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Collaborative Meaning Construction in Socioenactive Systems: Study with the mBot

Part of the Lecture Notes in Computer Science book series (LNISA,volume 11590)

Abstract

The design of interactive systems concerned with the impact of the technology on the human agent as well as the effect of the human experience on the technology is not a trivial task. Our investigation goes towards a vision of socioenactive systems, by supporting and identifying how a group of people can dynamically and seamlessly interact with the technology. In this paper, we elaborate a set of guidelines to design socioenactive systems. We apply them in the construction of a technological framework situated in an educational environment for children around the age of 5 (N = 25). The scenario was supported by educational robots, programmed to perform a set of actions mimicking human emotional expressions. The system was designed to shape the robots’ behavior according to the feedback of children’s responses in iterative sessions. This entails a complete cycle, where the robot impacts the children and is affected by their experiences. We found that children create hypotheses to make sense of the robot’s behavior. Our results present original aspects related to a social enactive system.

Keywords

  • Enactive
  • Educational
  • Robots
  • Interactive design
  • Evaluation
  • Ontologies
  • Emotions
  • HCI

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Fig. 1.

Adapted from the enactive system proposed by Tikka et al. [17] and organized by Kaipainen et al. [12].

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Notes

  1. 1.

    The current research is part of a broader project, supported by the São Paulo Research Foundation (FAPESP), grant #2015/16528-0, that aims to study, build and evaluate socioenactive conceptual frameworks for different scenarios, like the educational, health and museums. The complete project description is available at: https://interhad.nied.unicamp.br/projetos/socio-enactive-systems Accessed: February, 2019.

  2. 2.

    This research was approved by the Research Ethics Committee of the University of Campinas with number 72413817.3.00000.5404.

  3. 3.

    Ideograms and smileys used in electronic messages and web pages. Definition retrieved from: https://en.wikipedia.org/wiki/Emoji Accessed: January, 2019.

  4. 4.

    The opinions, hypotheses, and conclusions or recommendations expressed in this material are the responsibility of the authors and do not necessarily reflect the views of FAPESP.

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Acknowledgements

This research is supported by São Paulo Research Foundation (FAPESP)Footnote 4, grants #2015/16528-0, #2014/07502-4, #2018/06416-8 and #2017/02325-5. Additional support was provided by the Brazilian Federal Agency for Support and Evaluation of Graduate Education (CAPES), the National Council of Technological and Scientific Development (CNPq) under grant #306272/2017-2, the University of Campinas (UNICAMP), the Nucleus of Informatics Applied to Education of the University of Campinas (NIED), and the Federal Institute of Education, Science and Technology of São Paulo (IFSP).

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Caceffo, R. et al. (2019). Collaborative Meaning Construction in Socioenactive Systems: Study with the mBot. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. Designing Learning Experiences. HCII 2019. Lecture Notes in Computer Science(), vol 11590. Springer, Cham. https://doi.org/10.1007/978-3-030-21814-0_18

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  • DOI: https://doi.org/10.1007/978-3-030-21814-0_18

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