Understanding movement for interaction design: frameworks and approaches
L Loke, AT Larssen, T Robertson, J Edwards - Personal and Ubiquitous …, 2007 - Springer
The results of a study of two computer games, that use human movement as direct input,
were analysed using four existing frameworks and approaches, drawn from different …
were analysed using four existing frameworks and approaches, drawn from different …
Finding design qualities in a tangible programming space
We reflect upon the process of develo** a tangible space for children's collaborative
construction of screen-based systems. As in all design work, the design process involved …
construction of screen-based systems. As in all design work, the design process involved …
Sports over a Distance
Sport is a domain full of movement-based interactions. These interactions typically have
positive health effects as well as an impact on social bonding. We have investigated ways in …
positive health effects as well as an impact on social bonding. We have investigated ways in …
[PDF][PDF] Evaluation of handheld devices for mobile learning
AA Economides, N Nikolaou - International Journal of Engineering …, 2008 - conta.uom.gr
Many educational organizations start using handheld devices for learning. The aim of this
paper is to identify the current status of handheld devices and their appropriateness for …
paper is to identify the current status of handheld devices and their appropriateness for …
[PDF][PDF] Understanding Movement as Input for Interaction-a study of Two EyeToy (tm) Games
AT Larssen, L Loke, TJ Robertson… - Australian Computer …, 2004 - opus.lib.uts.edu.au
Interaction between people and computers can now be driven by movements of the human
body without the need for mediation by other input devices. Wepresent a way of …
body without the need for mediation by other input devices. Wepresent a way of …
Ingestible sensors as design material for bodily play
Ingestible sensors are pill-like digital sensors performing sensing functions inside the
human body. Such technology is becoming increasingly common in clinical uses. However …
human body. Such technology is becoming increasingly common in clinical uses. However …
Using ARToolKit markers to build tangible prototypes and simulate other technologies
E Hornecker, T Psik - IFIP Conference on Human-Computer Interaction, 2005 - Springer
Quick prototy** of tangible user interfaces is currently hampered by availability of toolkits
and the double challenge of tinkering with software and hardware. While software may be …
and the double challenge of tinkering with software and hardware. While software may be …
From Conceptual Links to Causal Relations—Physical-Virtual Artefacts in Mixed-Reality Space
T Pederson - 2003 - diva-portal.org
This thesis presents a set of concepts and a general design approach for designing Mixed
Reality environments based on the idea that the physical (real) world and the virtual (digital) …
Reality environments based on the idea that the physical (real) world and the virtual (digital) …
Interaction as performance: cases of configuring physical interfaces in mixed media
G Jacucci - 2004 - oulurepo.oulu.fi
Mixed media, as artful assemblages of digital objects and physical artefacts, provide
distinctive opportunities for experiential, presentational and representational interaction. In …
distinctive opportunities for experiential, presentational and representational interaction. In …
A Case Study on Teaching HCI to Interactive Art Practitioners (and Learning from Them)
A Rodriguez, A Fernandez - Iberoamerican Workshop on Human …, 2023 - Springer
The fields of HCI and interactive art have long maintained an increasingly fruitful relationship
of dialogue, exchange, cross-pollination, and complementation. From an art perspective …
of dialogue, exchange, cross-pollination, and complementation. From an art perspective …