Olga Lyra

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Awareness campaigns aiming to highlight the accessibility challenges affecting people with disabilities face an important challenge. They often describe the environmental features that pose accessibility barriers out of context, and as a result public cannot relate to the problems at hand. In this paper we demonstrate that contextual cues can enhance(More)
Equal access to education has recently been declared by the United Nations a basic human right [14]. However, despite the substantial attention given to inclusive education in recent years, researchers have criticized a lack of empirical evidence on how exclusion is manifested in student behavior. Recent development in sensor technology and social network(More)
Measuring children's behaviors and experiences has been one of the core interests of the field of Child-Computer Interaction. However, maintaining children's engagement in the evaluation process is one of the challenges that researchers need to meet. In this paper we introduce Playful Booth, a system that aimed at engaging children in playful photo taking(More)
With an increasing interest in the social inclusion of children in schools, HCI researchers have proposed technologies that support children at risk of social exclusion in their interactions with peers. However, much of this work has focused on the child at risk of social exclusion, disregarding the fact that social exclusion is a group-phenomenon that(More)
With an increasing emphasis on behavior change technologies, interest has grown over time also on the role of HCI in motivating healthy tooth brushing habits on children. In this paper we present the design and development of SmartHolder, a toothbrush holder that senses the frequency and duration of toothbrush practices and motivates healthy tooth brushing(More)
Gamification, the use of game design elements, such as points, levels, badges and achievements, in non-game contexts is a promising approach for encouraging desired behaviors. In this paper we describe our design process and early evaluation of a prototype that sensed children's social interactions (i.e., physical proximity) in the playground, and attempted(More)
Inclusive education, or the idea of <i>'one school for all'</i> has received wide interest in recent years, yet researchers have criticised a lack of empirical evidence on how exclusion is manifested in pupils' behaviours. This paper presents <i>Proximy</i>, a mobile app that senses children's social interactions during free play through sampling the(More)
We introduce Sense µ (pronounced " sense me "), a mobile application that aims at supporting awareness in parent-child relationships through the sensing capabilities of mobile devices. We discuss the relevance of three types of awareness information: physical activity inferred from accelerometers, verbal activity during class hours inferred from(More)
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