Stefano Gualeni

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Could a person ever transcend what it is like to experience and understand the world as a human being? Could humans ever know what it is like to be another entity? In the last century, similar questions about human subjectivity have often been raised within the context of post-metaphysical thinking. In particular, the ones presented at the beginning of this(More)
From an interspecies perspective, we advocate for a theoretical foundation aimed at facilitating further research towards digitally mediated human-animal interaction. The proposed framework follows an approach we call '<i>digitally complemented zoomorphism</i>' and recognizes 'play' as a free and voluntary activity that is shared by both animals and humans.(More)
Psychophysiological measurements have so far been used to express player experience quantitatively in game genres such as shooter games and race games. However, these methods have not yet been applied to casual video games. From a development point of view, games developed in the casual sector of the games industry are characterized by very short production(More)
This paper proposes and evaluates a novel method for the analysis and the refinement of products and designs that participate in playful, digitally-mediated human-animal interactions. The proposed method relies on a Grounded Theory approach and aims at guiding design and research in the field of Animal Computer Interaction in a way that is better focused on(More)
In this exploratory paper, we advocate for a way to mitigate the anthropocentrism inherent in interaction-design methodologies. We propose to involve animals that live in anthropic environments as participants in design processes. The current relationships between animals and technology have an inevitable impact on their well-being and raise fundamental(More)
In this paper we compare the effects of using three game user research methodologies to assist in shaping levels for a 2-D platformer game, and illustrate how the use of such methodologies can help level designers to make more informed decisions in an otherwise qualitative oriented design process. Game user interviews, game metrics and psychophysiology(More)
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