CHItaly 2021
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Frontiers of HCI
11-13 July, Bozen-Bolzano (Italy) and online (www)
Workshops
Workshops in CHItaly are events which will open the main conference providing a physical and digital forum for discussion on new and emerging HCI topics, relevant for the theme of CHItaly 2021.
All workshops will be half-day.
W1 - Gameful self-reflection: on HCI and the sustainability discourses CANCELLED
July 11, 2021 - Online
Organizers and Contacts
Greta Adamo, ITI / LARSyS, Madeira, Portugal (contact person: greta.adamo@iti.larsys.pt)
Max Willis, M-ITI and ITI / LARSyS, Madeira, Portugal
Leysan Nurgalieva, Trinity College Dublin, Ireland
Max Willis, M-ITI and ITI / LARSyS, Madeira, Portugal
Leysan Nurgalieva, Trinity College Dublin, Ireland
Abstract
It could be said that sustainability has always been at the center of HCI as a field; the core
tenets of HCI, usability and participation are both concerned with securing and maintaining
continued, meaningful engagement between customers and publics with the products and
services we design. Meanwhile, the concept of sustainability has taken on a more broad
ecological meaning, and although a range of HCI academic and industry professionals are
focussed on topics such as urban design, circular economy and citizen science that directly
address human impacts and environmentally-sensitive quality of life there is much more to
this discourse. This workshop invites each and every participant to self-reflect on their previous
work, their current directions, and future aims, and ask just how much, or how little our own work,
and that of our HCI community is addressing sustainability and sustainable development.
W2 - Virtual Reality, Inclusion and special language needs (VR Island)
July 11, 2021 - Afternoon - Online
Organizers and Contacts
Giulia Staggini, University of Genoa, Italy (contact person: stagginigiulia@gmail.com)
Rita Cersosimo, University of Genoa, Italy
Rita Cersosimo, University of Genoa, Italy
Abstract
This workshop proposal is the result of a speculation about important issues, both in the academic world and everyday life, such as: accessibility to language learning and technology support. In particular, the reasons leading to this proposal are: enhance motivation and cross-cultural competence in students with SLN (Special Language Needs), e.g: dyslexic students and foreigner learners; overcome language obstacles; enhance multi-channel, multi-media, multi-modality and multisensorial language learning; develop digital literacy and digital awareness. This workshop proposal is based on two main objectives: the first one aims to make attendees familiar with accessible teaching methods; the other one is more practical and focuses on an introduction of IVR in everyday teaching of language.
W3 - Speculative Design for Transurban Futures (TransUrban)
July 11, 2021 - Afternoon - Online
Organizers and Contacts
Mattia Thibault, Tampere University, Finland (contact person: mattia.thibault@tuni.fi)
Nikoletta Zampeta Legaki, Tampere University, Finland
Oğuz “Oz” Buruk, Tampere University, Finland
Seda Suman Buruk, independent urban designer, Tampere, Finland
Daniel Fernández Galeote, Tampere University, Finland
Nikoletta Zampeta Legaki, Tampere University, Finland
Oğuz “Oz” Buruk, Tampere University, Finland
Seda Suman Buruk, independent urban designer, Tampere, Finland
Daniel Fernández Galeote, Tampere University, Finland
Abstract
This workshop aims at expanding the existent research and perspectives on the future of cities
by making use of creative, emergent, and participative approaches. The concept of transurbanism emerges from the realisation that the future of humanity and the future of urban spaces cannot be understood is not by tackling them both at the same time.
Future cities will be articulated around future citizens, and future citizens will be shaped by
their urban environments. In order to investigate a far away transurban future, we will use the tools of speculative design, a well-established practice that uses design as a form of critique and speculation. The participative approach of the workshop will ensure that the different skills, backgrounds and perspectives of the participants will work in synergy to refresh and deepen the way we imagine future cities.
W4 - Critical Tools for Machine Learning: Figuring, fabulating, situating, diffracting machine learning systems design (CritML)
July 11, 2021 - Afternoon - Online
Organizers and Contacts
Goda Klumbytė, University of Kassel, Germany (contact person: goda.klumbyte@uni-kassel.de)
Claude Draude, University of Kassel, Germany
Alex Taylor, University of London, UK
Claude Draude, University of Kassel, Germany
Alex Taylor, University of London, UK
Abstract
The purpose of the workshop is to experiment with how machine learning systems can be imagined and designed in a more situated, inclusive, contextualized and accountable way in order to reduce the systemic socio-cultural biases and develop more socially responsible frameworks of design. The premise of the work is that while computer science has developed sophisticated technical tools to improve machine learning accuracy and expand application fields, it is facing issues in particular with regards to systemic socio-cultural bias. Critical theories, particularly feminist and postcolonial critical theories, have developed tools to address societal bias and its embeddedness in systems of thought and technology, and to trace how these embeddings give rise to new and reproduce existing hierarchies of power in society. This workshop thus aims to translate insights developed by those critical study fields into approaches
in machine learning systems design through an experimental workshop.
W5 - Frontiers of Older Humans Computer Interaction CANCELLED
July 12, 2021 - Online
Organizers and Contacts
Michela Cozza, Mälardalen University, Sweden (contact person: michela.cozza@mdh.se)
Alexander Peine, Utrecht University, The Netherlands
Helen Manchester, University of Bristol, UK
Alexander Peine, Utrecht University, The Netherlands
Helen Manchester, University of Bristol, UK
Abstract
The Socio-gerontechnology network brings together scholars from various social science and
design disciplines interested in critical studies of ageing and technology. The network started
from a joint interest of scholars in Science and Technology Studies – beginning to see ageing
as an important field for critical studies of technology – and Ageing Scholars – beginning to
see digitisation and technology as important but under-researched elements of ageing and
later life. Our aim is to provide critical social science insights into ageing and technology that
will lead to better policies and designs for older people in a digitising world. In the spirit of the SG Network and in line with the aim of CHItaly2021, this workshop is designed to attract contributions from diverse geographical areas and disciplines, which share a common interest in studying the relationships between age, ageing and technology design and development.
W6 - The Role of Digitalization in Improving the Quality of Live in Rural (Industrialized) Regions
July 12, 2021 - Morning - Hybrid
Organizers and Contacts
David Unbehaun, University of Siegen, Germany (contact person: david.unbehaun@uni-siegen.de)
Myriam Lewkowicz, Troyes University of Technology, France
Chiara Bassetti, CNR, Italy
Volker Wulf, University of Siegen, Germany
Mark Ackerman, University of Michigan, Ann Arbor, Michigan USA
Johannes Schädler, University of Siegen, Germany
Myriam Lewkowicz, Troyes University of Technology, France
Chiara Bassetti, CNR, Italy
Volker Wulf, University of Siegen, Germany
Mark Ackerman, University of Michigan, Ann Arbor, Michigan USA
Johannes Schädler, University of Siegen, Germany
Abstract
Rural regions are of central importance to the economic, social and political stability of advanced Western societies. When national states do not offer sufficient quality of life to people living in rural regions liberal democracies tend to destabilize. Authoritarian, populist or even extreme rightist movements gain followers and political influence (see for instance the USA, former East Germany, Tchech Republic, Hungary, or Slovenia). In Central Europe some of the rural areas are at the same time industrialized, typically with old, traditional industries. Compared to metropolitan regions, the relative affordability of land, historically derived competitive advantages (e.g. mines, water conducts) as well as skill sets of the entrepreneurs and the work force lead to the location of rather traditional production-oriented industries. While high tech typically moves to or emerges out of metropolitan centers, old industries can often be found in rural regions. However, we believe that rural (industrialized) regions have very specific needs and opportunities when trying to improve the quality of life by means of innovative digital artefacts.
W7 - GHItaly21-4th Workshop on Games-Human Interaction - Joint with W9
July 12, 2021 - Morning - Hybrid (joint with W9)
Organizers and Contacts
Davide Gadia, Università degli Studi di Milano, Italy (contact person: gadia@di.unimi.it)
Maria De Marsico, Sapienza Università di Roma, Italy
Laura Anna Ripamonti, Università degli Studi di Milano, Italy
Dario Maggiorini, Università degli Studi di Milano, Italy
Ilaria Mariani, Politecnico di Milano, Italy
Maria De Marsico, Sapienza Università di Roma, Italy
Laura Anna Ripamonti, Università degli Studi di Milano, Italy
Dario Maggiorini, Università degli Studi di Milano, Italy
Ilaria Mariani, Politecnico di Milano, Italy
Abstract
The proposed GHItaly21 would the fourth edition of a series of workshops focused on the
multifaceted issues related to the design and development of human-game interfaces. This
entails multidisciplinary competences and skills, and the final quality of the User eXperience
depends on how consistently and smartly they are exploited. As a matter of fact, users’
engagement and satisfaction rely on the wise design and skilled evaluation of the produced
(multidimensional) artifacts. This gains even more critical importance since the application of
video games has long overcome the borders of amusement, to spur new possibilities for, e.g.,
continuous healthcare and education. In its first three editions (two of them held in conjunction
to previous CHItaly conferences), the GHItaly workshops aimed at constituting a bridge among
the many different disciplinary areas involved, trying to decrease the still existing cultural gaps
and to establish a common ground and a crossroads for related research.
W8 - Designing for/with/around Nature: Exploring new frontiers of outdoors-related HCI (NatureHCI)
July 12, 2021 - Morning - Online
Organizers and Contacts
Eleonora Mencarini, Fondazione Bruno Kessler, Italy (contact person: mencarini@fbk.eu)
Amon Rapp, University of Torino, University of Trento, Italy
Linda Tonolli, University of Trento, Italy
Maurizio Teli, Aalborg University, Denmark
Roberto Cibin, Masaryk University, Czech Republic
Vincenzo D’Andrea, University of Trento, Italy
Massimo Zancanaro, University of Trento, Italy
Amon Rapp, University of Torino, University of Trento, Italy
Linda Tonolli, University of Trento, Italy
Maurizio Teli, Aalborg University, Denmark
Roberto Cibin, Masaryk University, Czech Republic
Vincenzo D’Andrea, University of Trento, Italy
Massimo Zancanaro, University of Trento, Italy
Abstract
In 2020, when most of the world population has experienced limitations to free mobility due to the COVID-19 pandemic, socialisation and outdoor life started to be strongly desired and dreamed. In this workshop, we are interested in exploring HCI issues and works related to the "outdoors", broadly intended as an open-air setting that includes cities, peripheries, rural areas, wild natural environments, etc. In this perspective, the natural context becomes of particular interest, given also the fact that in the last 10 years, part of HCI research has focused on
nature, investigating both the activities that people conduct in the natural context and the impact that human activities have on it. In this workshop, we would like to bring together researchers exploring the role of technology in shaping the outdoor experience, with a special focus on the natural environment. By doing so, we aim to question how the different aspects of nature are treated in HCI research, from outdoor life to the epistemological implications of anthropocentrism, and to start a conversation capable of renovating HCI discourses and practices.
W9 - Multi-party Interaction in eXtended Reality (MIXR) - Joint with W7
July 12, 2021 - Morning - Hybrid (joint with W7)
Organizers and Contacts
Maurizio Mancini, University of Rome “Sapienza”, Italy (contact person: m.mancini@di.uniroma1.it)
Giovanna Varni, LTCI, Télécom Paris, Institut polytechnique de Paris, France
David Murphy, University College Cork (UCC), Ireland
Fabio Pellacini, University of Rome “Sapienza”, Italy
Laura Maye, University College Cork, Ireland
Patrick O’Toole, University College Cork, Ireland
Giovanna Varni, LTCI, Télécom Paris, Institut polytechnique de Paris, France
David Murphy, University College Cork (UCC), Ireland
Fabio Pellacini, University of Rome “Sapienza”, Italy
Laura Maye, University College Cork, Ireland
Patrick O’Toole, University College Cork, Ireland
Abstract
XR, or eXtended Reality, is an umbrella term that encompasses the areas of AR, VR, and MR,
with strong emphasis on immersiveness, multimodality and presence. XR is a multidisciplinary field
incorporating subjects such as computer science, psychology, cognitive science, and digital humanities.
Within XR, collaborative environments is one of the fastest growing areas, as can be seen by the number
of social VR worlds available today. Most of these environments focus on the graphical aspects of
the environment, not fully taking advantage of multimodal and multi-party design. Interaction in
these environments is largely limited to text chats and, in the case of a few systems, voice interaction.
Deeper and more meaningful engagement and interaction in XR can be achieved by leveraging the principles
of Social Signal Processing (SSP) and Affective Computing (AC). Due to the simultaneous one-to-one
and one-to-many interactions that establish and evolve over time, Multi-party (group) Interaction
in XR is a complex process, whose analysis is still an open challenge in SSP/AC. Nowadays, the
need for exploring Multi-party Interaction in XR settings is expanding, as people are increasingly
meeting remotely through teleconferencing tools for practical reasons
(e.g., working and living abroad) or, for example, as a result of the social restrictions
related to the ongoing COVID-19 pandemic.
Workshop Chairs
- Barbara Rita Barricelli, University of Brescia, Italy (barbara.barricelli@unibs.it)
- Catia Prandi, University of Bologna, Italy (catia.prandi2@unibo.it)