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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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
www.bcs.org/upload/pdf/ewic_hc08_v2_paper45.pdf
www.bcs.org/server.php
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.