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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Castiglione della Pescaia, Italy, May</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Prototyping for Investigating A ective Ob jects with and for Children</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Free University of Bozen-Bolzano</institution>
          ,
          <addr-line>Piazza Domenicani 3, Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>29</volume>
      <issue>2018</issue>
      <fpage>21</fpage>
      <lpage>33</lpage>
      <abstract>
        <p>If designers give users the means to create or experience interactive prototypes with them, users can contribute and form realistic expectations and experiences. That is especially relevant in case of novel interactive solutions and children as users. In 2017, two prototyping workshops concerning a ective objects were organised with children and designers across Europe: one in Germany in a summer camp, the other in Italy during a science festival. The former workshop helped designers inspect children's expectations for a ective objects. The latter workshop helped designers assess other children's experience with the prototypes created by the former children. The paper presents the prototyping workshops with in total 81 children, aged 11 to 16, and re ects on what designers learnt from them.</p>
      </abstract>
      <kwd-group>
        <kwd>children</kwd>
        <kwd>prototype</kwd>
        <kwd>cards</kwd>
        <kwd>a ective object</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Emotion communication is mostly done non-verbally, through facial expressions,
body postures or objects that are extensions of our bodies. A ective objects
are interactive objects that enable users to communicate emotions. A ective
objects are often created by teams of adults, and experienced by children1 later
in the design process. At the same time, the design community also advocates
for a more active role of children in the early design of interactive objects, with
diverse degrees of participation [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Lately, the community has stressed how
children should be involved as design protagonists so as to \shape" and \re ect
on technological development" for them [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Various techniques can be used to include children in the early design;
prototyping is one, which can be used in di erent design stages and for di erent
goals. For instance, Moser et al. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] used non-interactive prototypes to
investigate expectations for \future" games with and for children. Buchenau and Fulton
Suri [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] used experience prototyping to make diverse users actively experience
design alternatives with designers.
      </p>
      <p>Starting from that body of work, this paper pursues the idea to include
children into the early design of a ective objects for them through prototyping.
1 A child is a person below the legal age of majority.</p>
      <p>If designers include children into the making of prototypes, children can express
their expectations for a ective objects. If designers enable children to interact
with early prototypes, children can experience novel design ideas of a ective
objects for them. The paper reports on two such prototyping workshops with
designers and children, organised across diverse ages (from 11 to 16), cultures and
countries. In one workshop, in a Germany forest, children make their prototypes
and designers investigate children's expectations of a ective objects for children.
In the other one, in a school in Italy, other children experience those prototypes
and designers investigate their experience.</p>
      <p>The exploratory interrelated research questions of the workshops are two:
(R1) What a ective objects do children create or engage with? (R2) Can
prototyping enable children to communicate their ideas of a ective objects?</p>
      <p>The paper begins with an overview of related work and background
concerning the design of interactive objects with children, especially in relation to
emotion communication. Then the paper continues with its core matters. It presents
the workshop in Germany, with 55 13{16 years old children from Germany, Czech
Republic and non-EU countries, and the follow-up workshop in Italy, with 26
11{14 years old children from di erent cultures as well. In its conclusions, the
paper re ects on the results of the workshops in relation to the above research
questions.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Background and Related Work</title>
      <p>
        Emotions play an essential role in our interpersonal relationships. Besides the
body, objects embody meanings, memories, thoughts and, more generally,
emotions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], Scheirer and Picard de ned the term \a ective object", \which
has the ability to sense emotional data from a person, map that information to
an abstract form of expression and communicate that information expressively,
either back to the subject herself or to another person".
      </p>
      <p>
        Children aged 11{18, who are pre-teens or teens, face considerable emotional
changes [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Emotional communication becomes crucial and important in
facilitating their social interactions and well being, in general. Nowadays, there are
various a ective objects for children, especially teens and pre-teens. Their design
process is managed in di erent manners. If a ective objects are for children with
special needs, they are generally created by interdisciplinary teams of adults and
then evaluated with children, who are not involved in their early design, e.g., [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
In other settings, children are also involved in the early design of interactive
objects for them. Then prototyping with children can be used to help designers
develop a ective objects for children.
      </p>
      <p>
        Workshops that investigate expectations for a ective objects are not many,
especially with pre-teens or teens [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In general, workshops with children tend
to create prototypes, mainly non-interactive, e.g., videos [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], like in the
workshops in [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] and [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The latter investigated children's expectations for games
by creating non-interactive prototypes with children from di erent countries. A
similar idea is pursued in the rst workshop in this paper, held in Germany,
22
which investigated children's expectations for a ective objects by creating
interactive prototypes. There are several toolkits that designers and children can
use together for ideating, conceptualising and prototyping interactive objects.
Card-based or other paper-based generative toolkits are used for ideating and
conceptualising objects, e.g., the Tiles cards for ideating Internet of Things
(IoT) interactive objects [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. As for the prototyping stage, the research and
commercial communities o er several toolkits, with sensors and actuators, e.g.,
micro:bit [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and LittleBits [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. See, e.g., [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The rst workshops employs
cardbased toolkits for the ideation and conceptualisation phase, and integrates them
with programmable blocks, such as LittleBits kits, in the prototyping phase.
      </p>
      <p>
        Later on, the interactive prototypes can be used to gain direct insight into
children's experience with them. Experience prototyping, in the original
acceptation of the term [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], \is any kind of representation, in any medium, that is
designed to understand, explore or communicate what it might be like to
engage with the product", and which promotes \active participation" of designers
and users. Children's experience with interactive prototypes can be investigated,
e.g., through ranking instruments with children older than 8 years, as suggested
in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. This idea is adopted in the second workshop of this paper, held in Italy.
3
3.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Workshop in a Summer Camp in Germany</title>
      <sec id="sec-3-1">
        <title>Participants and Setting</title>
        <p>A workshop was organised with designers and children to investigate children's
expectations of a ective objects for them. It lasted c. 2 hours in the evening
and asked participant children to ideate, conceptualise and prototype their own
a ective objects. It was conducted in a German forest during a youth summer
camp, within a semi-open location with long dining tables. All children
participated voluntarily and were told about the workshop goals. Their parents or
referent adults approved of their participation, after being informed about the
workshop goals and methods.</p>
        <p>Group F M Nationality Group F M Nationality
G1
G2
G3
G4
7 0 Mixed
0 7 Mixed
6 0 Czech
6 0 Mixed</p>
        <p>G5
G5
G6
G7
0 8 Mixed
0 8 Mixed
0 7 Mixed
0 7 Mixed</p>
        <p>Tables for groups were located on both sides of a central table, working
as hub, with the design material, e.g., Littlebits toolkits. Another area had
a theatre-like stage for the nal presentation and sharing of a ective objects,
placed in front of the hub table.</p>
        <p>The workshop involved a total of 55 children, 26 females and 29 males, aged
13{16. Children were from Czech Republic (31), Germany (18) and non-EU
countries (3). Common languages were German or English. In total, 8 groups
were created by the camp organisers according to camp organisation constraints,
with separate female groups and male groups, but with mixed groups in terms
of nationality. See Figure 1 for a group. Table 1 speci es them all.</p>
        <p>The workshop also involved design facilitators, one per group, trained to the
goal and methods of the workshop. There was also a design moderator, who
usually remained at the hub table for delivering material and feedback to the
group elected representative.
The workshop was organised in an ideation and a conceptualisation phase, a
prototyping phase and a sharing phase.</p>
        <p>
          In the ideation and conceptualisation phase, paper-based generative toolkits
are often used. Tiles cards are paper-based generative IoT toolkits [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. They
can be downloaded from [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] and changed according to users' needs. The Tiles
cards include so-called primitive cards, which inspire combinations of IoT
components such as everyday things, sensors, actuators. The workshop adopted and
adapted those Tiles cards: cards concerning objects in the campus, a pillow;
input cards for LittleBits sensors or switches, e.g., a pressure sensor; output cards
for LittleBits actuators, e.g., LED lights.
        </p>
        <p>
          However, Tiles or similar cards, alone, may be insu cient with inexperienced
participants for conceptualising IoT objects. Thereby, designers also use further
generative toolkits for guiding children towards the prototyping phase. In [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ],
researchers used a common conceptualisation framework for making children
reect about the intended interaction with their object before prototyping it. Their
approach was adopted in this workshop, which used an ad-hoc conceptualisation
framework. This has simple if-then rules to ll in with object cards, input cards
(if-part) and output cards (then-part) for sensors and actuators. See Figure 1.
        </p>
        <p>During the workshop, rstly, children discussed about the assigned mission:
creating a ective objects that communicate one's mood or emotions. Then they
chose what objects to make interactive: either everyday objects, represented on
adapted Tiles cards, or natural elements of the forest location, e.g., a stone.
At the same time, they chose input and output cards, adapted from the Tiles
primitive deck for the available Littlebits sensors (for input cards) and actuators
(for output cards). Children were asked to re ect about such cards together and
place them in the correct area of the conceptualisation framework.</p>
        <p>For the prototyping phase, children moved to the hub for collecting
prototyping sensors and actuators. The moderator handed the toolkits out according
to children's questions and what speci ed in their conceptualisation framework.</p>
        <p>In the sharing phase, children moved to a theatre-like stage. There each
group in turn enacted their prototype to explain its ideation, in a silent-theatre
performance. This was chosen because of the multi-lingual environment, so as
to enable all participants to equally share their ideas and engage in the process.
While one group was presenting, with the help of facilitators, the others were
trying to understand the exact idea behind the object, and what emotions the
object was communicating.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Results</title>
        <p>This section reports on the results of the workshop in Germany. The a ective
object prototypes, created by children, are listed per group in Table 2 and
described below. Other results are reported in relation to the two main questions
of the paper, given in Section 1: concerning children's expectations for a ective
objects, rstly, and the workshop organisation, secondly.</p>
        <p>Data come from children's artefacts, i.e., their conceptualisation frameworks
and prototypes, besides designers' documentation, i.e., photos, videos and
independent observations. In particular, at the end of the workshop, designers
compared their documentations, and organised them in relation to children's
expectations for a ective objects and the workshop organisation.
25</p>
        <p>Description of A ective Objects. The A ection Watch should count each
a ectionate touch (e.g., hugging, caressing), create happiness, and display how
frequently its user gets in physical contact with others. The Hungry Fork should
express negative emotions due to hunger: when the button on the fork is pressed,
and lights the red LED which is embedded into the user's t-shirt, the user
expresses the fact that hunger stresses him/her and he/she needs food from others.
The Sadness Bottle should reveal its user's sadness through a blue LED when
the user hugs it and touches it; hugging, as care giving, is translated into an
affective object which communicates the sadness of its user. The Cheer-up Pillow
is an assistive object for coping with negative emotions: when pressed, it makes
a massage by vibrating and, when the slider is used, it also blows fresh air on
the face. See Figure 2. The Laughing Bracelet responds to laughs and
magnies its user's positive emotional state: the loudest the user laughs, the loudest
the bracelet responds. The Confusion Stone, when held in hand and squeezed,
should recognise the user's state of confusion (a negative situation), and warn
the user and others with a buzzing sound. When the Happiness Clip is touched,
it lights up and makes a buzz sound to represent the happiness of the user.
Similarly, when the Happiness Candle is put on its platform, it should measure the
happiness of the user and show it with numbers on its digital display.
Results Concerning A ective Objects. Children's prototypes and
designers' documentation were given to three researchers: two from interaction design,
one from industrial design. Researchers inspected them in relation to children's
expectations for a ective objects, by considering the following analysis criteria:
(1) the used physical objects and their a ordance; (2) emotions conveyed by
affective objects. Researchers worked independently, after agreeing on the criteria
and a common report format in two initial meetings. Researchers met again for
comparing their results. Results were discussed; in case of low agreement, they
were revised. The nal results are as follows.</p>
        <p>Researchers judged if children's prototypes used only everyday objects, or
also natural elements from the surrounding natural environment (forest); the
a ordance of the used physical objects. Only 1 out of 8 prototypes (the Confusion
Stone) used an object from nature. A ordance was judged low in the following
sense: only 37; 5% prototypes (3 out of 8) used physical characteristics of the
physical object. In general, according to researchers, children tended to choose
objects that they were using daily and represented on cards (e.g., pillow, fork,
bottle) rather than re ecting on physical objects and their a ordance.</p>
        <p>
          Criteria concerning emotions were taken from the emotion design
literature [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]: valence, for judging the valence of emotions (positive, negative) that
objects meant tackling: sharing, for judging whether emotions were
communicated to the user only, or also to others; utilitarian value, for judging whether
a ective objects had purely utilitarian value (e.g., being fed) or not. As for the
valence criterion, half a ective objects were judged related to negative emotions
and half to positive emotions, across male and female groups. Interestingly, the
Sadness Bottle, concerning a negative emotion, was created by the G6 group
26
with refugees from non-EU countries. As for the sharing criterion, results were
as follows: in the case of 2 objects, one made by a female group and the other by
a male group, emotions were communicated to their users, only; in all the other
6 cases, emotions were also communicated to others. As for the utilitarian value
criterion, only 2 objects, by two out of the four groups of males, were purely
utilitarian; all the others 6 were not, according to researchers.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Results Concerning the Workshop Organisation. Data concerning the</title>
        <p>workshop organisation come from designers' documentation. According to this,
all children managed to create their prototypes in the alloted time and with the
given material; designers mainly helped in the sca olding of children's ideas.</p>
        <p>Moreover, paper-based generative toolkits helped children create realistic
expectations and keep the design aligned with the assigned mission. Most
impotantly, they helped children structure their ideas and hence facilitate the
communication with designers. For instance, designers gave all groups feedback
concerning the chosen sensors and actuators in relation to the if-then rule,
inserted into the conceptualisation framework, before groups of children started
prototyping their a ective objects.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Workshop During a Science Festival in Italy</title>
      <p>A later workshop was organised with designers and other children in a school
in Italy, on the occasion of a science event, with the main aim of investigating
children's experience of the a ective object prototypes that were created in the
former workshop.
4.1</p>
      <sec id="sec-4-1">
        <title>Participants and Settings</title>
        <p>The science event organisers and teachers invited children to the event, and
the workshop had 26 participants, aged 11{14. There were 15 males and 11
females. Participants were selected by the science event organisers and school
27
personnel; all children participated voluntarily and were told about the workshop
goals. Their parents or referent adults approved of their participation, after being
informed about workshop goals and methods.</p>
        <p>The school is multi-cultural, and 38:46% of participating children had di
erent cultural backgrounds than Italian. Demographics data were collected through
a survey by the science event organisers, concerning children's age and gender,
besides cultural origins (if di erent than Italian or not).</p>
        <p>Four designers were also present, besides a moderating teacher. One of the
designer was the design moderator present in the former workshop in Germany.
Children were divided by their teacher in groups of 5{6 children, heterogeneous
for cultural backgrounds. Each group participated separately in the workshop.
The workshop was split into three phases, with dedicated physical areas; a brief
introduction to the prototyping of a ective objects; the sharing of the former
workshop experience; the collection of children's preferences for a ective objects.</p>
        <p>The rst phase served to introduce children to sensors and actuators for
prototyping a ective objects. Each group, in turn, moved towards the related
area with two designers. A designer showed children examples of simple a ective
objects, and invited children to re ect on how the objects used sensors and
actuators; the other designer mainly acted as observer and note-taker. This phase
served to expose children to the prototyping of a ective objects.</p>
        <p>The second phase was for sharing the results of the workshop experience in
Germany. Each group in turn moved to the sharing area, with a long table for
displaying the a ective objects of the former workshop. In this area, children
found the moderating designer of the former workshop and another one, mainly
acting as observer and note-taker. The moderating designer acted as narrator
and \bridge" between the two workshops. She explained children's origin and
ideation of each object, and how to interact with it. Then children were invited
to touch and use it, and ask questions about it.</p>
        <p>In the nal phase, children ranked a ective objects with a survey form. Each
object was represented on a sticker. Each child chose three stickers to rank his
or her three preferred objects in the survey form. This has medals for the rst
position (the rst preferred object), the second position (the second preferred
object) and the third position (the third preferred object).
4.3</p>
      </sec>
      <sec id="sec-4-2">
        <title>Results</title>
        <p>As in the case of the workshop in Germany, results concerning the workshop in
Italy are given in relation to the two research questions of Section 1:
concerning rstly children's experience of a ective objects, and secondly the workshop
organisation.</p>
        <p>Data come from children's survey rankings, besides designers' documentation|
photos, videos and independent observations. Like in the rst workshop,
designers compared their documentations, and organised them in relation to children's
experience with a ective objects and the workshop organisation.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Results Concerning A ective Objects. The survey rankings of a ective</title>
        <p>objects were analysed by gender. The Happiness Pillow was ranked rst by 81%
of participants. The result is independent of gender: 82% females and 80% males
chose it. The A ective Watch was second for 38%: 45% were females and 33%
males. Males and females di erently assigned the third place: 45% of females
chose the Laughing Bracelet; 33% of males chose the Hungry Fork.</p>
        <p>Those results are backed up by designers' documentation, concerning the
behaviour of children with objects or their verbatim comments. According to
that, the Happiness Pillow was very engaging, e.g., children kept on squeezing
it. The A ection Watch created physical contacts among participants (such as
holding hands). This seems to have engaged more females than males. In turns,
males seemed to be more interested in the functioning of objects, e.g., they
questioned the moderating designer about the employed sensors or actuators.
Results Concerning the Workshop Organisation. According to designers'
documentation, children generally grabbed how to interact with protypes, after
being exposed to their prototyping int the workshop introduction phase; during
the sharing phase, little explanation was needed by the moderating designer,
who mainly reported the generation of the objects and what they were meant
for. The fact that the designer was previously exposed to children's ideas enabled
her to quickly interact with children about prototypes.</p>
        <p>The interactivity of prototypes also engaged children into experiencing them,
e.g., children asked to interact with all prototypes. While interacting with the
prototypes, some children spontaneosly voiced their opinions about them, e.g.,
they criticised some prototypes, or suggested novel application scenarios. For
instance, the Sadness Bottle was criticised because of the chosen physical object
(its material and shape); a group of participants came up with an idea of a soft
object that could be hugged, whereas \a glass bottle cannot". While trying out
29
the Confusion Stone, another group conceived a novel usage: the stone could
help children express their stress or fear and ask for the help from others \very
far away".
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and Re ections</title>
      <p>This paper presented two workshops for including children in the design of
affective objects. Prototypes were the main communication medium within and
across workshops, among children and with designers. The former workshop was
held in a Germany multi-cultural summer camp and mainly served to investigate
children's expectations for a ective objects. The latter workshop was in a
multicultural school in Italy, on the occasion of a science event; children experienced
the prototypes of the former workshop, and expressed their ideas about them.</p>
      <p>Data were gathered and analysed for both workshops from complementary
perspectives, e.g., children's and designers'. The reported results enabled us to
answer the main research questions of the paper: what a ective objects do
children create or engage with? Is prototyping adequate for communicating
children's ideas? This section ends by re ecting on the speci c results related to the
research questions: rstly, a ective objects; secondly, the prototyping of a ective
objects itself, as a communication means among children, and with designers.
5.1</p>
      <sec id="sec-5-1">
        <title>Re ections on A ective Objects</title>
        <p>According to the results of the workshop in Germany, the majority of children
(7 groups out of 8) used everyday physical objects, and not nature elements, as
if children had grabbed \the rst available thing". Overall, such results seem
to indicate that children were not constrained and yet not guided towards their
choice of physical objects. Thus the workshop results do not give clear indications
concerning children's expectations of physical objects for a ective objects. As
far as emotions are concerned, some indications emerge from that workshop.
Children realised as many a ective objects for positive emotions as for negative
ones, and mainly for communicating emotions to others, independently of gender.
The group with refugees made a bottle that shows others their sadness, thereby
externalising and sharing their status. Only male groups made a ective objects
with utilitarian values (half of them). That may be explained with the age range
of participants (aged 13{16) and re ect a gender di erence.</p>
        <p>The later experience workshop in a multi-cultural school in Italy used the
affective object prototypes created by children in the former workshop. According
to its results, two objects were preferred by all children: the Cheer-up Pillow was
the rst choice, independently of gender; the A ective Watch was the second,
preferred by females. A possible reason for children's preference for the haptic
pillow was that it created a haptic sensation, which was unexpected in a pillow
and hence appreciated by children. As for the A ective Watch, it was leading
children to touch each other rather than creating a simulation of touch, which
might be the reason why it engaged more females than males.</p>
        <p>30</p>
      </sec>
      <sec id="sec-5-2">
        <title>Re ections on A ective Object Prototyping</title>
        <p>
          In each workshop and across workshops, prototypes were the main
communication means. According to the reported results, interactivity facilitated prototype
sharing and engagement in the former workshop. It also enabled participants in
the later workshop to rapidly experience prototypes in an ecological setting and
engage with them, in line with previous ndings albeit with adults [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>
          The material for the workshops included ad-hoc paper-based ideation cards
and a conceptualisation framework, besides prototyping kits. The material helped
in rapidly guiding children towards their creation or experience of prototypes.
Moreover, the material facilitated children's communication with designers, and
hence it helped designers convey children's ideas across workshops. At the same
time, the material might have partly limited children's expression, e.g., in the
former workshop, children always tended to use everyday objects, represented
on cards. Children's imagination could also have been hampered by the limited
range of available sensors and actuators. In the future, an intermediate
workshop might be introduced between the two workshops with children, to continue
prototypes with more advanced micro-electronics kits and fully realise children's
expectations and experience of a ective objects, e.g., a making workshop with
university students, like in [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          The presence of the same designer across workshops was also relevant to
convey the ideas behind object prototypes more completely, in line with the
results reported in [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Future workshops with children should thus maintain
such a choice.
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>Acknowledgements</title>
        <p>We would like to thank the Gaisthal camp leaders, Andrea Dieck and Daniel
Philipp Adlmueller, as well as other camp team members who helped with the
rst workshop. We also acknowledge the support of the Italian Education Body of
the Province of Bozen-Bolzano for the workshop in Italy, as well as the nancial
support of the GOST and SOOfA projects.
31</p>
      </sec>
    </sec>
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