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374
The reactable: Exploring the synergy between live music performance and tabletop tangible interfaces
- In Proceedings of the first international conference on ”Tangible and Embedded Interaction”, Baton
, 2007
"... In recent years we have seen a proliferation of musical tables. Believing that this is not just the result of a tabletop trend, in this paper we first discuss several of the reasons for which live music performance and HCI in general, and musical instruments and tabletop interfaces in particular, ca ..."
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Cited by 175 (8 self)
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In recent years we have seen a proliferation of musical tables. Believing that this is not just the result of a tabletop trend, in this paper we first discuss several of the reasons for which live music performance and HCI in general, and musical instruments and tabletop interfaces in particular, can lead to a fertile two-way cross-pollination that can equally benefit both fields. After that, we present the reacTable, a musical instrument based on a tabletop interface that exemplifies several of these potential achievements. Author Keywords Tangible interfaces, tabletop interfaces, musical instrument, musical performance, design, interaction techniques. ACM Classification Keywords H.5.2 [User Interfaces]: interaction styles, input devices and strategies J.5: [Arts and Humanities]: performing arts.
Reality-based interaction: a framework for post-WIMP interfaces.
- Proc. of Human Factors in Computing Systems,
, 2008
"... ABSTRACT We are in the midst of an explosion of emerging humancomputer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interac ..."
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Cited by 162 (26 self)
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ABSTRACT We are in the midst of an explosion of emerging humancomputer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Based on this concept of RBI, we provide a framework that can be used to understand, compare, and relate current paths of recent HCI research as well as to analyze specific interaction designs. We believe that viewing interaction through the lens of RBI provides insights for design and uncovers gaps or opportunities for future research.
Illuminating Clay: a 3-D Tangible Interface for Landscape Analysis
, 2002
"... This paper might be a pre-copy-editing or a post-print author-produced.pdf of an article accepted for publication. For the definitive publisher-authenticated version, please refer directly to publishing house’s archive system. ..."
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Cited by 105 (11 self)
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This paper might be a pre-copy-editing or a post-print author-produced.pdf of an article accepted for publication. For the definitive publisher-authenticated version, please refer directly to publishing house’s archive system.
Papier-Mâché: Toolkit Support for Tangible Input
, 2004
"... Tangible user interfaces (TUIs) augment the physical world by integrating digital information with everyday physical objects. Currently, building these UIs requires “getting down and dirty ” with input technologies such as computer vision. Consequently, only a small cadre of technology experts can c ..."
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Cited by 100 (12 self)
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Tangible user interfaces (TUIs) augment the physical world by integrating digital information with everyday physical objects. Currently, building these UIs requires “getting down and dirty ” with input technologies such as computer vision. Consequently, only a small cadre of technology experts can currently build these UIs. Based on a literature review and structured interviews with nine TUI researchers, we created Papier-Mâché, a toolkit for building tangible interfaces using computer vision, electronic tags, and barcodes. Papier-Mâché introduces a high-level event model for working with these technologies that facilitates technology portability. For example, an application can be prototyped with computer vision and deployed with RFID. We present an evaluation of our toolkit with six class projects and a user study with seven programmers, finding the input abstractions, technology portability, and monitoring window to be highly effective.
Tangible Bits: Beyond Pixels
, 2008
"... Tangible user interfaces (TUIs) provide physical form to digital information and computation, facilitating the direct manipulation of bits. Our goal in TUI development is to empower collaboration, learning, and design by using digital technology and at the same time taking advantage of human abiliti ..."
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Cited by 73 (4 self)
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Tangible user interfaces (TUIs) provide physical form to digital information and computation, facilitating the direct manipulation of bits. Our goal in TUI development is to empower collaboration, learning, and design by using digital technology and at the same time taking advantage of human abilities to grasp and manipulate physical objects and materials. This paper discusses a model of TUI, key properties, genres, applications, and summarizes the contributions made by the Tangible Media Group and other researchers since the publication of the first Tangible Bits
Designing interaction, not interfaces
- AVI ’04: Conference on Advanced Visual Interfaces 2004 ; ACM
"... Although the power of personal computers has increased 1000-fold over the past 20 years, user interfaces remain essentially the same. Innovations in HCI research, particularly novel interaction techniques, are rarely incorporated into products. In this paper I argue that the only way to significantl ..."
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Cited by 72 (6 self)
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Although the power of personal computers has increased 1000-fold over the past 20 years, user interfaces remain essentially the same. Innovations in HCI research, particularly novel interaction techniques, are rarely incorporated into products. In this paper I argue that the only way to significantly improve user interfaces is to shift the research focus from designing interfaces to designing interaction. This requires powerful interaction models, a better understanding of both the sensory-motor details of interaction and a broader view of interaction in the context of use. It also requires novel interaction architectures that address reinterpretability, resilience and scalability. Categories and Subject Descriptors H.5.2 [Information Interfaces and Presentation]: User Interfaces – graphical user interfaces (GUI), interaction
Tangible products: Redressing the balance between appearance and action
- Personal and Ubiquitous Computing
, 2004
"... Abstract Over the past decade, our group has approached interaction design from an industrial design point of view. In 1 doing so, we focus on a branch of design called formgiving. Traditionally, formgiving has been concerned with such aspects of objects as form, colour, texture and material. In the ..."
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Cited by 56 (2 self)
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Abstract Over the past decade, our group has approached interaction design from an industrial design point of view. In 1 doing so, we focus on a branch of design called formgiving. Traditionally, formgiving has been concerned with such aspects of objects as form, colour, texture and material. In the context of interaction design, we have come to see formgiving as the way in which objects appeal to our senses and motor skills. In this paper we first describe our approach to interaction design of electronic products. We start with how we have been first inspired and then disappointed by the Gibsonian perception movement [1], how we have come to see both appearance and actions as carriers of meaning, and how we see usability and aesthetics as inextricably linked. We then show a number of interaction concepts for consumer electronics with both our initial thinking and what we learnt from them. Finally, we discuss the relevance of all this for tangible interaction. We argue that in addition to a data-centred view it is also possible to take a perceptual-motor centred view on tangible interaction. In this view it is the rich opportunities for differentiation in appearance and action possibilities that make physical objects open up new avenues to meaning and aesthetics in interaction design. Keywords tangible interaction, industrial design, ecological psychology, semantics 1. Whilst formgiving is somewhat of a neologism in English, many other European languages do have a separate word for form-related design,
A Survey of Research on Context-Aware Homes
, 2003
"... The seamless integration of people, devices and computation will soon become part of our daily life. Sensors, actuators, wireless networks and ubiquitous devices powered by intelligent computation will blend into future environments in which people will live. Despite showing great promise, research ..."
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Cited by 51 (0 self)
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The seamless integration of people, devices and computation will soon become part of our daily life. Sensors, actuators, wireless networks and ubiquitous devices powered by intelligent computation will blend into future environments in which people will live. Despite showing great promise, research into future computing technologies is often far removed from the needs of users. The nature of such future systems is otten too obtrusive, seemingly denying their purpose. Furthermore, most research on context-aware environments and ubiquitous computing conducted so far has concentrated on supporting people while at work. This paper presents research issues that need to be addressed to enhance the quality of life for people living in context-aware homes. We survey current research and present strategies that facilitate the diffusion of information technology into homes in order to inspire positive emotions, encourage effortless exploration of content and help occupants to achieve tasks at hand.
Do tangible interfaces enhance learning?
, 2007
"... Conceptual work on tangible interfaces has focused primarily on the production of descriptive frameworks. While this work has been successful in mapping out a space of technical possibilities and providing a terminology to ground discussion, it provides little guidance on the cognitive or social eff ..."
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Cited by 46 (3 self)
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Conceptual work on tangible interfaces has focused primarily on the production of descriptive frameworks. While this work has been successful in mapping out a space of technical possibilities and providing a terminology to ground discussion, it provides little guidance on the cognitive or social effects of using one type of interface or another. In this paper we look at the area of learning with tangible interfaces, suggesting that more empirically grounded research is needed to guide development. We provide an analytic framework of six perspectives, which describes latent trends and assumptions that might be used to motivate and guide this work, and makes links with
Finding Design Qualities in a Tangible programming space
- Proc. CHI 2006
"... We reflect upon the process of developing a tangible space for children’s collaborative construction of screenbased systems. As in all design work, the design process involved continual refinements of initial ideas and their practical realisation. We discuss how some widely held qualities often put ..."
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Cited by 41 (6 self)
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We reflect upon the process of developing a tangible space for children’s collaborative construction of screenbased systems. As in all design work, the design process involved continual refinements of initial ideas and their practical realisation. We discuss how some widely held qualities often put forward with tangible interfaces were given up in favour of reaching overall goals of interaction. In particular our design involved a shift from a focus on persistent representation and readability of tangible code structures, to instead focus on achieving reusability of programming resources. On a general level, our results illustrate a view on tangibles as resources for action instead of only as alternative forms of data representation. Importantly, this view includes action directed towards the computer as well as off-line socially oriented action conducted with the tangible artefacts. Author Keywords Tangible programming, TUI, embodied interaction