Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Token+constraint systems for tangible interaction with digital information
ACM Transactions on Computer-Human Interaction (TOCHI)
SIDES: a cooperative tabletop computer game for social skills development
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
reacTIVision: a computer-vision framework for table-based tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
SLAP widgets: bridging the gap between virtual and physical controls on tabletops
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User-oriented design and tangible interaction for kindergarten children
Proceedings of the 8th International Conference on Interaction Design and Children
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
LIFELONG INTERACTIONS: Let the experts talk: an experience of tangible game design with children
interactions - Tangible Interaction = Form + Computing
The Maze EV: a two player installation game
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
The Maze EV: a two player installation game
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Evaluation of preschool children's fantasy play in the tabletop environment
Proceedings of the 24th Australian Computer-Human Interaction Conference
Personal and Ubiquitous Computing
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We present a new set of toys and games especially designed to bring tabletop interaction closer to very young children. The use of these toys will be shown in an especially designed tabletop device adapted to children aged between 3 to 6 years old. Nevertheless, it must be pointed out that these toys use a tangible interaction approach that can be easily adapted to any tabletop device based on visual recognition software. The final aim of this work is to combine physical group activities with educative computer games, in a unique interactive experience.