Tangible

Using Tabletop Robots to promote Inclusive Classroom Experiences

Geometry and handwriting rely heavily on the visual representation of basic shapes. It can become challenging for students with visual impairments to perceive these shapes and understand complex spatial constructs. For instance, knowing how to draw …

Tangible Human Swarm Interaction

Context: Visuo-Motor coordination problems can impair children in their academic achievements and in their everyday life. Gross visuo-motor skills, in particular, are required in a range of social and educational activities that contribute to children’s physical and cognitive development such as playing a musical instrument, ball-based sports or dancing. Children with visuo-motor coordination difficulties are typically diagnosed with developmental coordination disorder or cerebral palsy and need undergo physical therapy. The therapy sessions are often not engaging for children and conducted individually. In this project, we aim to design new forms of interaction with a swarm for enhance visuo-motor coordination. We propose to develop a game that allows multiple children to play collaboratively on the same table. Goals & Milestones Implement the set of basic swarm behaviour using 4 Cellulo robots Integrate collaorative and tangible interactions Test the system with a participants. We plan ti integrate a measure of cognitive load using eye tracking data Topics HCI, Health, Game, Swarm Robotics Prerequisites Skills: Python, C++, Js References https://www.epfl.ch/labs/chili/index-html/research/cellulo/

Tangible Robots for Collaborative Online Learning

Context: Online learning presents several advantages: decreasing cost, allowing more flexibility and access to far away training resources. However, studies have found that it also limits communications between peers and teachers, limits physical interactions and that it requires a big commitment on the student’s part to plan and stay assiduous in their learning. Goals & Milestones In this project, we aim to design and test a novel way to engage students in collaborative online learning by using haptic enabled tangible robots. The project will consist in: developing a tool allowing the design of online activities for two or more robots to be connected implementing a demonstrator for this new library that will embed a series of small exercises hilightling the new capability of remote haptic-assisted collaboration evaluating the demonstrator with a user experiment Topics HCI, Haptics, Robot, Collaborative Work (Training/Gaminig) Prerequisites Skills: C++, Js, References See Zotero Collection https://www.zotero.org/groups/2419050/hri-unsw/collections/JXBHFMBC Schneider, B., Jermann, P., Zufferey, G., & Dillenbourg, P. (2011). Benefits of a Tangible Interface for Collaborative Learning and Interaction. IEEE Transactions on Learning Technologies, 4(3), 222–232. https://doi.org/10.1109/TLT.2010.36 Asselborn, T., Guneysu, A., Mrini, K., Yadollahi, E., Ozgur, A., Johal, W., & Dillenbourg, P. (2018). Bringing letters to life: Handwriting with haptic-enabled tangible robots. Proceedings of the 17th ACM Conference on Interaction Design and Children, 219–230. East, B., DeLong, S., Manshaei, R., Arif, A., & Mazalek, A. (2016). Actibles: Open Source Active Tangibles. Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces, 469–472. https://doi.org/10.1145/2992154.2996874 Guinness, D., Muehlbradt, A., Szafir, D., & Kane, S. K. (2019a). RoboGraphics: Dynamic Tactile Graphics Powered by Mobile Robots. The 21st International ACM SIGACCESS Conference on Computers and Accessibility, 318–328. https://doi.org/10.1145/3308561.3353804 Guinness, D., Muehlbradt, A., Szafir, D., & Kane, S. K. (2019b). RoboGraphics: Using Mobile Robots to Create Dynamic Tactile Graphics. The 21st International ACM SIGACCESS Conference on Computers and Accessibility, 673–675. https://doi.org/10.1145/3308561.3354597 Guinness, D., Muehlbradt, A., Szafir, D., & Kane, S. K. (2018). The Haptic Video Player: Using Mobile Robots to Create Tangible Video Annotations. Proceedings of the 2018 ACM International Conference on Interactive Surfaces and Spaces, 203–211. https://doi.org/10.1145/3279778.3279805 Guneysu, A., Johal, W., Ozgur, A., & Dillenbourg, P. (2018). Tangible Robots Mediated Collaborative Rehabilitation Design: Can we Find Inspiration from Scripting Collaborative Learning? Workshop on Robots for Learning R4L HRI2018. Guneysu Ozgur, A., Wessel, M. J., Johal, W., Sharma, K., Ozgur, A., Vuadens, P., Mondada, F., Hummel, F. C., & Dillenbourg, P. (2018). Iterative design of an upper limb rehabilitation game with tangible robots. Proceedings of the 2018 ACM/IEEE International Conference on Human-Robot Interaction, 241–250. Guneysu Ozgur, A., Wessel, M. J., Olsen, J. K., Johal, W., Özgür, A., Hummel, F. C., & Dillenbourg, P. (2020). Gamified Motor Training with Tangible Robots in Older Adults: A Feasibility Study and Comparison with Young. Frontiers in Aging Neuroscience, 12. https://doi.org/10.3389/fnagi.2020.00059 Ishii, H., & Ullmer, B. (1997). Tangible Bits: Towards Seamless Interfaces Between People, Bits and Atoms. Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, 234–241. https://doi.org/10.1145/258549.258715 Johal, W., Tran, A., Khodr, H., Özgür, A., & Dillenbourg, P. (2019). TIP: Tangible e-Ink Paper Manipulatives for Classroom Orchestration. Proceedings of the 31st Australian Conference on Human-Computer-Interaction, 595–598. https://doi.org/10.1145/3369457.3369539 Loparev, A., Westendorf, L., Flemings, M., Cho, J., Littrell, R., Scholze, A., & Shaer, O. (2017). BacPack: Exploring the Role of Tangibles in a Museum Exhibit for Bio-Design. Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction, 111–120. https://doi.org/10.1145/3024969.3025000 Okerlund, J., Shaer, O., & Latulipe, C. (2016). Teaching Computational Thinking Through Bio-Design (Abstract Only). Proceedings of the 47th ACM Technical Symposium on Computing Science Education, 698. https://doi.org/10.1145/2839509.2850569 O’Malley, C., & Fraser, D. S. (2004). Literature review in learning with tangible technologies. Ozgur, A. G., Wessel, M. J., Asselborn, T., Olsen, J. K., Johal, W., Özgür, A., Hummel, F. C., & Dillenbourg, P. (2019). Designing Configurable Arm Rehabilitation Games: How Do Different Game Elements Affect User Motion Trajectories? 2019 41st Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 5326–5330. https://doi.org/10.1109/EMBC.2019.8857508 Ozgur, A., Johal, W., Mondada, F., & Dillenbourg, P. (2017). Haptic-enabled handheld mobile robots: Design and analysis. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2449–2461. Ozgur, A., Lemaignan, S., Johal, W., Beltran, M., Briod, M., Pereyre, L., Mondada, F., & Dillenbourg, P. (2017). Cellulo: Versatile handheld robots for education. 2017 12th ACM/IEEE International Conference on Human-Robot Interaction (HRI, 119–127.