Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
C5 '04 Proceedings of the Second International Conference on Creating, Connecting and Collaborating through Computing
Territoriality in collaborative tabletop workspaces
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Human Problem Solving
Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition
Supporting creativity with awareness in distributed collaboration
Proceedings of the 2007 international ACM conference on Supporting group work
Collaboration and interference: awareness with mice or touch input
Proceedings of the 2008 ACM conference on Computer supported cooperative work
A tale of two online communities: fostering collaboration and creativity in scientists and children
Proceedings of the seventh ACM conference on Creativity and cognition
Physical interfaces for tabletop games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Communicative behaviors and flow experience in tabletop gaming
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Computer-supported creativity: evaluation of a tabletop mind-map application
EPCE'07 Proceedings of the 7th international conference on Engineering psychology and cognitive ergonomics
A method for measuring the creative potential of computer games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
GestureAgents: an agent-based framework for concurrent multi-task multi-user interaction
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
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Creativity is a relevant characteristic for people's development as it facilitates the generation of new ideas and innovation processes. Although technology has played an important role on creativity stimulation, it still needs to be explored for a better understanding and support in the context of information and communication technologies. In this paper a basic creativity assessment model is presented and an empirical study has been conducted whose aim is to get insight into whether an interactive surface as base technology for collaborative creative tasks is promising in terms of both collaboration and creativity traits. In the study two tabletop-based platforms (a digitally-augmented, and a physical-only without computer mediation) were involved to solve a problem consisting of creating Rube-Goldberg machines. From these experiments, we have observed that in terms of creativity traits, interactive surfaces seem promising as groups working in the digital platform showed significantly more performance in fluency of thinking, were more motivated, and novelty was found near to significance. Also some issues related to collaboration and interaction were analyzed. In particular, the co-operation, the retrial fine adjustment, and the dominance showed that the properties of an interactive surface tabletop suits better for facilitating the sharing of objects and participation in conditions of co-operation by co-located participants.