Artificial Intelligence - Special volume on computational research on interaction and agency, part 2
Urp: a luminous-tangible workbench for urban planning and design
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Embodied user interfaces for really direct manipulation
Communications of the ACM
A comparison of spatial organization strategies in graphical and tangible user interfaces
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
A tangible interface for organizing information using a grid
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Illuminating clay: a 3-D tangible interface for landscape analysis
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Embodied cognition: a field guide
Artificial Intelligence
Designing augmented reality interfaces
ACM SIGGRAPH Computer Graphics - Learning through computer-generated visualization
Do tangible interfaces enhance learning?
Proceedings of the 1st international conference on Tangible and embedded interaction
The CTI framework: informing the design of tangible systems for children
Proceedings of the 1st international conference on Tangible and embedded interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
Towards a new set of ideals: consequences of the practice turn in tangible interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games
Proceedings of the 8th International Conference on Interaction Design and Children
Framing tangible interaction frameworks
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
Putting the physical into the digital: issues in designing hybrid interactive surfaces
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Tangibles in the balance: a discovery learning task with physical or graphical materials
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Natural user interfaces are not natural
interactions
Tangible User Interfaces: Past, Present, and Future Directions
Foundations and Trends in Human-Computer Interaction
ZeroN: mid-air tangible interaction enabled by computer controlled magnetic levitation
Proceedings of the 24th annual ACM symposium on User interface software and technology
Beyond affordance: tangibles' hybrid nature
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Personal and Ubiquitous Computing
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This paper explores how different interfaces to a problem-solving task affect how users perform it. Specifically, it focuses on a customized version of the game of Four-in-a-row and compares play on a physical, tangible game board with that conducted in mouse and touch-screen driven virtual versions. This is achieved through a repeated measures study involving a total of 36 participants and which explicitly assesses aspects of cognitive work through measures of time task, subjective workload, the projection of mental constructs onto external structures and the occurrence of explanatory epistemic actions. The results highlight the relevance of projection and epistemic action to this problem-solving task and suggest that the different interface forms afford instantiation of these activities in different ways. The tangible version of the system supports the most rapid execution of these actions and future work on this topic should explore the unique advantages of tangible interfaces in supporting epistemic actions.