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Design of Socioenactive Systems Based on Physiological Sensors and Robot Behavior in Educational Environments
Author(s) -
Diego Addan Gonçalves,
Ricardo Caceffo,
José Armando Valente,
M. Cecí­lia C. Baranauskas
Publication year - 2021
Publication title -
revista brasileira de informática na educação
Language(s) - English
Resource type - Journals
eISSN - 2317-6121
pISSN - 1414-5685
DOI - 10.5753/rbie.2021.2104
Subject(s) - mindset , computer science , context (archaeology) , human–computer interaction , ubiquitous computing , architecture , robot , complex system , systems design , multimedia , artificial intelligence , software engineering , art , paleontology , visual arts , biology
Computational systems based on ubiquitous and pervasive technology present several challenges related to the interaction of people with scenarios constituted by sensors and actuators, changing the mindset of what we used to understand as interaction with a computer.  This also has influence in the ways of considering the design of systems based on contemporary technology for the educational context. To cope with the challenges of ubiquitous computing, the concept of socioenactive system is being constructed as a system in which human and technological aspects are coupled together in a cycle of perceptually guided actions of people interacting with elements of the physical environment and with other people in the same scenario. In this work we address the design of a socioenactive system as an evolution of two previous systems designed and experimented with 5-year-old children in an educational context.   The contribution of this paper is twofold: 1. We present an analysis of two different systems tested in educational scenarios, pointing out the lack of elements that should be present in a complete cycle of socioenactive systems, suggesting requirements for a third system; 2. We present an architecture for the third system and a simulation of its usage. Results of the third system and its simulation inform the next activities of bringing it to real life in a practice proposed for the same audience and context as the previous systems.

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