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374
Augmenting the Virtual Domain with Physical and Social Elements -- Towards a Paradigm . . .
- IN PROC. OF ADVANCES OF COMPUTER ENTERTAINMENT 2004 (ACE 2004
, 2004
"... In this paper, means of enriching computer entertainment experiences by emphasizing physical and social game elements are discussed. A conceptual framework in which the relations between the virtual, the physical, and the social domains are modelled is presented. Interfaces that mediate between the ..."
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Cited by 41 (4 self)
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In this paper, means of enriching computer entertainment experiences by emphasizing physical and social game elements are discussed. A conceptual framework in which the relations between the virtual, the physical, and the social domains are modelled is presented. Interfaces that mediate between the domains are discussed along with a complementary software architecture that helps developing hybrid computer games. Finally, sample games that follow the approach of physical and social augmentation are presented.
The reacTable*: A Collaborative Musical Instrument
- Proc. of the TICE Workshop at the WETICE 2006, IEEE CS
, 2006
"... The reacTable * is a novel multi-user electro-acoustic musical instrument with a tabletop tangible user interface. In this paper we will focus on the various collaborative aspects of this new instrument as well as on some of the related technical details such as the networking infrastructure. The in ..."
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Cited by 38 (3 self)
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The reacTable * is a novel multi-user electro-acoustic musical instrument with a tabletop tangible user interface. In this paper we will focus on the various collaborative aspects of this new instrument as well as on some of the related technical details such as the networking infrastructure. The instrument can be played both in local and remote collaborative scenarios and was designed from the very beginning to serve as a musical instrument for several simultaneous players. 1 The reacTable* The reacTable*, is a novel multi-user electro-acoustic musical instrument with a tabletop tangible user interface. Several simultaneous performers share complete control over the instrument by moving physical artefacts on the
Marked-up Maps: Combining Paper Maps and Electronic Information Resources
- Personal and Ubiquitous Computing
, 2006
"... Mobile devices have been used as tools for navigation and geographic information retrieval with some success. However, screen size, glare, and the cognitive demands of the interface are often cited as weaknesses when compared with traditional tools such as paper maps and guidebooks. In this paper, a ..."
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Cited by 35 (1 self)
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Mobile devices have been used as tools for navigation and geographic information retrieval with some success. However, screen size, glare, and the cognitive demands of the interface are often cited as weaknesses when compared with traditional tools such as paper maps and guidebooks. In this paper, a simple mixed media approach is presented which tries to address some of these concerns by combining paper maps with electronic guide resources. Information about a landmark or region is accessed by waving a handheld computer equipped with an RFID reader above the region of interest on a paper map. We discuss our prototyping efforts, including lessons learned about using RFID for mixed media interfaces. We then present and discuss evaluations conducted in the field and in a comparative, exploratory study. Results indicate that the method is promising for tourism and other activities requiring mobile, geographicallyrelated information access.
Are tangibles more fun? Comparing children's enjoyment and engagement using physical, graphical and tangible user interfaces
- In Proc. TEI, ACM Press
, 2008
"... This paper presents the results of an exploratory comparative study in which we investigated the relationship between interface style and school-aged children’s enjoyment and engagement while doing puzzles. Pairs of participants played with a jigsaw puzzle that was implemented using three different ..."
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Cited by 33 (8 self)
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This paper presents the results of an exploratory comparative study in which we investigated the relationship between interface style and school-aged children’s enjoyment and engagement while doing puzzles. Pairs of participants played with a jigsaw puzzle that was implemented using three different interface styles: physical (traditional), graphical and tangible. In order to investigate interactional differences between the three interface styles, we recorded subjective ratings of enjoyment, three related subscales, measured times and counts of behavioral based indications of engagement. Qualitative analysis based on observational notes and audio responses to open interview questions helped contextualize the quantitative findings and provided key insights into interactional differences not apparent in the quantitative findings. We summarize our main findings and discuss the design implications for tangible user interfaces.
Cognitive Cubes: A Tangible User Interface for Cognitive Assessment
- In Proc. of Conference on Human Factors in Computing Systems (CHI’02
, 2002
"... Assessments of spatial, constructional ability are used widely in cognitive research and in clinical diagnosis of disease or injury. Some believe that three-dimensional (3D) forms of these assessments would be particularly sensitive, but difficulties with consistency in administration and scoring ha ..."
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Cited by 31 (7 self)
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Assessments of spatial, constructional ability are used widely in cognitive research and in clinical diagnosis of disease or injury. Some believe that three-dimensional (3D) forms of these assessments would be particularly sensitive, but difficulties with consistency in administration and scoring have limited their use. We describe Cognitive Cubes, a novel computerized tool for 3D constructional assessment that increases consistency and promises improvements in flexibility, reliability, sensitivity and control. Cognitive Cubes makes use of ActiveCube, a novel tangible user interface for describing 3D shape. In testing, Cognitive Cubes was sensitive to differences in cognitive ability and task, and correlated well to a standard paper-and-pencil 3D spatial assessment.
Audio-haptic feedback in mobile phones
- In CHI '05 Extended Abstracts. ACM Press
, 2005
"... A new breed of mobile phones has been designed to enable concurrent vibration and audio stimulation, or audiohaptics. This paper aims to share techniques for creating and optimizing audio-haptic effects to enhance the user interface. The authors present audio manipulation techniques specific to the ..."
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Cited by 31 (3 self)
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A new breed of mobile phones has been designed to enable concurrent vibration and audio stimulation, or audiohaptics. This paper aims to share techniques for creating and optimizing audio-haptic effects to enhance the user interface. The authors present audio manipulation techniques specific to the multifunction transducer (MFT) technology. In particular two techniques, the Haptic Inheritance and Synthesis and Matching methods are discussed. These two methods of haptic media generation allow simple creation of vibration content, and also allow for compatibility with non-haptic mobile devices. The authors present preliminary results of an evaluation of 42 participants comparing audio-based haptic user interface (UI) feedback with audio-only feedback. The results show that users were receptive to audio-haptic UI feedback. The results also suggest that audio-haptics seems to enhance the perception of audio quality.
Ontology-based user modeling in an augmented audio reality system for museums. User Model.
- User-Adapt. Interact.
, 2005
"... Abstract. Ubiquitous computing is a challenging area that allows us to further our understanding and techniques of context-aware and adaptive systems. Among the challenges is the general problem of capturing the larger context in interaction from the perspective of user modeling and human-computer ..."
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Cited by 30 (6 self)
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Abstract. Ubiquitous computing is a challenging area that allows us to further our understanding and techniques of context-aware and adaptive systems. Among the challenges is the general problem of capturing the larger context in interaction from the perspective of user modeling and human-computer interaction (HCI). The imperative to address this issue is great considering the emergence of ubiquitous and mobile computing environments. This paper provides an account of our addressing the specific problem of supporting functionality as well as the experience design issues related to museum visits through user modeling in combination with an audio augmented reality and tangible user interface system. This paper details our deployment and evaluation of ec(h)o -an augmented audio reality system for museums. We explore the possibility of supporting a context-aware adaptive system by linking environment, interaction objects and users at an abstract semantic level instead of at the content level. From the user modeling perspective ec(h)o is a knowledgebased recommender system. In this paper we present our findings from user testing and how our approach works well with an audio and tangible user interface within a ubiquitous computing system. We conclude by showing where further research is needed.
The beach application model and software framework for synchronous collaboration in ubiquitous computing environments
- Journal of Systems and Software
, 2004
"... In this paper, a conceptual model for synchronous applications in ubiquitous computing environments is proposed. To test its applicability, it was used to structure the architecture of the BEACH software framework that is the basis for the software infrastructure of i-LAND (the ubiquitous computing ..."
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Cited by 28 (2 self)
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In this paper, a conceptual model for synchronous applications in ubiquitous computing environments is proposed. To test its applicability, it was used to structure the architecture of the BEACH software framework that is the basis for the software infrastructure of i-LAND (the ubiquitous computing environment at FhG-IPSI). The BEACH framework provides the functionality for synchronous cooperation and interaction with roomware components, i.e. room elements with integrated information technology. To show how the BEACH model and framework can be applied, the design of a sample application is explained. Also, the BEACH model is positioned against related work. In conclusion, we provide our experiences with the current implementation.
A Framework for Tangible User Interfaces
- In workshop Proc. on Real World User Interfaces, Mobile HCI Conference 03
, 2003
"... This paper extends our understanding of tangible user interfaces (TUIs) by considering the different ways in which physical and digital objects can be computationally coupled. It proposes a framework based around the degree of coherence between physical and digital objects. Links between physical an ..."
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Cited by 26 (1 self)
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This paper extends our understanding of tangible user interfaces (TUIs) by considering the different ways in which physical and digital objects can be computationally coupled. It proposes a framework based around the degree of coherence between physical and digital objects. Links between physical and digital objects are described in terms of a set of underlying properties (transformation, sensing, configurability, lifetime, autonomy, cardinality and link source). We use our framework to classify a representative selection of existing TUI systems. This classification raises key implications for the field of tangible computing. In particular our focus on enriching physical-digital links highlights the need to consider the asymmetry of these links, issues surrounding their configuration and the need to represent their nature to developers and users.
TICLE: a tangible interface for collaborative learning environments
- IN: CHI 99 EXTENDED ABSTRACTS
, 1999
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