This paper explores the intersection of Human-Comput- er Integration (HInt) and Critical Disability Studies (CDS) to explore how a posthumanistic epistemology in design can produce knowledge and know-how for the application do- mains of Health and Well-being. To use disability as a catalyst for innovation, a rethinking in the philosophy of sciences is necessary to establish knowledge production that emerges from new fluid politics that operate in ‘composition’ instead of ‘organization’. By placing an emphasis on nomadic practic- es that move beyond fixed borders, the encounters between Disability Studies or Human-Computer Integration can pro- duce situated, embodied and contingent design knowledge that study deviant and complex embodiment, and the kinds of alterations of human characteristics and abilities through technology. The first section of this paper explores the re- thinking in the philosophy of sciences. The second section ar- gues for a posthumanistic epistemology in design, which can be seen as the perfect way to produce situated, embodied and contingent design knowledge on the intersection of HInt and CDS. The final section of this paper highlights the poten- tial for the disciplines of Somatechnics and Soma Design to engage in each other’s body of knowledge to produce trans- formative knowledge through a shared focus on deviant em- bodiment and disability. The takeaway message of this paper is that the intersection of HInt and CDS potentially leads to new – otherwise overlooked - insights on the human-technol- ogy relationship, and therefore can take part in the historical strive for man-machine symbiosis. The posthumanist episte- mology allows for alternative ways of thinking that move be- yond the current Humanist perspective, and builds on a plu- ral, relational and expansive foundation for the development of design practices that catalyze innovation in the application domains of Health and Well-being.
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The concept of human-computer integration (HInt) is entering a new evolutionary phase, that leads to a paradigm shift from interaction to the integration of computing devices with the human body (Farooq & Grudin, 2017). This embodied integration, where a computer tightly integrates with the human body (Mueller, Maes & Grudin, 2019), engages the human being in mutual give-and-take relationships with computational systems. The paradigm shift in human-computer integration might have more to do with ‘becoming-in-the-world’ (Shildrick, 2022) than with ‘being-in-the-world’ requires a rethinking in the philosophy on the human body and its technological intertwining. Our research project starts from the belief that new insight and meanings on bodily understanding in the context of Human-Computer Integration can only be achieved through a creative and artistic exploration of the ‘lived experience’ of disabled bodies. In this project, research activities will be grounded in feminist philosophy and performed into the context of disability, yet the methodological approach of exploring the ‘felt sense’ and ‘kinaesthetics’ of the disability materiality takes place through performative design practice at the intersection of the HCI-related research fields of Soma Design (Höök, 2018) and Somaesthetics (Shusterman, 2008), as well as artistic disciplines, such as Musicology and Music Therapy, Dance and Dance Movement Therapy, Disability Arts and Critical Disability Studies. This paper starts with an explanation of the current research situation, and then provides background information on the different schools of thought that are present in the project. It continues with describing the research goals, methods, and research questions. The final part of the paper consists of an overview of three preliminary studies which explore human-computer relationships through the combination of performative practice and cyber-physical demonstrators, created by bachelor-students ‘Communication and Multimedia Design’ at Amsterdam University of Applied Sciences in The Netherlands and master-students ‘Web, Communication, and Information Systems’ at the Fachhochschule Kufstein in Austria. The takeaway message of this paper is that to advance our understandings of human-computer integration, we must consider a perspectivist viewpoint to develop alternative ways for exploring the bodily complexities of human-computer integration. We further argue that disability can be a catalyst for innovation and life-changing design in health and well-being, as it automatically emphasises the need for engaging with ‘being human’ in the context of the human-computer relationship. This PhD-project is productively looking for new forms of studying the context of disability, to unveil, excavate and expose knowledge for human- computer integration (HInt) that would otherwise be overlooked in the HCI-community.
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The objective of this study was to determine if a 3-dimensional computer vision automatic locomotion scoring (3D-ALS) method was able to outperform human observers for classifying cows as lame or nonlame and for detecting cows affected and nonaffected by specific type(s) of hoof lesion. Data collection was carried out in 2 experimental sessions (5 months apart).
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‘Creating the Difference’ is the theme of the 2014 edition of the Chi Sparks conference. It is also the challenge that the Human-Computer Interaction (HCI) community is facing today. HCI is a creative field where practitioners engage in design, production, and evaluation of interactions between people and digital technology. Creating excellent interfaces for people, they make a difference in media and systems that people are eager to use. Usability and user experience are fundamental for achieving this, as are abilities at the forefront of technology, but key to a successful difference is getting the right concepts, addressing genuine, intrinsic, human needs. Researchers and practitioners contribute to this area from theory as well as practice by sharing, discussing, and demonstrating new ideas and developments. This is how HCI creates a difference for society, for individuals, businesses, education, and organizations. The difference that an interactive product or service makes might lie in the concept of it but also in the making, the creation of details and the realisation. It is through powerful concepts and exceptional quality of realisation that innovation is truly achieved. At the Chi Sparks 2014 conference, researchers and practitioners in the HCI community convene to share and discuss their efforts on researching and developing methods, techniques, products, and services that enable people to have better interactions with systems and other people. The conference is hosted at The Hague University of Applied Sciences, and proudly built upon the previous conferences in Arnhem (2011) and Leiden (2009). Copyright van de individuele papers ligt bij de betreffende auteurs.
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There are different strategies of curriculum implementation regarding ICT education in schools of social work. It concentrates on ICT as a content of social work education, not on educational technology. Theoretically, an integral approach of ICT teaching ( social informatics ) is considered an adequate strategy for an up to date social work education. In practice however, the institutes of vocational education do not arrive at a full integration of social informatics. Some conditions are discussed that support integration as an implementation strategy.
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In this article, we examine the relationship between important types of policies for asylum permit holders in the Netherlands and the improvement in their command of Dutch. As far as asylum policy is concerned, we find that participation in activities in the asylum seekers reception centre – and in particular, following Dutch language classes – contribute to an improvement in Syrian asylum permit holders’ command of Dutch. On the other hand, a prolonged period of stay and frequent relocations between reception centres are not favourable. Asylum permit holders who have successfully completed the civic integration programme have a better command of the language than asylum permit holders who are still undergoing the programme. An important finding is that there seems to be a sort of double deficit in the area of civic integration: not only do the elderly and lower educated make less progress in learning Dutch, but they are also the ones more likely to receive a dispensation from the civic integration requirement, which places them at a further disadvantage. Third, we find that early participation in the labour market or as a volunteer is also beneficial for language proficiency.
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To improve people’s lives, human-computer interaction researchers are increasingly designing technological solutions based on behavior change theory, such as social comparison theory (SCT). However, how researchers operationalize such a theory as a design remains largely unclear. One way to clarify this methodological step is to clearly state which functional elements of a design are aimed at operationalizing a specific behavior change theory construct to evaluate if such aims were successful. In this article, we investigate how the operationalization of functional elements of theories and designs can be more easily conveyed. First, we present a scoping review of the literature to determine the state of operationalizations of SCT as behavior change designs. Second, we introduce a new tool to facilitate the operationalization process. We term the tool blueprints. A blueprint explicates essential functional elements of a behavior change theory by describing it in relation to necessary and sufficient building blocks incorporated in a design. We describe the process of developing a blueprint for SCT. Last, we illustrate how the blueprint can be used during the design refinement and reflection process.
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This paper shows an overview of design practices of the XR-lab at the Amsterdam University of Applied Sciences, The Netherlands. Over the course of six years, interdisciplinary teams of students have delivered 55+ prototypes in virtual, augmented, and mixed reality for a variety of 40+ clients. As human-computer interaction is entering a new evolutionary phase towards human-computer integration, new opportunities in extended reality (XR) have the potential to fundamentally alter human characteristics and abilities. Therefore, this paper begins with taking a philosophical stance on ‘being human’ and the anthropological concept of ‘liminality’ in XR-experiences. A further exploration of the concept of 'emotional rehearsal spaces' uses know-how from performance art, dance, architecture, and dramaturgy. Insights from tangible practices at the XR-lab show the cultural journey in XR-collaborations. This is made visible through a quick and dirty experiment on artistic thinking, design thinking, and system thinking, which shows how interdisciplinary collaborations are able to ignite new combinations of thought in design teams and individual professionals. Finally, we show an overview of specific design methods and tools that have been explored at the XR-lab over the years.
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In recent years, drones have increasingly supported First Responders (FRs) in monitoring incidents and providing additional information. However, analysing drone footage is time-intensive and cognitively demanding. In this research, we investigate the use of AI models for the detection of humans in drone footage to aid FRs in tasks such as locating victims. Detecting small-scale objects, particularly humans from high altitudes, poses a challenge for AI systems. We present first steps of introducing and evaluating a series of YOLOv8 Convolutional Neural Networks (CNNs) for human detection from drone images. The models are fine-tuned on a created drone image dataset of the Dutch Fire Services and were able to achieve a 53.1% F1-Score, identifying 439 out of 825 humans in the test dataset. These preliminary findings, validated by an incident commander, highlight the promising utility of these models. Ongoing efforts aim to further refine the models and explore additional technologies.
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Communication between healthcare professionals and deaf patients has been particularly challenging during the COVID-19 pandemic. We have explored the possibility to automatically translate phrases that are frequently used in the diagnosis and treatment of hospital patients, in particular phrases related to COVID-19, from Dutch or English to Dutch Sign Language (NGT). The prototype system we developed displays translations either by means of pre-recorded videos featuring a deaf human signer (for a limited number of sentences) or by means of animations featuring a computer-generated signing avatar (for a larger, though still restricted number of sentences). We evaluated the comprehensibility of the signing avatar, as compared to the human signer. We found that, while individual signs are recognized correctly when signed by the avatar almost as frequently as when signed by a human, sentence comprehension rates and clarity scores for the avatar are substantially lower than for the human signer. We identify a number of concrete limitations of the JASigning avatar engine that underlies our system. Namely, the engine currently does not offer sufficient control over mouth shapes, the relative speed and intensity of signs in a sentence (prosody), and transitions between signs. These limitations need to be overcome in future work for the engine to become usable in practice.
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