Touchibo: Touch-based Inclusion

A team of researchers from the Interactive Technologies Institute and Cornell University has recently presented a touch-based robot that is capable of fostering inclusion in schools, giving equal opportunities to children with and without visual impairment to participate in a group activity with the robot. Their most recent study showed improved individual and group participation perception, which contributes to creating more inclusive learning environments.

The robot is called Touchibo and has been developed to improve group interactions between children with and without visual impairment, exploring the power of tactile interactions. “Touchibo aims to bridge the gap between children with diverse visual needs, promoting participation, empathy, and social engagement”, said Isabel Neto, a researcher at ITI and Gaips Lab (INESC-ID).

The study involved 107 children, including 37 with visual impairments, who participated in a series of storytelling activities facilitated by Touchibo and an audio-only storyteller. Researchers analysed the children’s responses, touch behaviours, and group dynamics to evaluate the impact of touch-based interactions on social engagement and inclusivity. “We have used a combination of video recordings, questionnaires, and observational data to capture the nuances of interpersonal touch behaviours, story comprehension, and group dynamics”, added Isabel Neto.

Children who engaged with Touchibo exhibited a significantly increased perception of individual and group engagement compared to the interactions with the audio-only storyteller. “Touchibo not only promoted touch-based interactions between children but also enhanced the children’s perception of the storyteller’s likability and helpfulness, highlighting the robot’s potential to enrich social interactions in classrooms with children with mixed-visual abilities.

Furthermore, the study shed light on the importance of touch in promoting inclusion and engagement among children with diverse visual abilities. By creating a multisensory storytelling environment, Touchibo facilitated meaningful interactions, fostering a sense of belongingness and mutual understanding among the participants and promoting inclusion and mutual understanding among children with diverse visual needs.

The findings of this research pave the way for innovative approaches to creating inclusive learning environments for children with mixed visual abilities by demonstrating the power of touch-based robots in promoting social interactions and inclusion. This study was presented during the International Conference on Human-Robot Interaction. It was supported by DCitizensCRAI, Hybrida, and HumanE-AI-Net projects.

Robotic ostracism and children

A team including Interactive Technologies Institute’s researchers conducted a study with children aged five to ten years old to observe how they would react to seeing other children being excluded by robots in a controlled game setting. Even as observers, children felt left out and powerless; however, they demonstrated positive, helpful, and cooperative behaviours towards other children. Surprisingly, they were still willing and curious about playing with the ostracising robots after the experiment.

The study was led by the Interactive Technologies Institute and INESC-ID in collaboration with Reichman University (Israel). Results were presented this week at the International Conference on Human-Robot Interaction (HRI ’24). The robots deliberately left out the observed child by tossing a ball to each other and excluding the child from the game. By manipulating these interactions, the researchers effectively simulated a scenario of social exclusion, where the robotic peers excluded the child from the activity. “This method allowed us to observe how children reacted to witnessing exclusion in a controlled experimental setting, providing valuable insights into the psychological effects of robotic ostracism on children’s perceptions of belonging, control, and prosocial behaviour”, said the lead researcher, Filipa Correia.

Seeing exclusion, feeling exclusion

The study’s design and execution aimed to simulate realistic social dynamics, enabling the researchers to investigate the impact of robotic ostracism on young participants’ emotional and behavioural responses. The researchers observed various reactions from the children after witnessing social exclusion by robots: “The results indicated that children who observed exclusion between another child and two robots reported lower levels of belonging and control compared to children who observed inclusion”, added Dr. Filipa Correia. 

Children who witnessed exclusion were more helpful and cooperative

Additionally, the children who observed exclusion displayed more prosocial behaviour towards another child than those who witnessed inclusion, suggesting a potential carryover effect of seeking acceptance and strengthening bonds after experiencing exclusion.

Children still want to play with ostracising robots

Despite reporting lower levels of basic needs and witnessing exclusion by the robots, the children surprisingly expressed a high willingness to play with the same robots after the experiment, indicating a complex interplay between adverse experiences and the novelty effect of interacting with robots.

The findings unveiled intriguing insights into the psychological mechanisms at play when children experience social exclusion from robots. “Despite the inherent negative effects on children’s fundamental needs, social exclusion can also be used as a constructive tool,” the study’s lead researcher noted. “Robots can serve as valuable tools for educators to demonstrate social norms and behaviours, triggering psychological mechanisms that help children cope with negative situations and foster positive actions”, she added. The study not only deepens the researchers’ understanding of child-robot interactions but also raises important considerations for developing social robots for educational settings.

Children-friendly robotics

The study raises important ethical considerations regarding designing and deploying social robots in environments with children. By highlighting the potential impact of robotic behaviours on children’s perceptions and behaviours, the research underscores the need for responsible and ethical practices in developing child-friendly robotic technologies. 

“Imagine Siri would not understand your child’s accent but would always understand what their friends said. Even though this is not an intentional feature, your child might feel excluded in this scenario, which could change their feelings and actions towards other children and adults”. This awareness can guide policymakers, designers, and educators in ensuring robots’ safe and beneficial integration in educational and social settings.

The study was supported by the Portuguese Foundation of Science and Technology, the Horizon Europe Project DCitizens, and the eGamesLab PRR project.

Filipa Correia, Isabel Neto, Soraia Paulo, Patricia Piedade, Hadas Erel, Ana Paiva, and Hugo Nicolau. 2024. The Effects of Observing Robotic Ostracism on Children’s Prosociality and Basic Needs. In Proceedings of the 2024 ACM/IEEE International Conference on Human-Robot Interaction (HRI ’24). Association for Computing Machinery, New York, NY, USA, 157–166. https://doi.org/10.1145/3610977.3634997

MODINA hosts workshop in Budapest

From March 25th to 27th, the Interactive Technologies Institute, a partner in the MODINA consortium, launched a transformative workshop in Budapest. Led by researchers Diogo Cabral and David dos Santos, the workshop focused on mentoring the “Collective Cadence” artistic project by Simona Deaconescu and Grigore Burloiu.

“Collective Cadence” delves into the intricate dynamics of mass dances, individual expression, and control systems, with a keen emphasis on the role of rhythm in evoking collective emotions. By integrating disciplines such as history, anthropology, ethnomusicology, and artificial intelligence (AI), the project aims to unravel how rhythmic performances influence societal responses. Through a lecture performance mediated by AI, Grigore and Simona explore rhythms of contagion, trance, decisiveness, and ecstasy, fostering interactive engagement with the audience.

The workshop occurred at the Trafó House of Contemporary Arts, symbolising a significant milestone in exploring technology’s intersection with dance and audience interaction. This collaborative endeavour underscores MODINA’s commitment to pushing the boundaries of contemporary dance performances through the innovative integration of digital technology.

Reflecting on the workshop, Diogo Cabral, the MODINA Principal Investigator at the Interactive Technologies Institute, expressed enthusiasm for the project’s potential impact: “The ‘Collective Cadence’ workshop exemplifies MODINA’s commitment to exploring new frontiers in dance and technology. In their work, Simona and Grigore harness AI models to generate sounds and information that inform the exploration of the concept of mass dances to interact with the audience during their performance.”

About MODINA

MODINA, an acronym for Movement, Digital Intelligence, and Interactive Audience, is a pioneering project to revolutionise contemporary dance performances by harnessing cutting-edge artificial intelligence techniques. Supported by the Creative Europe program of the European Union, MODINA unites academic institutions and dance centres from six countries, fostering innovation and creativity in both the performing arts and academic research in interactive technologies.

Shift2DC starts Portuguese Demo

Shift2DC partners gathered in Madeira on April 3rd to strategise the trajectory of the Portuguese demonstrator, poised to explore the electrification potential of ports globally. Hosted at the Port of Funchal, the meeting united representatives from key institutions driving the demo’s momentum: INESC-ID, EDP Renewables, Interactive Technologies Institute, Electricidade da Madeira (EEM), and Administração dos Portos da Região Autónoma da Madeira (APRAM).

The inaugural assembly aimed to delineate a roadmap for the demonstrator’s progression, objectives, requisite infrastructure, and crucial research tasks. The Portuguese demonstrator, nestled in the heart of Madeira, has two main goals: to assess the efficacy of Direct Current (DC) solutions within port environments, leveraging a Digital Twin of the Port of Funchal, and to get feedback from end-users.

The Port of Funchal, a nexus of maritime activity, teems with potential yet grapples with challenges synonymous with complete electrification. The Port of Madeira aims to reduce carbon emissions by 40% by 2030, a feat contingent upon seamless integration with visiting vessels, including up to four cruise ships on peak days.

Four use cases will be meticulously examined throughout the demonstrator’s lifecycle:

  1. DC Port Management: Unveiling strategies to mitigate the strain of burgeoning energy demands, notably from cruise ships, through the integration of Battery Energy Storage Systems (BESS).
  2. DC Port/Grid Coordination: Harnessing the port’s latent potential to bolster grid stability during lulls in maritime activity, offering ancillary services vital for grid management.
  3. DC Microgrid: Fortifying the port’s resilience by simulating scenarios where it operates autonomously, detached from the main grid, necessitating adept management of storage assets.
  4. Port as a DC Energy Hub: Positioning the port as an epitome of energy convergence, exploring the integration of hydrogen systems alongside solar and storage solutions.

Bauhaus of the Seas at NEB Festival

The Interactive Technologies Institute is excited to announce the participation of the Bauhaus of the Seas Sails project in the upcoming New European Bauhaus Festival. Scheduled from April 9th to 13th, 2024, the event will serve as a platform to showcase the project throughout the week, featuring prominently at booth number 17 in the Festival’s FAIR and participating in various events.

One of the highlights of Bauhaus of the Seas Sails’ presence at the Festival will be the premiere of the first episode of its new video series. This debut is scheduled for the opening day of the Festival on April 9th, both at the physical stand and online. The video series explores the project, delving into its concepts, methodologies, and potential impact.

In addition to the premiere, the Bauhaus of the Seas Sails will join forces with other distinguished projects under the New European Bauhaus umbrella for a joint workshop. This collaborative event will bring together projects such as CrAFt, Desire, NEBourhoods, Eyes Hearts Hands, Cultuurcampus, and NEB-Star. Scheduled for Friday, April 12th, at 15:30 CET, this workshop aims to foster dialogue, exchange ideas, and explore synergies between the various initiatives. The event is free as part of the FAIR, but registration is recommended.

The Bauhaus of the Seas Sails is also organising a satellite event on Wednesday, 10 April. Titled “The Ocean Starts Here: more-than-human co-design for Living with the Sea”, this digital workshop will explore the practical application of NEB principles, focusing on inclusivity and sustainability.  Together with other NEB lighthouse projects, NEB-Star and Desire, Frederico Duarte will represent Bauhaus of the Seas Sails on April 9th and join the debate about the power and challenges of working with common narratives in these large-scale projects. Register for the event here.

The Bauhaus of the Seas project, led by the Interactive Technologies Institute, represents a unique endeavour at the intersection of art, design, technology, and sustainability. With a focus on leveraging interactive technologies to address challenges facing marine environments, the project embodies the spirit of the Bauhaus movement by advocating for interdisciplinary collaboration and visionary thinking.

The New European Bauhaus Festival serves as a platform for showcasing projects that embody the principles of the Bauhaus movement, including sustainability, inclusivity, and aesthetic excellence. By bringing together creators, innovators, policymakers, and citizens, the Festival seeks to catalyse a cultural and ecological transformation across Europe and beyond.

ITI hosts Jonas Frich

The Interactive Technologies Institute hosted Assistant Professor Jonas Frich from Aarhus University at  Beato Innovation District for an insightful talk on the intersection of creativity and Human-Computer Interaction. The event, organised by the Interactive Technologies Institute’s member Diogo Cabral this March, attracted a diverse audience of researchers and students.

Jonas Frich’s talk, titled “Shaping the Future of Creativity: Technological Trends and Transformations in HCI,” was given within the scope of his research visit to the ITI and provided a comprehensive overview of the evolving relationship between technology and human creativity. Drawing from his research, Frich outlined three pivotal advancements poised to redefine the creative landscape.

The first trend Frich highlighted was the pursuit of sustainable creativity, emphasising the integration of increased data and perspectives. By harnessing data-driven insights, Frich argued, creative professionals can cultivate more environmentally conscious and socially responsible practices.

As his second point, Frich underscored how Generative AI has empowered individuals by generating numerous novel ideas and enhancing their implementation. He suggested that this technology holds immense potential to democratise creativity and foster innovation across various domains.

In the final segment of his talk, Frich delved into forthcoming changes in the creative process. He proposed that as technological advancements continue to unfold, the emphasis will shift towards convergent thinking, where synthesising diverse ideas becomes critical. Moreover, Frich predicted a more equitable distribution of creative skills catalysed by emerging technologies and collaborative frameworks.

Get to know  Terhi Marttila’s Digital Artwork

The Interactive Technologies Institute proudly presents the latest digital artworks by postdoctoral researcher Terhi Marttila, a member of the eGames Lab project. Marttila’s creations, titled “zzz” and “Infinite Scroll,” offer unique and immersive experiences at the intersection of art and technology.

“zzz”: A Sonic Slumber Journey

Marttila’s “Zzz” is an experimental piece of digital literature that delves into sound and storytelling. This auditory experience, published at Revista Saca, invites users to engage with five distinct sounds, each contributing to a narrative designed to lull listeners into a peaceful slumber. Users can toggle different sounds by clicking on stars, creating a customisable and soothing mix. Inspired by Marttila’s bedtime rituals with her daughter, “zzz” reflects the artist’s imaginative sonic storytelling.

“Infinite Scroll”: Navigating the Unseen

Last December, Marttila unveiled “Infinite Scroll,” a captivating piece published in the Taper magazine for small-scale digital art and literature. The artwork explores the concept of infinite scrolling, intertwining poetry with the act of scrolling itself. Technically infinite, the poem addresses hidden processes and movements, particularly those related to money, concealed behind the seemingly simple interface of the scroll.

Marttila’s work in “Infinite Scroll” is a testament to her ability to weave intricate narratives that challenge conventional digital experiences. The piece engages the audience in a unique reading process and contemplates the invisible forces shaping our online interactions.

Marttila’s contributions to digital media and interactive arts have gained recognition, featuring her work alongside renowned artists and academics like Mark C Marino (UCLA)and Nick Montfort (MIT). “I have admired the work of Mark C Marino and Nick Montfort for years. Seeing my work nested between theirs on Taper means a lot to me”, confesses Terhi Martilla.

Terhi Marttila holds a PhD in digital media from the University of Porto and has earned both M.A. and B.A. degrees in art education from the University of Lapland. Marttila’s artistic approach combines collaboration and web programming, focusing on social justice issues through playful interactive works.

Three research projects at HRI 2024

The Interactive Technologies Institute will be participating in the 19th Annual ACM/IEEE International Conference on Human-Robot Interaction (HRI) with the acceptance of three research papers. These papers showcase ITI’s commitment to advancing the field and highlight the institute’s dedication to fostering inclusivity and understanding in human-robot interactions.

The ACM/IEEE HRI conference provides an ideal platform for researchers to share their latest work with the global HRI community. The “HRI in the real world” theme resonates with ITI’s mission to bring human-robot interaction out of the lab and into everyday life. The conference, scheduled for March 11-15, 2024, will occur in Boulder, Colorado, USA.

“I’m Not Touching You. It’s The Robot!”: Inclusion Through A Touch-Based Robot Among Mixed-Visual Ability Children

This research paper, led by Isabel Neto, a researcher at the Interactive Technologies Institute and GAIPS Lab (INESC-ID), introduces Touchibo, a groundbreaking tactile storytelling robot designed to promote inclusivity among children with mixed visual abilities. Touchibo successfully bridges the gap between children through engaging storytelling activities, fostering collaboration and empathy. Isabel Neto emphasises the transformative impact of this technology, envisioning a future where innovation promotes inclusivity and understanding among individuals of all abilities. This paper is nominated for the ‘Best Paper’ award at the HRI conference in 2024.

More-than-human Perspective on the Robomorphism Paradigm

Filipa Correia leads a team of researchers to propose on a new theoretical paradigm called “robomorphism” that challenges traditional views in Human-Robot Interaction. The authors follow posthuman perspectives by exploring the attribution of robot-like traits to various entities. The paper not only offers a fresh viewpoint on robomorphism but also provides valuable insights for the future development of social robots.

The Effects of Observing Robotic Ostracism on Children’s Prosociality and Basic Needs

A team of researchers from ITI, INESC-ID and MiLab investigated in a study how children respond to robotic ostracism and its impact on their prosocial behaviour and basic needs. The study, conducted with children aged five to ten years old, reveals intriguing insights into the psychological mechanisms at play when children experience social exclusion from robotic peers. The research paves the way for more empathetic design approaches in human-robot interaction, particularly in educational settings. This paper is also nominated for the ‘Best Paper’ award at the HRI conference in 2024.

Workshop: Assistive Applications, Accessibility, and Disability Ethics

Isabel Neto is also a part of the team behind the A3DE workshop, which is integrated into the HRI 2024 programme. The full-day workshop will address the critical accessibility issues in HRI and the ethical considerations surrounding disability-centered design and research. It will feature keynote speakers from academia and industry, panel discussions with expert academic, industry, and disability advocate panellists, and activities and breakout sessions designed to facilitate conversations about the accessibility of the HRI community and assistive technology researchers.

As the Interactive Technologies Institute continues to spearhead innovation in interactive technologies, these research papers signal a promising future where technology facilitates inclusivity, understanding, and collaboration in human-robot interactions.

Game Art and Gender Equity Closing Session

The Interactive Technologies Institute is delighted to announce the closing session of the Game Art and Gender Equity (GAGE) project on March 8th, International Women’s Day. The event, to be held at the Interactive Technologies Institute facilities in the Beato Innovation District with remote participation available, promises to be a culmination of years of dedicated research and creative collaboration. The highlight of the evening will be the teaser presentation of the teaser of the animated short film ‘Mnema,’ a representation of the voices and experiences of women in the gaming industry.

‘Mnema’ is a short animated film directed by Carolina Bonzinho and Inês Costa, produced with the support of the Agency for the Promotion of Atlantic Culture (APCA Madeira). The film incorporates the results of GAGE’s empirical research, presenting a visual universe that encapsulates the stories and experiences of women in the gaming industry.

The event will have the presence of relevant stakeholders in the fields of gaming and gender equity. The event is open but registration is required.

Agenda

16:00: Welcome to Participants
16:10: Presentation of the GAGE Project (Luciana Lima)
16:40: Presentation of the Film Mnema (Carolina Bonzinho and Inês Costa)
17:10: Q&A Session

About GAGE Project

The Game Art and Gender Equity (GAGE) project, initiated by Dr. Luciana Lima and Dr. Patrícia Gouveia at the Interactive Technologies Institute, delves into the history and evolution of female participation in the Portuguese gaming industry. With a team of eleven artists and researchers from diverse fields, GAGE conducted arts-based research between 2020 and 2024, shedding light on the challenges and contributions of women in a predominantly male-dominated industry.

About Mnema short film

This short animated film explores the world of video games through the character Mnema, derived from the Greek goddess Mnemosyne, symbolizing memory and inspiration. The film aims to challenge stereotypes and showcase the resilience of women in the face of adversity within the gaming industry. ‘Mnema’ seeks to raise awareness about representation, equal opportunities, and inclusion in the digital games realm, paying tribute to women who defy stereotypes to claim their rightful place.

eGames Lab showcases research in video game development

The eGames Lab consortium recently hosted a two-day scientific session titled “Level Up @ eGames Lab” at the CCIF Centre in Funchal on February 21 and 22. The event featured experts from various European universities gathering to discuss advancements in video game development.

The symposium commenced with an opening ceremony at 9 a.m. on February 21, with Dr. Cristina Pedra, the Mayor of Funchal. Dr. Cristina Pedra, in her welcome address, expressed the municipality’s satisfaction with the progress of the eGames Lab project. She highlighted the tangible outcomes, including the development of certified games, the recognition of consortium-affiliated companies, and the publication of research papers.

The following sessions included a series of lectures delivered by renowned researchers specializing in areas crucial to the gaming industry. Notable speakers included Lene Nielsen from the University of Copenhagen, Sabine Madsen from the University of Aalborg (Denmark), Nuno Correia from the Nova University of Lisbon, and Terhi Marttila from the Interactive Technologies Institute and the Instituto Superior Técnico, among others.

Throughout the event, 23 scientific posters were displayed, showcasing the research projects of young investigators affiliated with the eGames Lab. These posters provided insights into the ongoing research and development activities conducted since the inception of the eGames Lab project.

The closing session on the second day brought together the invited researchers for a panel discussion. The panel explored various approaches to video game development, addressing key challenges faced by the gaming industry in Portugal and abroad.

The eGames Lab, a project funded by the Recovery and Resilience Plan with a budget of 30 million euros, aims to boost the video game development sector and creative industries in Portugal. The initiative, which commenced last year, has made significant strides in fostering collaboration between researchers, fostering innovation, and contributing to the growth of the gaming industry.