Cellular automata machines: a new environment for modeling
Cellular automata machines: a new environment for modeling
Programmable bricks: toys to think with
IBM Systems Journal
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Triangles: tangible interface for manipulation and exploration of digital information topography
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Digital manipulatives: new toys to think with
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Real-time 3D interaction with ActiveCube
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Telebeads: social network mnemonics for teenagers
Proceedings of the 2006 conference on Interaction design and children
Semi-automatic stencil creation through error minimization
NPAR '08 Proceedings of the 6th international symposium on Non-photorealistic animation and rendering
Interactive spatial multimedia for communication of art in the physical museum space
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Kinesthetic interaction: revealing the bodily potential in interaction design
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
A multimedia presentation system using a 3D gesture interface in museums
Multimedia Tools and Applications
Hi-index | 0.00 |
The traditional view of the "home computer" is as a self-contained appliance: computation, on this view, is something that takes place within a desktop box, and that produces interesting visual effects only on a screen. In this paper, we argue that one can alternatively view "the computer" through its tangible effects on larger settings: that is, the computer can be imagined as the heart of a creative workshop centered within the home or classroom. The advent of accessible fabrication devices, as well as small computers that can be embedded in craft items, permits users to think of the room at large as a place in which computationally-enriched or computationally-designed "exhibits" of various types may be displayed. We illustrate this idea with a variety of projects undertaken within our laboratory.