False prophets: exploring hybrid board/video games
CHI '02 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
Experiences on haptic interfaces for visually impaired young children
Proceedings of the 6th international conference on Multimodal interfaces
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
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
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
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In this paper we describe our investigations on the role of material hardness in the haptic experience of tangible artifacts. Without seeing the artifacts children had to rank their experience on a scale of two antonyms while touching and holding these artifacts. In this experiment it was shown that children have no problem ranking hardness. Two groups could be identified: soft artifacts were found to be cute, speedy and warm, e.g., and hard artifacts boring, sad and old-fashioned. We think that paying attention to this factor in the design of tangible user interfaces for children can improve their experience.