Session:「Children, Well-being, and Play」

Huggable: The Impact of Embodiment on Promoting Socio-emotional Interactions for Young Pediatric Inpatients

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174069

論文アブストラクト: Most hospitals make efforts to provide socio-emotional support for patients and their families during care. In order to expand the service provided by certified child life specialists, we created a social robot and a virtual avatar that augment part of the care CCLS offers to patients by engaging pediatric patients in playful interactions and promoting their socio-emotional wellbeing. We ran a randomized controlled trial in a form of a Wizard-of-Oz study at a local pediatric hospital to study how three different interactive media (a plush teddy bear, a virtual agent on a screen, and a social robot) influence the pediatric patient's affect, joyful play, and social interactions with others. Behavioral analyses of verbal utterance transcriptions and children's physical behavior revealed that the social robot is most effective in producing socially energetic conversations as well as increasing positivity and promoting multi-party interactions. The virtual avatar was socially engaging but children tended to attend more exclusively to a virtual avatar and were less responsive to others. The plush toy was least engaging of the three interventions, but children touched it the most. Based on these findings, we recommend use cases for each agent appropriate for individual pediatric patients' health conditions and needs. These analyses of behavioral data suggest the benefit of deploying a physically embodied social robot in pediatric inpatient-care contexts on young patients'; social and emotional wellbeing.

日本語のまとめ:

小児入院患者の社会的well-beingの向上を目的に、子供と、ぬいぐるみ、バーチャルアバター、ソーシャルロボット、それぞれのインタラクションの影響を調査。ソーシャルロボットが最も効果的であることが分かった。

BebeCODE: Collaborative Child Development Tracking System

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174114

論文アブストラクト: Continuous tracking young children's development is important for parents because early detection of developmental delay can lead to better treatment through early intervention. Screening tests, often based on questions answered by a parent, are used to assess children's development, but responses from only one parent can be subjective and even inaccurate due to limited memory and observations. In this work, we propose a collaborative child development tracking system, where screening test responses are collected through collaboration between parents or caregivers. We implement BebeCODE, a mobile system that encourages parents to independently answer all developmental questions for a given age and resolve disagreements through chatting, image/video sharing, or asking a third person. A 4-week deployment study of BebeCODE with 12 families found that parents had approximately 22% disagreements about questions regarding their children's developmental and BebeCODE helped them reach a consensus. Parents also reported that their awareness of their child's development, increased with BebeCODE.

日本語のまとめ:

子供の発育遅延発見のための、両親が子供の発達を継続的に追跡、確認できるアプリ“BebeCODE”の実装と評価。生後10-50ヶ月の子供を持つ12組の両親を対象にテスト。両親のコンセンサス形成や子供の発達に対する意識を高めた。

Supporting Communication between Grandparents and Grandchildren through Tangible Storytelling Systems

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174124

論文アブストラクト: Grandparents and grandchildren that live apart often rely on communication technologies, such as messengers, video conferencing, and phone calls for maintaining relationships. While some of these systems are challenging for grandparents, others are less engaging for children. To facilitate communication, we developed StoryBox, a tangible device that allows sharing photos, tangible artifacts, and audio recordings of everyday life. We conducted a preliminary study with two families to identify design issues, and further refine the prototype. Subsequently, we conducted a field study with four families for up to four weeks to better understand real-world use and examine inter-generational connectedness. We found that StoryBox was accessible, simple, and helped bridge the technological gap between grandparents and grandchildren. Children communicated asynchronously in a playful and idiosyncratic manner, and grandparents shared past family memories. We provide insights on how to ease communication between different generations, engage them in sharing activities, and strengthen family relationships.

日本語のまとめ:

祖父母と孫のコミュニケーションを容易にするための写真や創作物等を共有できるStoryBoxをデザインし、4家族で4週間のフィールドスタディを実施。子供の創造的活動や双方のエンゲージメント向上を助長することができた。

Let's Play!: Digital and Analog Play between Preschoolers and Parents

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174233

論文アブストラクト: Play is an enjoyable and developmentally useful part of early childhood, and parent-child play is a highly productive mechanism by which children learn to participate in the world. We conducted an observational lab study to examine how 15 parent-child pairs (children age 4-6) respond to and play with tablet apps as compared to analog toys. We found that parents and children were less likely to engage with each other or to respond to each other's bids for attention during play sessions with tab-lets versus play sessions with toys. We also observed that specific design features of tablet devices and children's apps-such as one-sided interfaces, game paradigms that demand continual attention, and lack of support for parallel interaction-are the primary mechanism shaping these differences. We provide guidance suggesting how children's apps might be re-designed to preserve the ad-vantages of digital play experiences while also evolving to build in the advantages of traditional toys.

日本語のまとめ:

15組の親子ペア(子供は4-6歳)がアナログ玩具とタブレットのアプリゲームをどのように遊ぶのかを比較して観察研究を行った。タブレットは画面共有や親の役割、プレイしながらのコミュニケーションに問題があることがわかった。