Workshop 1/2: Researchers’ Toolbox for the Future: Understanding and Designing Accessible and Inclusive Artificial Intelligence (AIAI)
09:00 - 11:00
Workshop by: Marianne Kinnula, Netta Iivari, Sumita Sharma, Grace Eden, Markku Turunen, Krishnashree Achuthan, Prema Nedungadi, Tero Avellan, Biju Thankachan and Rucha Tulaskar
Where
Zoom
12:00
Workshop 2/2: Researchers’ Toolbox for the Future: Understanding and Designing Accessible and Inclusive Artificial Intelligence (AIAI)
12:00 - 14:00
Workshop by: Marianne Kinnula, Netta Iivari, Sumita Sharma, Grace Eden, Markku Turunen, Krishnashree Achuthan, Prema Nedungadi, Tero Avellan, Biju Thankachan and Rucha Tulaskar
Where
Zoom
14:30
Session 1: Accessibility and Special Interests Groups
14:30 - 16:00
Paper 1: Intercultural Film Education Online
By: Sergei Glotov
Paper 2: The Role Sound Plays in Games: A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research
By: Georgina Guillen, Henrietta Jylhä and Lobna Hassan
Paper 3: Technology Inclusion via Endangered Language Learning Application: An Explorative Case Study with Remote Nganasan Community
By: Alisa Burova, Larisa Leisiö, Sumita Sharma, Biju Thankachan and Markku Turunen
Where
Zoom
Day 2: Wednesday 2nd
09:00
Session 2: Playable, Sustainable, Inclusive: The Future of Smart Cities
09:00 - 10:45
Paper 4: The City at Play: the case of S’cianco game in Verona and the origin of Tocatì - International Street Games Festival
By: Francesca Berti and Nicola Gasperini
Paper 5: Prospettive di
Connessioni Urbane*: a case study about using Instagram to keep in touch with urban places in Naples (Italy) during COVID-19 pandemic
By: Flora Gatti, Fortuna Procentese and Robb Mitchell
Paper 6: Automatic Recognition of Playful Physical Activity Opportunities of the Urban Environment
By:Tuure Saloheimo, Maximus Kaos, Pia Fricker and Perttu Hämäläinen
Paper 7: A Speculative Catalog of Playful Urban Technology: Exploring the Playful Potential of Smart Cities
By: Ferran Altarriba Bertran, Jared Duval, Laura Bisbe Armengol, Ivy Chen, Victor Dong, Binaisha Dastoor, Adrià Altarriba Bertran and Katherine Isbister
Where
Zoom
11:00
Session 3: Fictional, Speculative and Critical Futures in Human-Computer Interaction
11:00 - 12:30
Paper 8: What Would Margaret Atwood Do? Designing for Ustopia in HCI
By:Renee Noortman, Mathias Funk, Kristina Andersen and Berry Eggen
Paper 9: WorldBuilding and Mandala as a Tool for Co-Speculating on the Healthcare Domain in 2050
By: Asim Evren Yantaç, Ali Vatansever, Tevfik Omaç, İlker Kayı and Kemal Kuşcu
Paper 10: Ethics and Power Dynamics in Playful Technology for Animals: Using speculative design to provoke reflection
By:Fiona French, Ilyena Hirskyj-Douglas, Heli Väätäjä, Patricia Pons, Sabrina Karl, Yoram Chisik, Eleonora Nannoni, Anna Zamansky, Mandeep Mangat, Patrizia Paci, Haruka Kasuga and Dana Vilker
Where
Zoom
13:30
Archives in DNA: Workshop Exploring Implications of an Emerging Bio-Digital Technology through Design Fiction
13:30 - 17:30
Workshop by: Raphael Kim, Larissa Pschetz, Conor Linehan, Chang Hee Lee, and Stefan Poslad
ABSTRACT
Continuing developments in DNA-based digital data storage systems promise us a sustainable, techno-utopian future; propositioning bio-digital solutions addressing the ever-increasing global data production, and inadequacies of conventional storage infrastructure to meet the demand. Distinct attributes of DNA make it an attractive archival medium. With its ability to retain high density of digital information cheaply, and to do so over multi-lifespans, DNA-based storage systems are seen as able to radically shape how we archive and use data, across wide-ranging applications. However, while the stakeholders continue to refine and race towards commercialization of the emerging technology, its sociocultural and ethical implications remain unexplored, limiting opportunities to generate insights on how such systems could be better designed and experienced. This workshop begins to explore what our DNA-mediated archival futures may hold. We learn about the fundamental principles governing the new technology and create stories about its pervasion in our lives, mediated through design fiction and structured discourse.
WORKSHOP GOALS
Our goal for running of the workshop is two-fold. By the end of
the workshop, we hope that the participants would have gained the
following: First, a better understanding and awareness of the technological landscape of DNA-based data storage systems; on their components, mechanisms, importance, trends, and key players, as
well as potential and limitations. And second, an experience to think about the future of the emerging technology, through informed speculations, story building, object making, and discussions.
WORKSHOP SCHEDULE
Below is our provisional timeline of the workshop. The duration of
each activity is an estimate and are subject to change according to
cohort size and conference scheduling. Essentially, the session is
divided into four parts, which are shown in the timeline below. A
suggested allocation within the day would be to undertake parts
I, II, and III in the morning, followed by a lunch break (1 hr), and
concluded with part IV in the afternoon.
Part I: Introduction 10 min Part II: Technology Landscaping 80 min
- Keynote Presentation 45 min
- Q&A and Discussion 25 min
- Break 10min Part III: Story Building 90 min
(Lunch) Break 60 min Part IV: Story Showcase/Discussion/Debrief 60 min
CALL FOR PARTICIPATION
Participants are invited to submit a short position paper (1-2 pages
long, including references), briefly describing their research area
and/or interest, and motivations for attendance. Position papers
should be in double-column, using ACM Conference Proceedings
"Master" Template, sent to Raphael Kim (r.s.kim@qmul.ac.uk). At
least one author of each paper must attend the workshop.
Where
Zoom
Day 3: Thursday 3rd
10:00
Session 4: Games and Gamification
10:00 - 12:00
Paper 11: Gamification was not the problem
By: Adam Palmquist
Paper 12: Hakoniwa: Enhancing Physical Gamification using Miniature Garden Elements
By: Donald Degraen, Marc Schubhan, Maximilian Altmeyer and Antonio Krüger
Paper 13: Attitudes towards gamifying work: A thematic analysis of responses of maritime logistics organization
By: Eetu Wallius, Ana Carolina Tomé Klock, Vilhelmiina Eronen and Juho Hamari
Paper 14: Quantum Game Jam---Making Games with Quantum Physicists
By: Annakaisa Kultima, Laura Piispanen and Miikka Junnila
Paper 15: Exploring the Design of Companions in Video Games
By: Elizabeth Bouquet, Ville Mäkelä and Albrecht Schmidt
Where
Zoom
13:00
Session 5: Extended Reality: Virtual, Mixed and Augmented Realities
13:00 - 14:20
Paper 16: Observing Virtual
Avatars: The Impact of Avatars' Fidelity on Identifying Interactions
By: Florian Mathis, Kami Vaniea and Mohamed Khamis
Paper 17: Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone
By: Oğuz Turan Buruk and Juho Hamari
Paper 18: Toward Efficient Academia-Industry Collaboration: A Case Study of Joint VR System Development
By: Alisa Burova, Hanna Heinonen, Paulina Becerril Palma, Tuuli Keskinen, Jaakko Hakulinen, Viveka Opas, John Mäkelä, Kimmo Ronkainen, Sanni Siltanen, Roope Raisamo and Markku Turunen
Where
Zoom
15:00
Session 6: Understanding and Designing the Socio-Technical & Dark Side of Information Technology
15:00 - 16:40
Paper 19: Augmenting the Performer-Audience Live Participation in Professional Event Productions
Antti Salovaara, Matti Nelimarkka, Kai Kuikkaniemi and Giulio Jacucci
Paper 20: Towards Systems Intelligent Approach in Empathic Design
Satu Jumisko-Pyykkö, Teemu Viita-Aho, Eero Tiilikainen and Esa Saarinen
Paper 21: Exploration of user interface mechanisms with affect labeling to enhance online discussion
Mariana Linhares de Carvalho, Thomas Olsson and Joel Kiskola
Paper 22: Sustaining Abstinence from Social Media: Results from a Seven-Day Facebook Break
Isaac Vaghefi