Affordance, conventions, and design
interactions
Issues and techniques in touch-sensitive tablet input
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The augurscope: a mixed reality interface for outdoors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
AR2 Hockey: A Case Study of Collaborative Augmented Reality
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Emerging frameworks for tangible user interfaces
IBM Systems Journal
Proceedings of the 2nd international conference on Tangible and embedded interaction
Towards guidelines for designing augmented toy environments
Proceedings of the 7th ACM conference on Designing interactive systems
Designing Gestural Interfaces: Touchscreens and Interactive Devices
Designing Gestural Interfaces: Touchscreens and Interactive Devices
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Bringing tabletop technologies to kindergarten children
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
TUIC: enabling tangible interaction on capacitive multi-touch displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Brave NUI World: Designing Natural User Interfaces for Touch and Gesture
Brave NUI World: Designing Natural User Interfaces for Touch and Gesture
Sketch-a-TUI: low cost prototyping of tangible interactions using cardboard and conductive ink
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
The Design of Everyday Things
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Whilst capacitive touch screen phones and tablets, such as the iPhone and iPad, are increasingly becoming one of the main forms of gaming platform, the nature of the touch interface and the lack of physical feedback are seen as limitations. In this research we investigate how physical game pieces can be used to augment tablet games to provide both physical and perceived affordance through direct tangible interaction. After devising a scheme for the creation of such games pieces that can support both static and dynamic interaction, the concept is demonstrated through the creation of an air hockey game that uses an iPad as the table and is played with physical air hockey mallets that interact with the iPad surface and a virtual puck. Not only are the physical hockey mallets perceived to add considerably to the enjoyment of the game, such game pieces can be easily created using 3D printing and conductive cloth to provide a range of functionality..