Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Tangible viewpoints: a physical approach to multimedia stories
Proceedings of the tenth ACM international conference on Multimedia
The case for the narrative brain
Proceedings of the second Australasian conference on Interactive entertainment
Proceedings of the 6th international conference on Interaction design and children
RENATI: recontextualizing narratives for tangible interfaces
Proceedings of the 2nd international conference on Tangible and embedded interaction
Authoring tangible interactive narratives using cognitive hyperlinks
Proceedings of the Intelligent Narrative Technologies III Workshop
Experiencing the reading glove
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
User perceptions of adaptivity in an interactive narrative
UMAP'11 Proceedings of the 19th international conference on User modeling, adaption, and personalization
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Imagining new design spaces for interactive digital storytelling
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
The reading glove: a non-linear adaptive tangible narrative
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Don't open that door: designing gestural interactions for interactive narratives
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
Merging tangible buttons and spatial augmented reality to support ubiquitous prototype designs
AUIC '12 Proceedings of the Thirteenth Australasian User Interface Conference - Volume 126
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In this paper we describe a prototype Tangible User Interface (TUI) for interactive storytelling that explores the semantic properties of tangible interactions using the fictional notion of psychometry as inspiration. We propose an extension of Heidegger's notions of "ready-to-hand" and "present-at-hand", which allows them to be applied to the narrative and semantic aspects of an interaction. The Reading Glove allows interactors to extract narrative "memories" from a collection of ten objects using natural grasping and holding behaviors via a wearable interface. These memories are presented in the form of recorded audio narration. We discuss the design process and present some early results from an informal pilot study intended to refine these design techniques for future tangible interactive narratives.