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CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
From use to presence: on the expressions and aesthetics of everyday computational things
ACM Transactions on Computer-Human Interaction (TOCHI)
AUIC '03 Proceedings of the Fourth Australasian user interface conference on User interfaces 2003 - Volume 18
Chris Crawford on Game Design
How people use orientation on tables: comprehension, coordination and communication
GROUP '03 Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work
Multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays
Proceedings of the 16th annual ACM symposium on User interface software and technology
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Emerging frameworks for tangible user interfaces
IBM Systems Journal
Tangible products: redressing the balance between appearance and action
Personal and Ubiquitous Computing
Computers in Entertainment (CIE) - First anniversary issue
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The semiotics of user interface redesign
AUIC '05 Proceedings of the Sixth Australasian conference on User interface - Volume 40
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Cooperative gestures: multi-user gestural interactions for co-located groupware
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
SIDES: a cooperative tabletop computer game for social skills development
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)
reacTIVision: a computer-vision framework for table-based tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
Tangible interaction in tabletop games: studying iconic and symbolic play pieces
Proceedings of the international conference on Advances in computer entertainment technology
The physical symbol grounding problem
Cognitive Systems Research
Tangible User Interfaces: Past, Present, and Future Directions
Foundations and Trends in Human-Computer Interaction
Yongzheng emperor's interactive tabletop: seamless multimedia system in a museum context
Proceedings of the international conference on Multimedia
ToyVision: a toolkit for prototyping tabletop tangible games
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
ToyVision: a toolkit to support the creation of innovative board-games with tangible interaction
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
Personal and Ubiquitous Computing
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The design and interaction of physical game artifacts is becoming increasingly important for the design of digital tabletop games. In this paper a study is described investigating the differences in interpretations of realistic and abstract game artifacts comparing children and adults. A game was created on a digital tabletop as a carrier for the user evaluation presented in this paper. The appearance of the game artifacts was explored and a family of each of the artifacts was created. The interpretations of each of the individual artifacts and their different visual appearances were tested to determine whether children rank and interpret the functionalities of the artifacts differently than adults. The results showed that overall the understanding of abstract artifacts compared to realistic ones was best for both children and adults. It also indicated there was no significant difference in the interpretations of the realistic and abstract artifacts between children and adults.