External cognition: how do graphical representations work?
International Journal of Human-Computer Studies
Illuminating light: an optical design tool with a luminous-tangible interface
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sensetable: a wireless object tracking platform for tangible user interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
TICLE: a tangible interface for collaborative learning environments
CHI '99 Extended Abstracts on Human Factors in Computing Systems
A taxonomy for and analysis of tangible interfaces
Personal and Ubiquitous Computing
Sonigraphical instruments: from FMOL to the reacTable
NIME '03 Proceedings of the 2003 conference on New interfaces for musical expression
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
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
ICLS '06 Proceedings of the 7th international conference on Learning sciences
reacTIVision: a computer-vision framework for table-based tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
Do tangible interfaces enhance learning?
Proceedings of the 1st international conference on Tangible and embedded interaction
The CTI framework: informing the design of tangible systems for children
Proceedings of the 1st international conference on Tangible and embedded interaction
A representation approach to conceptualizing tangible learning environments
Proceedings of the 2nd international conference on Tangible and embedded interaction
The effects of co-present embodiments on awareness and collaboration in tabletop groupware
GI '08 Proceedings of graphics interface 2008
Collaboration and interference: awareness with mice or touch input
Proceedings of the 2008 ACM conference on Computer supported cooperative work
DIY design process for interactive surfaces
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Proceedings of the 1st Augmented Human International Conference
MoSo tangibles: evaluating embodied learning
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Futura: design for collaborative learning and game play on a multi-touch digital tabletop
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Exploring how tangible tools enable collaboration in a multi-touch tabletop game
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Beyond affordance: tangibles' hybrid nature
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Tangibles for learning: a representational analysis of physical manipulation
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Tangible interfaces: when physical-virtual coupling may be detrimental to learning
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
TinkerLamp 2.0: designing and evaluating orchestration technologies for the classroom
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
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Drawing on the 'representation' TUI framework [21], this paper reports a study that investigated the concept of 'representation location' and its effect on interaction and learning. A reacTIVision-based tangible interface was designed and developed to support children learning about the behaviour of light. Children aged eleven years worked with the environment in groups of three. Findings suggest that different representation locations lend themselves to different levels of abstraction and engender different forms and levels of activity, particularly with respect to speed of dynamics and differences in group awareness. Furthermore, the studies illustrated interaction effects according to different physical correspondence metaphors used, particularly with respect to combining familiar physical objects with digital--based table-top representation. The implications of these findings for learning are discussed.