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dc.contributor.authorWirman, Hannaen_AU
dc.date.accessioned2013-11-22
dc.date.available2013-11-22
dc.date.issued2013-01-01en_AU
dc.identifier.citationCleland, K., Fisher, L. & Harley, R. (2013) Proceedings of the 19th International Symposium on Electronic Art, ISEA2013, Sydney.en_AU
dc.identifier.urihttp://hdl.handle.net/2123/9678
dc.description.abstractNon-humans in captivity require enrichment, which often takes the form of play. Over the course of past decades, various technologies have been introduced in zoos around the world to support captive animals' wellbeing. With a critical design / player ethnography approach, TOUCH project brings computer technologies to orangutans living at the Tasikoki Wildlife Rescue Centre in Indonesia. This paper discusses the role of play in the lives of two young male orangutans, Bento and Is, and explores how play can serve as a basis for cross-species communication between humans and orangutans.en_AU
dc.publisherISEA Internationalen_AU
dc.publisherAustralian Network for Art & Technologyen_AU
dc.publisherUniversity of Sydneyen_AU
dc.subjectACIen_AU
dc.subjectGamesen_AU
dc.subjectEnrichmenten_AU
dc.subjectTouch Technologiesen_AU
dc.subjectNon-Human Animalsen_AU
dc.subjectGame Designen_AU
dc.titleOrangutan play on and beyond a touchscreen.en_AU
dc.typeConference paperen_AU


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