Prototyping an Immersive Screen Interfaces for Dogs' to Control Screens in Their Home

Despite proliferation of screen-based consumer products and video content for animals, scholarship has not progressed beyond researching how animals perceive screens, to how these interfaces’ immersion effect influences animal–screen interactions. Prototyping of a dog-controlled video system provided a step toward answers. The canine participant in a six-month home-based study attended to certain videos longer after triggering the system but showed no significant preference for particular media features or content. However, the dog did, encouragingly, engage with the system for extended spans of time. The project contributes to considering what animals make of immersive screens, how they regard screens, and how implementation decisions might affect animals’ experiences.

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Publication Details

Published
2024-11-28
DOI
https://doi.org/10.1145/3702336.3702342
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.74
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article

Prototyping an Immersive Screen Interfaces for Dogs' to Control Screens in Their Home

Aurélien Nioche, Ilyena Hirskyj-Douglas, Danielius Sukys
2 citations
Virtual Reality Applications and Impacts
0.74
article

Prototyping an Immersive Screen Interfaces for Dogs' to Control Screens in Their Home

Aurélien Nioche, Ilyena Hirskyj-Douglas, Danielius Sukys
article en
2 citations

Abstract

Despite proliferation of screen-based consumer products and video content for animals, scholarship has not progressed beyond researching how animals perceive screens, to how these interfaces’ immersion effect influences animal–screen interactions. Prototyping of a dog-controlled video system provided a step toward answers. The canine participant in a six-month home-based study attended to certain videos longer after triggering the system but showed no significant preference for particular media features or content. However, the dog did, encouragingly, engage with the system for extended spans of time. The project contributes to considering what animals make of immersive screens, how they regard screens, and how implementation decisions might affect animals’ experiences.

University of Glasgow (GB)
Openalex Percentile: Top 26%
Virtual Reality Applications and Impacts
0.74
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