I/O brush: drawing with everyday objects as ink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Ubiquitous Fashionable Computer with an i-Throw Device on a Location-Based Service Environment
AINAW '07 Proceedings of the 21st International Conference on Advanced Information Networking and Applications Workshops - Volume 02
The spelling bee: an augmented physical block system that knows how to spell
Proceedings of the international conference on Advances in computer entertainment technology
Video puppetry: a performative interface for cutout animation
ACM SIGGRAPH Asia 2008 papers
Singing Fingers: fingerpainting with sound
Proceedings of the 9th International Conference on Interaction Design and Children
ZOOTOPIA: a tangible and accessible zoo for hospitalized children
ACM SIGGRAPH ASIA 2010 Posters
ClayStation: a mixed reality gaming platform supporting playful learning for children
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
KidCAD: digitally remixing toys through tangible tools
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Magic finger: always-available input through finger instrumentation
Proceedings of the 25th annual ACM symposium on User interface software and technology
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Research in cognitive science shows that engaging in visual arts has great benefits for children particularly when it allows them to bond with nature [7]. In this paper, we introduce FingerDraw, a novel drawing interface that aims to keep children connected to the physical environment by letting them use their surroundings as templates and color palette. The FingerDraw system consists of (1) a finger-worn input device [13] which allows children to upload visual contents such as shapes, colors and textures that exist in the real world; (2) a tablet with touch interface that serves as a digital canvas for drawing. In addition to real-time drawing activities, children can also collect a palette of colors and textures in the input device and later feed them into the drawing interface. Initial reactions from a case study indicated that the system could keep a child engaged with their surroundings for hours to draw using the wide range of shapes, colors and patterns found in the natural environment.