Motionbeam: a metaphor for character interaction with handheld projectors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Prochinima: using pico projector to tell situated stories
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
PicoTales: collaborative authoring of animated stories using handheld projectors
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
HideOut: mobile projector interaction with tangible objects and surfaces
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
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In this paper we study pico projector based storytelling among adolescents. We compare the results of our user study of 17 students to the results of our earlier study among young children. Our main focus was on creativity, playfulness and fun as well as on the ubiquitous nature of the technology and use of environment. The comparison highlighted interesting differences. The nature of creativity seems to be changing, but the sources of fun and playfulness still share similarities. Groups also utilize surroundings and the ubiquitous nature of the technology in a slightly different manner. The perceived capabilities of the provided technology also had a more profound effect on the adolescents, even to the extent of it restricting their creativity.