ACM SIGGRAPH 98 Electronic art and animation catalog
Alice: lessons learned from building a 3D system for novices
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Phidgets: easy development of physical interfaces through physical widgets
Proceedings of the 14th annual ACM symposium on User interface software and technology
C5 '04 Proceedings of the Second International Conference on Creating, Connecting and Collaborating through Computing
Electronic/computational textiles and children's crafts
Proceedings of the 2006 conference on Interaction design and children
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Reflective physical prototyping through integrated design, test, and analysis
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Alice, middle schoolers & the imaginary worlds camps
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Pilot summer camps in computing for middle school girls: from organization through assessment
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Towards a curriculum for electronic textiles in the high school classroom
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The LilyPad Arduino: Toward Wearable Engineering for Everyone
IEEE Pervasive Computing
Fabric PCBs, electronic sequins, and socket buttons: techniques for e-textile craft
Personal and Ubiquitous Computing
Proceedings of the 40th ACM technical symposium on Computer science education
Proceedings of the 40th ACM technical symposium on Computer science education
i*CATch: a scalable plug-n-play wearable computing framework for novices and children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An e-sewing tutorial for DIY learning
Proceedings of the 9th International Conference on Interaction Design and Children
Tangible programming in formal and informal educational environments
ICLS '10 Proceedings of the 9th International Conference of the Learning Sciences - Volume 2
LilyPad in the wild: how hardware's long tail is supporting new engineering and design communities
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Handcrafting textile interfaces from a kit-of-no-parts
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Breaking boundaries: strategies for mentoring through textile computing workshops
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM Transactions on Computing Education (TOCE)
Gears of our childhood: constructionist toolkits, robotics, and physical computing, past and future
Proceedings of the 12th International Conference on Interaction Design and Children
A curriculum for teaching computer science through computational textiles
Proceedings of the 12th International Conference on Interaction Design and Children
Hi-index | 0.01 |
The field of wearable computing and e-textiles has recently attracted much interest from the research and general community. Recent developments in this field raises the possibility of e-textile construction kits for hobbyists and novices alike. The unique nature of wearable computing and e-textiles also gives it a lot of potential as an educational computing topic, as it allows students to exercise their creativity and imagination while learning about computing and technology. However, there are numerous difficulties involved in deploying existing technology in an educational environment. Current state of the art technology and techniques are not yet robust or reliable enough to stand up to the demands of educational computing, and they require a high level of skill from the user. In this paper, we present the TeeBoard, a constructive platform for e-textiles and wearable computing that is designed specifically to "lower the floor" for the integration of e-textiles into educational computing.