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Petimo: enhanced tangible social networking companion for children

Published: 29 October 2009 Publication History

Abstract

As social networking widely spreads among the community, especially among the younger generation, the negative influence created on children has become a serious social concern. "Petimo" is an interactive robotic toy designed to protect children from potential risks in social networks and the virtual world and it helps them to make a safely connected social networking environment. It adds a new form of security to social computing through parental authentication, providing extra safety in making friends by physically touching each others robot which is a much preferred form especially by children and natural means of making friends. The concept of Petimo could be extended to any social network thus making it child-safe. As a proof-of-concept a 3D virtual world called "Petimo-World" is developed which includes all of the realizable basic features of traditional online social networks. With the system, children experience enhanced relationships with their friends through interactions in the real and virtual worlds by sending personal thoughts and feelings mediated by their robots with haptic, visual, and audible events.

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References

[1]
Young people and social networking services: A childnet international research report. http://www.digizen.org/downloads/fullReport.pdf.
[2]
C.-H. Cho and H. J. Cheon. Children's exposure to negative internet content: Effects of family context. Journal of Broadcasting & Electronic Media, 49(4):488--509, 2005.
[3]
S. Livingstone. Children's use of the internet: Reflections on the emerging research agenda. New Media Society, 5(2):147--166, June 2003.
[4]
W. Richardson. Blogs, wikis, podcasts, and other powerful web tools for classrooms. Corwin Press, Thousand Oaks, California, 2006.

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  • (2017)Privacy Preservation Framework for Smart Connected ToysComputing in Smart Toys10.1007/978-3-319-62072-5_9(149-164)Online publication date: 11-Aug-2017

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ACE '09: Proceedings of the International Conference on Advances in Computer Entertainment Technology
October 2009
456 pages
ISBN:9781605588643
DOI:10.1145/1690388
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Foundation of the Hellenic World

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 October 2009

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Author Tags

  1. interaction design
  2. smart gadgets and toys
  3. social networking
  4. tangible interfaces

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  • Research-article

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ACE '09
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Overall Acceptance Rate 36 of 90 submissions, 40%

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  • (2017)Privacy Preservation Framework for Smart Connected ToysComputing in Smart Toys10.1007/978-3-319-62072-5_9(149-164)Online publication date: 11-Aug-2017

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