indicated that students'
Enjoyment has no relation with students' intention to re-participate in an
activity. The overall outcomes are expected to contribute to design practices
and promote the acceptance of creative development activities.
An Empirical Examination of Behavioral Factors in Creative Development of
Game Prototypes
/
Giannakos, Michail N.
/
Jaccheri, Letizia
/
Morasca, Sandro
Proceedings of the 2013 International Conference on Entertainment Computing
2013-10-16
p.3-8
Keywords: Game Prototyping; Empirical Examination; Creative Development; Software
Engineering Activities; Behavioral Factors; OSS for Entertainment
© Copyright 2013 IFIP
Summary: In the last few years, several learning programs, workshops, technologies,
and activities have been introduced and applied to game prototyping activities.
The research goal of this work is to investigate how participants experience
game prototyping activities. This paper presents a one-day intensive course
consisting of both learning and hands-on sessions with open source software
(OSS) tools, tangible materials, and sensor boards for creative development of
games prototypes. The intensive course program was developed using the
empirical experience of the instructors from numerous prior programs. We
present the results of an empirical examination regarding participants'
attitude towards the program. A group of 12 MSc/PhD students, teachers, and
designers participated in the program in our empirical evaluation. We used a
survey grounded in motivational factors for technology and open-ended questions
to obtain both quantitative and qualitative data from the participants.
Quantitative statistical analysis indicates that, in our study, participants'
satisfaction and activity's usefulness are the most influential factors for
participants' intention to attend similar activities in the future. Qualitative
analysis suggests improvements on how to prepare the participants, introduce
the software used in the courses, and enrich the variety of the materials in
our program.
An Enriched Artifacts Activity for Supporting Creative Learning:
Perspectives for Children with Impairments
/
Giannakos, Michail N.
/
Jaccheri, Letizia
Proceedings of the 2013 International Conference on Entertainment Computing
2013-10-16
p.160-163
Keywords: Creative activities; empirical evaluation; software and hardware
development; physical digital creativity
© Copyright 2013 IFIP
Summary: In this paper we present the results of a creative development program for
young students with the name, OurToys. In our empirical evaluation, a group of
researchers and artists designed and implemented two workshop pro-grams of a
total of 66 pupils, exploring their experiences with open source software and
hardware. The workshops were based on Reggio Emilia philosophy of creative
reuse and the open-source software Scratch. The results showed that: software
and hardware intensive activities raise awareness of technology, intensify the
experience, and invite students to explore boundaries and increase
collaboration and the exchange of views and ideas.
Learning by Playing and Learning by Making
Games for Education and Training
/
Garneli, Barbara
/
Giannakos, Michail N.
/
Chorianopoulos, Konstantinos
/
Jaccheri, Letizia
Proceedings of the 2013 International Conference on Serious Games
Development and Applications
2013-09-25
p.76-85
Keywords: Serious game; programming environment; behaviorism; constructivism;
storytelling element; code engagement; CS education
© Copyright 2013 Springer-Verlag
Summary: Serious video games have been proposed as a means to engage students with
the Science, Technology, Engineering, Mathematics (STEM) curriculum, but there
is limited research on the required game elements and teaching practices. In
particular, there is limited evidence on the effects of the storytelling
element and of student involvement in making games on the learning performance
and on the attitudes of the students. For this purpose, we designed a between
groups experiment with eighty students (12 to 13 years old). They formed three
equivalent groups of twenty students each who practiced with a serious game in
three different ways. The first group played the storytelling game, the second
played the same game but with no story, and the third was engaged with
modifying the game code. Finally, the last (control) group practiced
traditionally by solving exercises on paper. We found that girls with low
grades benefited the most by playing the game and by engaging with the code and
that the game making group wishes to repeat the exercise. Further research
should perform similar studies with a focus on involving students in serious
game modification, over longer periods of time and for additional curriculum
topics.
Designing healthcare games and applications for toddlers
Full Papers
/
Høiseth, Marikken
/
Giannakos, Michail N.
/
Alsos, Ole A.
/
Jaccheri, Letizia
/
Asheim, Jonas
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.137-146
© Copyright 2013 ACM
Summary: Healthcare games are becoming increasingly popular because of their
potential to improve patients' wellbeing before, during, and after medical
treatment. Even though young children (here referred to as toddlers) make up a
growing group of gamers, there is a lack of research focusing on healthcare
games for this group. Since toddlers often express unmotivated behavior towards
receiving medical treatment, the potential of healthcare gaming applications
for this group should be explored. The purpose of our study is to provide a set
of research-derived design considerations for healthcare games and applications
for toddlers. Our approach included an initial best practices collection
through a workshop involving experts from pediatric healthcare and pedagogy,
and an affinity diagramming categorization by a focus group with HCI and health
researchers. This resulted in a robust set of best practices that was further
used for establishing a connection with game components and transformation into
design considerations. As an illustrating example we present a prototype of a
healthcare game developed to improve nebulizer treatment for toddlers. The
final result of this work is a set of key aspects to consider when designing
healthcare games and applications for toddlers. The results should be useful
for designers and researchers who work in the intersection between health and
young user groups.
Designing creative activities for children: the importance of collaboration
and the threat of losing control
Short Papers
/
Giannakos, Michail N.
/
Jaccheri, Letizia
Proceedings of ACM IDC'13: Interaction Design and Children
2013-06-24
p.336-339
© Copyright 2013 ACM
Summary: Creative activities for children have drawn great interest in the last
years. The advent of programming languages for children (i.e., Scratch)
combined with accessible programmable hardware platforms (i.e., Arduino) makes
it possible for children to engage in creative development of digital artifact,
like robots and interactive installations. However, there are limited studies
towards the design and improvement of these activities. The goal of this study
is to provide validated knowledge about the trade-off between collaboration and
control throughout creative programming activities. To this end, a group of
researchers and artists designed and implemented two workshop programs of a
total of 51 pupils, exploring their experiences with open source software. The
workshops were based on Reggio Emilia philosophy of creative reuse and the
open-source software Scratch. Qualitative and quantitative approaches of the
research are based on data collected through interviews, surveys and
observations. The results of this paper argue that: (a) collaboration among
children improves the value of the workshops, (b) however big groups lead
children to lose the control over their actions during the workshop, and (c)
children's control significantly affects workshop's usefulness.
What motivates children to become creators of digital enriched artifacts?
Creativity in special populations
/
Giannakos, Michail N.
/
Jaccheri, Letizia
Proceedings of the 2013 ACM Conference on Creativity and Cognition
2013-06-17
p.104-113
© Copyright 2013 ACM
Summary: The advent of programming languages for children (i.e., Scratch) combined
with accessible programmable hardware platforms (i.e., Arduino) makes it
possible for teenagers to engage in creative development of digital enriched
artifacts, like robots and interactive installations. But what are the
important factors that characterize these development activities? And more
specifically, what motivates children to participate in such software and
hardware intensive activities? In this paper we present the results of an
empirical investigation regarding the key aspects of a creative learning
context. The goal is to understand what motivates children to participate in
these development activities. In our empirical evaluation, a group of
researchers and artists designed, implemented, and evaluated three workshop
programs of 66 children total, with the final goal of exploring children's
attitudes software and hardware-intensive activities. The workshops were based
on the Reggio Emilia education principles, open source software Scratch and
Arduino and were conducted in centers that use recycled materials for creative
purposes. For the first phase of the evaluation, qualitative data was collected
from 11 interviews and was analyzed using content analysis. For the second
phase, we designed a survey grounded in motivational factors for technology. 37
survey responses were collected. For both evaluation phases, photos and
observations were recorded and used to triangulate our data. The results showed
that: (a) software and hardware intensive activities raise awareness of
technology, intensify the experience, and invite students to explore boundaries
and increase collaboration and the exchange of views and ideas, and (b) the
activity's easiness and usefulness significantly affect children's intention to
participate. These results have implications for those programming languages
and hardware platforms for children, as well as for those setting up creative
learning frameworks around such technology.
Research-derived guidelines for designing toddlers' healthcare games
Health
/
Høiseth, Marikken
/
Giannakos, Michail N.
/
Jaccheri, Letizia
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.451-456
© Copyright 2013 ACM
Summary: This paper presents the development of a set of research-derived design
guidelines for healthcare games and applications for toddlers (children aged
1-3 years). An initial set of best practices was first developed through a
workshop with experts; and afterwards, by employing an affinity diagram
constructed by a HCI researchers' focus group, a revised set of best practices
was obtained. This set of best practices was connected with gaming application
design principles and translated into design guidelines. The results should be
useful for designers and researchers who work with design and evaluation of
healthcare games and applications for toddlers.
Tool support for developing scalable multiuser applications on multi-touch
screens
Posters
/
Leftheriotis, Ioannis
/
Chorianopoulos, Konstantinos
/
Jaccheri, Letizia
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.371-374
© Copyright 2012 ACM
Summary: MT (Multi-touch) screens are platforms that enhance multiuser collaboration.
In this work, we underline the need for novel interaction techniques and
toolkits that allow multi-user collaboration on larger MT surfaces. We present
ChordiAction toolkit that makes use of a novel chorded interaction technique
allowing simultaneous multi-user interaction on scalable MT applications. We
describe the design, the architecture and some efficient customizations
practices of the toolkit and show how it can be effectively embedded in an
application for multiuser interaction. As a proof of concept, we present some
example applications using ChordiAction toolkit showing its potentials and
discuss our future plans for further evaluation of this technique.
"Do Not Touch the Paintings!" The Benefits of Interactivity on Learning and
Future Visits in a Museum
Mobile Gaming, Mobile Life -- Interweaving the Virtual and the Real
/
Mikalef, Konstantinos
/
Giannakos, Michail N.
/
Chorianopoulos, Konstantinos
/
Jaccheri, Letizia
Proceedings of the 2012 International Conference on Entertainment Computing
2012-09-26
p.553-561
Keywords: Mobile learning; informal learning; performance; perceptions; mobile
devices; museums
© Copyright 2012 IFIP
Summary: Educators and museum curators have recognized the value of interactivity,
but it remains unclear what is the right level of interactivity in informal
learning settings, such as museums. In this study, we explore the effect of
increasing levels of interactivity on learning performance and students'
intention for future museum visits. We developed an educational mobile
application based on QR codes and quiz software, in order to augment visual
arts comprehension during a visit to an art gallery. In addition to the
mobile-based version of the game, a paper-based version was also employed
followed by a controlled experiment. A total of 60 lyceum students (between 15
and 16 years old) participated in a between-groups evaluation that compared the
performance of three levels of interactivity (passive guided tour, paper-based,
mobile-based), as well as the perceptions among the groups. The results
indicate that the mobile-based student group had higher performance in the
post-assessment when compared with the paper-based one. Notably, perceived
interest for the game affects students' perceptions for a future museum visit.
Further research should consider the effects of higher-fidelity types of mobile
applications, such as 3D graphics, as well as augmented-reality games.
Open Source Software for Entertainment
Open Source Software for Entertainment
/
Jaccheri, Letizia
/
Giannakos, Michail N.
Proceedings of the 2012 International Conference on Entertainment Computing
2012-09-26
p.604-607
Keywords: Open Source Software; Art; Creative processes; Arduino; Scratch; Processing;
Maker communities
© Copyright 2012 IFIP
Summary: In this tutorial, we explore open source software practices and tools that
are suitable for a growing number of creators of interactive and playful
systems. The introduction of open source tools such as Processing and Arduino
has motivated a broader participation of technical and non-technical users in
the creative production of interactive systems. Maker communities meet
regularly and they share resources and knowledge for creative hacking, fun, and
networking. In this context there are two main issues: on the one hand,
software creation practices, based on collaboration and sharing, on the other
hand, the respective end-user programming tools for artists, hobbyists or
children. This tutorial presents a coherent overview of related work and our
own experiences in the organization and running of maker workshops. It
encompasses creative sessions whose final goal is to inspire the participants
to experience open software practices and tools. This goal can divided into
three sub-goals: 1) Technical (Interactivity, multimedia) 2) Artistic (poetic
message, playful, experimental) 3) Open (sharing, reuse and participation). As
a side effect of the study, the participants will cooperate and get to know
each other and learn examples of new media prototyping tools and sharing
platforms. The tutorial proposes a set of initial research questions which will
challenge the participants to explore the relationship between Open Source
Software and Entertainment.
Creative and open software engineering practices and tools in maker
community projects
Tutorial
/
Chorianopoulos, Konstantinos
/
Jaccheri, Letizia
/
Nossum, Alexander Salveson
ACM SIGCHI 2012 Symposium on Engineering Interactive Computing Systems
2012-06-25
p.333-334
© Copyright 2012 ACM
Summary: Processing, Arduino, and the growth of the associated communities of
practice, also called maker communities, has motivated a broader participation
of non-technical users in the engineering of interactive systems. Besides
online sharing, maker communities meet regularly and share knowledge for
various purposes (e.g., creative hacking, social networking, lifelong
learning). In the context of maker communities, the understanding of
engineering interactive systems (e.g., motivations, objectives, collaboration,
process, reports) and the design of the respective tools (e.g., end-user
programming for artists, or children) are not well documented. As a remedy, we
present a coherent overview of related work, as well as our own experiences in
the organization and running of maker workshops. The tutorial format (lecture
and hands-on workshop) benefits both practitioners and researchers with an
understanding of creative software tools and practices. Moreover, participants
become familiar with the organization of maker workshops as 1) a research
method for understanding users, 2) an engineering process for interactive
computer systems, and 3) a practice for teaching and learning.
Art and Technology for Young Creators
Educational Entertainment
/
Høiseth, Marikken
/
Jaccheri, Letizia
Proceedings of the 2011 International Conference on Entertainment Computing
2011-10-05
p.210-221
Keywords: Children; art and technology; Scratch; open source software; ReMida;
recycle; workshop; new media art; interactive art; creativity; child-computer
interaction
© Copyright 2011 IFIP
Summary: The general research goal that motivates this work is the aim to produce new
knowledge at the intersection between art and technology. The practical goal of
the project reported in this paper is to strengthen pupils' interest in
computer science and art and to present pupils with possibilities of becoming
creators of digital media rather than pure consumers. To reach our practical
goal a group of researchers and artists designed and implemented a workshop
program for children based on the open source software tool Scratch and the
artistic idea of ReMida centers based on recycling and reusing waste materials.
The workshops have been documented by notes and pictures which serve as data
for workshop evaluation.
Open Software and Art: A Tutorial
Tutorial
/
Jaccheri, Letizia
Proceedings of the 2011 International Conference on Entertainment Computing
2011-10-05
p.468-471
Keywords: Art and Technology; Open Source Software; Creativity; Arduino; Processing;
Scratch
© Copyright 2011 IFIP
Summary: The tutorial is devoted mainly to PhD students, researchers, educators, and
artists who are interested to learn, practice, and reflect about software tools
for creativity and art. In this work, we chose to focus on open source software
and its intersection with art. This choice is motivated by significant related
work in open source software and art and available software for art like
Processing, Arduino, and Scratch. Four research questions will shape the
discussion: 1) Development or use of software? 2) Who are the stakeholders? 3)
How to evaluate art and technology works? 4) Are there feelings beyond
creativity and amusement one should aim at when designing art and technology
expressions?
SArt Project: Research in the Intersection between Software and Art
/
Trifonova, Anna
/
Jaccheri, Letizia
Proceedings of the HCI'08 Conference on People and Computers XXII
2008-09-01
v.2
p.173-176
© Copyright 2008 Author
Summary: In this article we present the research of SArt project at the Norwegian
University of Science and Technology. In SArt we have the vision that software
engineering can benefit from multidisciplinary research at the intersection
with art for the purpose of increasing innovation and creativity. The group
participates in the development of several interactive art installations and
studies the issues and problems in this particular domain. Our findings show
several peculiarities of the software development projects which require
further study from software engineering perspective. Furthermore, we observe
that some important software engineering concepts, like testing and
maintenance, which are recognized as important in contemporary software
development, are often underestimated in interactive installation art.