WYSIWIS revised: early experiences with multiuser interfaces
ACM Transactions on Information Systems (TOIS)
The DigitalDesk calculator: tangible manipulation on a desk top display
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
Bricks: laying the foundations for graspable user interfaces
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An empirical evaluation of graspable user interfaces: towards specialized, space-multiplexed input
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Illuminating light: an optical design tool with a luminous-tangible interface
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Urp: a luminous-tangible workbench for urban planning and design
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Transcending the individual human mind—creating shared understanding through collaborative design
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 1
Sensetable: a wireless object tracking platform for tangible user interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Classroom collaboration in the design of tangible interfaces for storytelling
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
A taxonomy for and analysis of tangible interfaces
Personal and Ubiquitous Computing
ARTag, a Fiducial Marker System Using Digital Techniques
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
The Webkit Tangible User Interface: A Case Study of Iterative Prototyping
IEEE Pervasive Computing
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Quiet interfaces that help students think
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Mechanical constraints as computational constraints in tabletop tangible interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mischief: supporting remote teaching in developing regions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tinkering or Sketching: Apprentices' Use of Tangibles and Drawings to Solve Design Problems
EC-TEL '08 Proceedings of the 3rd European conference on Technology Enhanced Learning: Times of Convergence: Technologies Across Learning Contexts
Physical space and division of labor around a tabletop tangible simulation
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
ClassSearch: facilitating the development of web search skills through social learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
One Mouse per Child: interpersonal computer for individual arithmetic practice
Journal of Computer Assisted Learning
Tangible interfaces: when physical-virtual coupling may be detrimental to learning
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Paper interfaces for learning geometry
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
Hi-index | 0.00 |
Augmented reality (AR) has recently received a lot of attention in education. Multiple AR systems for learning have been developed and tested through empirical studies often conducted in lab settings. While lab studies can be insightful, they leave out the complexity of a classroom environment. We developed three AR learning environments that have been used in genuine classroom contexts, some of them being now part of classroom regular practices. These systems and the learning activities they provide have been co-designed with teachers, for their own classrooms, through multiple cycles of prototyping and testing. We present here the features that emerged from these co-design cycles and abstract them into design principles.