Proceedings of the the 15th International Conference on Interaction Design and Children 2016
DOI: 10.1145/2930674.2935982
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Design Implications for a User Study on a Tangible Tabletop

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Cited by 4 publications
(4 citation statements)
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“…Pinelle et al [4] studied direct touch and relative input techniques with different levels of embodiment for tabletop systems and showed that direct touch generally generated higher levels of awareness of other users' location or activity, but that virtual embodiments were preferred by the majority of participants. More recently, Anastasiou et al [5] studied how pointing gestures were used in low awareness situations at tabletop interfaces. As far as pointing is concerned, it has been examined by many scholars, such as linguists, semioticians, psychologists, anthropologists and primatologists.…”
Section: Related Workmentioning
confidence: 99%
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“…Pinelle et al [4] studied direct touch and relative input techniques with different levels of embodiment for tabletop systems and showed that direct touch generally generated higher levels of awareness of other users' location or activity, but that virtual embodiments were preferred by the majority of participants. More recently, Anastasiou et al [5] studied how pointing gestures were used in low awareness situations at tabletop interfaces. As far as pointing is concerned, it has been examined by many scholars, such as linguists, semioticians, psychologists, anthropologists and primatologists.…”
Section: Related Workmentioning
confidence: 99%
“…Most participants were at least somewhat familiar with others from the same group. In fact, 50 out of the total 72 peer-to-peer relations were labelled as (4) or (5), with only 10 on (1) and 6 for both (2) and (3). Since the scenario involved a large display setup, participants were asked about the frequency of their usage of large interactive displays.…”
Section: Participantsmentioning
confidence: 99%
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“…These informings, mediated by an interactive tabletop (ITT, see Fig. 2) [4,5], are designed to serve as a kind of game manual, to offer guidance and to provide the participants with crucial information for a gradual and joint familiarization with the ITT-activity. The collaborative activity is new to the participants and designed in a way that they all have to rely on these informings in order to jointly achieve several game task(s).…”
Section: Introductionmentioning
confidence: 99%