Journal articles on the topic 'Interfacce Tangibili'

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1

Jeng, Taysheng, and Chia-Hsun Lee. "Tangible Design Media: Toward An Interactive CAD Platform." International Journal of Architectural Computing 1, no. 2 (June 2003): 153–68. http://dx.doi.org/10.1260/147807703771799157.

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This paper presents an interactive CAD platform that uses a tangible user interface to visualize and modify 3D geometry through manipulation of physical artifacts. The tangible user interface attempts to move away from the commonly used non-intuitive desktop CAD environment to a 3D CAD environment that more accurately mimics traditional desktop drawing and pin-up situations. An important goal is to reduce the apparent complexity of CAD user interfaces and reduce the cognitive load on designers. Opportunities for extending tangible design media toward an interactive CAD platform are discussed.
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Xohua-Chacón, José Antonio, Edgard Iván Benítez-Guerrero, and Carmen Mezura-Godoy. "A Tangible System for Learning Relational Algebra." Revista Colombiana de Computación 19, no. 1 (June 1, 2018): 39–55. http://dx.doi.org/10.29375/25392115.3228.

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Tangible User Interfaces (TUIs) are those in which users interact with a digital system through the direct manipulation of physical objects (tokens). Tokens are directly linked to a certain data/functionality within the system, so manipulation of these objects affects the system behavior. This paper introduces TanQuery, a tangible system to support the process of learning Relational Algebra. TanQuery incorporates components to detect and track tokens, and to analyze and execute query trees. The system was tested by university students, and obtained results allowed to observe and analyze that students found this type of interface useful and pleasant. Keywords: Tangible user interfaces; relational algebra.
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Beer, Wolfgang. "GeoPointer – approaching tangible augmentation of the real world." International Journal of Pervasive Computing and Communications 7, no. 1 (April 5, 2011): 60–74. http://dx.doi.org/10.1108/17427371111123694.

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PurposeThe aim of this paper is to present an architecture and prototypical implementation of a context‐sensitive software system which combines the tangible user interface approach with a mobile augmented reality (AR) application.Design/methodology/approachThe work which is described within this paper is based on a creational approach, which means that a prototypical implementation is used to gather further research results. The prototypical approach allows performing ongoing tests concerning the accuracy and different context‐sensitive threshold functions.FindingsWithin this paper, the implementation and practical use of tangible user interfaces for outdoor selection of geographical objects is reported and discussed in detail.Research limitations/implicationsFurther research is necessary within the area of context‐sensitive dynamically changing threshold functions, which would allow improving the accuracy of the selected tangible user interface approach.Practical implicationsThe practical implication of using tangible user interfaces within outdoor applications should improve the usability of AR applications.Originality/valueDespite the fact that there exist a multitude of research results within the area of gesture recognition and AR applications, this research work focuses on the pointing gesture to select outdoor geographical objects.
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de Vries, Bauke, Henri Achten, Maciej Orzechowski, Amy Tan, Nicole Segers, Vincent Tabak, Joran Jessurun, and Marc Coomans. "The Tangible Interface: Experiments as an Integral Part of a Research Strategy." International Journal of Architectural Computing 1, no. 2 (June 2003): 133–52. http://dx.doi.org/10.1260/147807703771799148.

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The Human-Computer interface is crucial to good design support tools. It has to be non-interruptive and non-distracting, yet allow the architect to interact with the computer software. The physical reality of the interface, such as the shape and manipulability of devices like the mouse, keyboard, joystick, or data-glove, has to be mapped on actions and commands in the software. Already the current user interfaces are felt to be inadequate for a good support of design, and the functionality of design tools is growing, requiring even more and new physical interface devices. In this paper, we present research on new tangible interfaces for architectural design support. In particular, we focus on the research methodological question how to investigate such devices. The research strategy is introduced and discussed, after which concrete implementations of this strategy are shown. Based on this work, we conclude that the combination of interface and the context of its use in terms of design method and user needs form crucial aspects for such research and cannot be considered separately.
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Zamorano Urrutia, Francisco Javier, Catalina Cortés Loyola, and Mauricio Herrera Marín. "A Tangible User Interface to Facilitate Learning of Trigonometry." International Journal of Emerging Technologies in Learning (iJET) 14, no. 23 (December 6, 2019): 152. http://dx.doi.org/10.3991/ijet.v14i23.11433.

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In mathematics education, studies reveal difficulties in the teaching-learning of trigonometry in secondary and higher education, due to the fact that students are not encouraged to achieve a deep conceptual understanding of abstract concepts. Several studies demonstrate that incorporating digital technologies has a positive impact on students’ learning. However, most of the existing technologies do not consider the use of the body and multiple senses. Tangible User Interfaces (TUIs) in contrast, can host bodily interactions that have the potential of enhancing learning. Nonetheless, there is a lack of applications of TUIs for trigonometry education. This study consisted in designing and validating a tangible interface for the teaching-learning of basic concepts of trigonometry. The interface hosts a pedagogical experience that privileges exploration through physical manipulation and fosters intuitive and collaborative learning. A Pre-Test was applied to 121 students to determine previous knowledge, yielding a 29.1% performance. After two sessions using the interface, the results of a Post-Test reveal an increase of 37.1%, confirming the educational effectiveness of the interface and the pedagogical experience to facilitate learning of basic concepts of trigonometry.
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Kanev, Kamen. "Tangible Interfaces for Interactive Multimedia Presentations." Mobile Information Systems 4, no. 3 (2008): 183–93. http://dx.doi.org/10.1155/2008/982947.

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This article is devoted to tangible interfaces for steering and control of interactive multimedia presentations. Various methods for digital encoding of physical objects are considered and their applicability in surface encoding for tangible interface components is discussed. Experiments with presentation controls, based on direct interaction with digitally encoded printed handouts are reported. An innovative approach for transferring presentation controls from printed handouts to surfaces of real physical objects is introduced. Consequently labels, digitally enhanced with CLUSPI codes are created and presentation control trials involving real products with digitally encoded surfaces are conducted. USB and wireless cameras are employed as CLUSPI readers for implementing surface based interactions and a portable communication device with an embedded camera is considered as a possible truly mobile solution.
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Michailidis, Heracles, Eleni Michailidi, Stavroula Tavoultzidou, and George F. Fragulis. "Teaching young learners a foreign language via tangible and graphical user interfaces." SHS Web of Conferences 102 (2021): 01014. http://dx.doi.org/10.1051/shsconf/202110201014.

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The use of tangible interfaces in teaching has been proved more effective, user -friendly and helpful in collaborative learning departments, when compared to traditional teaching approaches. In particular, the tangible interface “Makey Makey” is a modern tool that enhances collaboration between pupils, with positive results in education, despite the limited research done on this interface so far. “Makey Makey” succeeds in motivating and engaging young learners in the learning process, showing better performance and scoring results. In addition, its use in teaching has been shown to benefit the learning process in every age learning group.The development and use of such an innovative teaching/learning approach helps young learners perceive the educational process in a different way and assimilate new cognitive fields more effectively. Moreover, educators profit as well, as they can eliminate difficulties and teach more efficiently using examples based on their teaching approach, while enhancing young learners’ parallel skills as well. This study will confirm previous research results stating that assimilation of new concepts is easier with tangible interfaces than with graphical ones, as well as that young learners participating in the survey have shown significant progress in knowledge acquisition when compared to their prior knowledge.
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Pugnali, Alex, Amanda Sullivan, and Marina Umashi Bers. "The Impact of User Interface on Young Children’s Computational Thinking." Journal of Information Technology Education: Innovations in Practice 16 (2017): 171–93. http://dx.doi.org/10.28945/3768.

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Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children’s mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching computational thinking at a young age. This study explores the affordances of two very different programming interfaces for teaching computational thinking: a graphical coding application on the iPad (ScratchJr) and tangible programmable robotics kit (KIBO). Methodology : This study used a mixed-method approach to explore the learning experiences that young children have with tangible and graphical coding interfaces. A sample of children ages four to seven (N = 28) participated. Findings: Results suggest that type of user interface does have an impact on children’s learning, but is only one of many factors that affect positive academic and socio-emotional experiences. Tangible and graphical interfaces each have qualities that foster different types of learning
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Desset, Fabien. "Synesthesia in Percy Bysshe Shelley’s ekphrasis: from audible paintings to tangible ideas." Interfaces, no. 36 (January 1, 2015): 187–218. http://dx.doi.org/10.4000/interfaces.239.

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Angelini, Leonardo, Francesco Carrino, Maurizio Caon, Frédéric Lemaréchal, Nadine Couture, Omar Abou Khaled, and Elena Mugellini. "Testing the Tangible Interactive Window with Older Adults." GeroPsych 29, no. 4 (December 2016): 215–24. http://dx.doi.org/10.1024/1662-9647/a000159.

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Abstract. Social relationships are crucial for older adults’ well-being. Past research demonstrated that video-communication technology could reduce social isolation. However, most commercial telecommunication systems have interfaces that are too complex to be operated by older adults without assistance. In this paper, we present a system that exploits the tangible affordances of a physical window to provide a natural interface for an always-on video-communication system. In addition, we present a case study focused on the system accessibility and user acceptance with 8 older adults living in a retirement home. We also describe the preliminary findings based on an observation study and on a semistructured interview. Finally, we discuss the possible improvements and impact this system might have on older adults’ life.
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Shin, Eun Kyung, and Young Jae Oh. "Hands-on Exhibition and Tangible User Interface(TUI) - A Study on Audience Attitude about Forms in Interactive Display Media." CONTENTS PLUS 14, no. 4 (June 30, 2016): 73–90. http://dx.doi.org/10.14728/kcp.2016.14.04.073.

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Shaer, Orit, Michael S. Horn, and Robert J. K. Jacob. "Tangible user interface laboratory: Teaching tangible interaction design in practice." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 251–61. http://dx.doi.org/10.1017/s0890060409000225.

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AbstractTangible interaction is an emerging field of human–computer interaction that links the digital and the physical worlds by embedding computation in physical artifacts and environments. This paper shares our experience teaching tangible interaction over the past 4 years in an interdisciplinary, project-based laboratory course at Tufts University. Although the course is offered through the Computer Science Department, it reflects the multidisciplinary nature of the field, merging product engineering practices with a design studio approach. With a diverse mix of students, this approach has fostered creativity and hands-on learning. Throughout the course students have created innovative interfaces that not only capture fundamental concepts of tangible interaction but also contribute novel techniques for supporting collaborative design. We discuss examples of student-created interfaces and illustrate the relationship between the methods employed in the course and the artifacts created. We also share our recommendations for implementing such a course in institutions with constraints similar to ours including a limited budget and minimal laboratory space.
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PhD, Amardeep M. Dugar, Michael R. Donn PhD, and Stuart Marshall PhD. "Designing Tangible Lighting Control Interfaces." LEUKOS 8, no. 3 (January 1, 2012): 215–28. http://dx.doi.org/10.1582/leukos.2012.08.03.004.

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Bonanni, Leonardo, Maurizio Seracini, Xiao Xiao, Matthew Hockenberry, Bianca Cheng Costanzo, Andrew Shum, Romain Teil, Antony Speranza, and Hiroshi Ishii. "Tangible Interfaces for Art Restoration." International Journal of Creative Interfaces and Computer Graphics 1, no. 1 (January 2010): 54–66. http://dx.doi.org/10.4018/jcicg.2010010105.

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Few people experience art the way a restorer does: as a tactile, multi-dimensional and ever-changing object. The authors investigate a set of tools for the distributed analysis of artworks in physical and digital realms. Their work is based on observation of professional art restoration practice and rich data available through multi-spectral imaging. The article presents a multidisciplinary approach to develop interfaces usable by restorers, students and amateurs. Several interaction techniques were built using physical metaphors to navigate the layers of information revealed by multi-spectral imaging, prototyped using single- and multi-touch displays. The authors built modular systems to accommodate the technical needs and resources of various institutions and individuals, with the aim to make high-quality art diagnostics possible on different hardware platforms, as well as rich diagnostic and historic information about art available for education and research through a cohesive set of web-based tools instantiated in physical interfaces and public installations.
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Olson, A. "Tangible interfaces in molecular biology." Acta Crystallographica Section A Foundations of Crystallography 58, s1 (August 6, 2002): c218. http://dx.doi.org/10.1107/s0108767302093728.

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Markova, Milena S., Stephanie Wilson, and Simone Stumpf. "Tangible user interfaces for learning." International Journal of Technology Enhanced Learning 4, no. 3/4 (2012): 139. http://dx.doi.org/10.1504/ijtel.2012.051578.

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Couture, Nadine, Jeremy Legardeur, and Guillaume Riviere. "Tangible user interface integration in engineering." International Journal on Interactive Design and Manufacturing (IJIDeM) 2, no. 3 (August 2008): 175–82. http://dx.doi.org/10.1007/s12008-008-0046-4.

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De Tommaso, Davide, Sylvain Calinon, and Darwin G. Caldwell. "A Tangible Interface for Transferring Skills." International Journal of Social Robotics 4, no. 4 (June 14, 2012): 397–408. http://dx.doi.org/10.1007/s12369-012-0154-y.

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Shafer, Daniel M., Corey P. Carbonara, and Lucy Popova. "Controller Required? The Impact of Natural Mapping on Interactivity, Realism, Presence, and Enjoyment in Motion-Based Video Games." Presence: Teleoperators and Virtual Environments 23, no. 3 (October 1, 2014): 267–86. http://dx.doi.org/10.1162/pres_a_00193.

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In three experiments with U.S. undergraduates, effects of three levels of naturally mapped control interfaces were compared on a player's sense of presence, interactivity, realism, and enjoyment in video games. The three levels of naturally mapped control interfaces were: kinesic natural mapping (using the player's body as a game controller), incomplete tangible mapping (using a controller in a way similar to a real object), and realistic tangible mapping (using a controller or an object that directly relates to the real-life activity the game simulates). The results show that levels of interactivity, realism, spatial presence, and enjoyment were consistent across all conditions. However, when performing activities such as table tennis or lightsaber dueling with objects in-hand (incomplete tangible or realistic tangible conditions), perceived reality was a more important predictor of spatial presence. When performing the same activities with empty hands, interactivity emerged as the more important direct predictor of spatial presence. Control interface, therefore, matters greatly to the route by which cognitive processing of games takes place and how enjoyment is produced.
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Ullmer, B., and H. Ishii. "Emerging frameworks for tangible user interfaces." IBM Systems Journal 39, no. 3.4 (2000): 915–31. http://dx.doi.org/10.1147/sj.393.0915.

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Gillet, Alexandre, Michel Sanner, Daniel Stoffler, and Arthur Olson. "Tangible Interfaces for Structural Molecular Biology." Structure 13, no. 3 (March 2005): 483–91. http://dx.doi.org/10.1016/j.str.2005.01.009.

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Holmquist, Lars Erik. "The future of tangible user interfaces." Interactions 26, no. 5 (August 22, 2019): 82–85. http://dx.doi.org/10.1145/3352157.

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Celentano, Augusto, and Emmanuel Dubois. "Evaluating metaphor reification in tangible interfaces." Journal on Multimodal User Interfaces 9, no. 3 (September 2015): 231–52. http://dx.doi.org/10.1007/s12193-015-0198-z.

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Lim, Byung-Woo, Dong-Hee Jo, and Yong-Jae Cho. "Sportive Kiosk Interface Design using Tangible Interaction." Journal of the Korea Contents Association 8, no. 5 (May 31, 2008): 155–64. http://dx.doi.org/10.5392/jkca.2008.8.5.155.

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Alper, J. "COMPUTER SCIENCE:New Interface Makes Virtual World Tangible." Science 283, no. 5405 (February 19, 1999): 1097–99. http://dx.doi.org/10.1126/science.283.5405.1097.

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Ishii, Hiroshi. "The tangible user interface and its evolution." Communications of the ACM 51, no. 6 (June 2008): 32–36. http://dx.doi.org/10.1145/1349026.1349034.

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Riener, R., B. Panchaphongsaphak, and R. Burgkart. "New tangible interface devices for medical education." Journal of Biomechanics 39 (January 2006): S213—S214. http://dx.doi.org/10.1016/s0021-9290(06)83782-6.

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Blackwell, A. F., D. Edge, L. Dubuc, J. A. Rode, M. Stringer, and E. F. Toye. "Using solid diagrams for tangible interface prototyping." IEEE Pervasive Computing 4, no. 4 (October 2005): 74–77. http://dx.doi.org/10.1109/mprv.2005.90.

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Harmon, Brendan A., Anna Petrasova, Vaclav Petras, Helena Mitasova, and Ross Meentemeyer. "Tangible topographic modeling for landscape architects." International Journal of Architectural Computing 16, no. 1 (January 23, 2018): 4–21. http://dx.doi.org/10.1177/1478077117749959.

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We present Tangible Landscape—a technology for rapidly and intuitively designing landscapes informed by geospatial modeling, analysis, and simulation. It is a tangible interface powered by a geographic information system that gives three-dimensional spatial data an interactive, physical form so that users can naturally sense and shape it. Tangible Landscape couples a physical and a digital model of a landscape through a real-time cycle of physical manipulation, three-dimensional scanning, spatial computation, and projected feedback. Natural three-dimensional sketching and real-time analytical feedback should aid landscape architects in the design of high performance landscapes that account for physical and ecological processes. We conducted a series of studies to assess the effectiveness of tangible modeling for landscape architects. Landscape architecture students, academics, and professionals were given a series of fundamental landscape design tasks—topographic modeling, cut-and-fill analysis, and water flow modeling. We assessed their performance using qualitative and quantitative methods including interviews, raster statistics, morphometric analyses, and geospatial simulation. With tangible modeling, participants built more accurate models that better represented morphological features than they did with either digital or analog hand modeling. When tangibly modeling, they worked in a rapid, iterative process informed by real-time geospatial analytics and simulations. With the aid of real-time simulations, they were able to quickly understand and then manipulate how complex topography controls the flow of water.
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Krestanova, Alice, Martin Cerny, and Martin Augustynek. "Review: Development and Technical Design of Tangible User Interfaces in Wide-Field Areas of Application." Sensors 21, no. 13 (June 22, 2021): 4258. http://dx.doi.org/10.3390/s21134258.

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A tangible user interface or TUI connects physical objects and digital interfaces. It is more interactive and interesting for users than a classic graphic user interface. This article presents a descriptive overview of TUI’s real-world applications sorted into ten main application areas—teaching of traditional subjects, medicine and psychology, programming, database development, music and arts, modeling of 3D objects, modeling in architecture, literature and storytelling, adjustable TUI solutions, and commercial TUI smart toys. The paper focuses on TUI’s technical solutions and a description of technical constructions that influences the applicability of TUIs in the real world. Based on the review, the technical concept was divided into two main approaches: the sensory technical concept and technology based on a computer vision algorithm. The sensory technical concept is processed to use wireless technology, sensors, and feedback possibilities in TUI applications. The image processing approach is processed to a marker and markerless approach for object recognition, the use of cameras, and the use of computer vision platforms for TUI applications.
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Alvarado, Oscar, Vero Vanden Abeele, David Geerts, and Katrien Verbert. "Towards Tangible Algorithms: Exploring the Experiences of Tangible Interactions with Movie Recommender Algorithms." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–30. http://dx.doi.org/10.1145/3555757.

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Artificial Intelligence (AI) supports many of our everyday activities and decisions. However, personalized algorithmic recommendations often produce adverse experiences due to a lack of awareness, control, or transparency. While research has directed solutions on graphical user interfaces (GUIs), there are no explorations of Tangible User Interfaces (TUIs) to improve the experience with such systems, despite the valid existing academic arguments in favor of this exploration. Therefore, centering on transparency and control, we analyzed how 18 users of movie recommender systems perceived four different TUIs using individual co-design sessions and post-interview questionnaires. Through thematic analysis, we identified seven design considerations while designing TUIs to interact with algorithmic movie recommender systems: (1) Distinctions between TUIs and GUIs; (2) TUIs replacing predominant interfaces; (3) Preference for single-device TUIs; (4) The relevance of granular control for TUIs; (5) Apparent transparency limitations of TUIs; (6) TUIs and algorithmic social computing; and (7) Overview of specific design choices, including advantages and disadvantages of soft, hard, rounded, cubic, and humanoid interfaces. These findings inspired Recffy: the first functional TUI designed to enhance awareness and control in personalized movie recommendations. Based on this study, we propose the concept of Tangible Algorithms: TUIs dedicated to enhancing the interaction of algorithmic systems and their profiling processes or decisions in a specific context. Furthermore, we describe the relevance of tangible algorithms and design guidelines to promote them in diverse AI contexts. Finally, we invite the HCI and CSCW community to continue exploring tangible algorithms to address the interaction with algorithmic systems, including the collaborative and social computing dynamics they can promote in diverse AI contexts.
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Sorensen, Marie S. A. "Digital Discovery and Architectural Interface Design: Prototyping Architectural-Scale Interfaces for Discovery Across Digital and Tangible Collections." Journal of Library Administration 58, no. 7 (October 3, 2018): 698–727. http://dx.doi.org/10.1080/01930826.2018.1514842.

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De Bérigny Wall, Caitilin, and Xiangyu Wang. "InterANTARCTICA: Tangible User Interface for Museum Based Interaction." International Journal of Virtual Reality 8, no. 3 (January 1, 2009): 19–24. http://dx.doi.org/10.20870/ijvr.2009.8.3.2737.

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This paper presents the design and concept for an interactive museum installation, InterANTARCTICA. The museum installation is based on a gesture-driven spatially surrounded tangible user interface (TUI) platform. The TUI allows a technological exploration of environmental climate change research by developing the status of interaction in museum installation art. The aim of the museum installation is to produce a cross-media platform suited to TUI and gestural interactions. We argue that our museum installation InterANTARCTICA pursues climate change in an interactive context, thus reinventing museum installation art in an experiential multi-modal context (sight, sound, touch).
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Ing, Ros K., Nicolas Quieffin, Stefan Catheline, and Mathias Fink. "Tangible interactive interface using acoustic time reversal process." Journal of the Acoustical Society of America 117, no. 4 (April 2005): 2560. http://dx.doi.org/10.1121/1.4788521.

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MI, Haipeng, Meng WANG, Qiuyu LU, and Yingqing XU. "Tangible user interface: origins, development, and future trends." SCIENTIA SINICA Informationis 48, no. 4 (April 1, 2018): 390–405. http://dx.doi.org/10.1360/n112017-00227.

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Newton-Dunn, Henry, Hiroaki Nakano, and James Gibson. "Block Jam: A Tangible Interface for Interactive Music." Journal of New Music Research 32, no. 4 (December 1, 2003): 383–93. http://dx.doi.org/10.1076/jnmr.32.4.383.18852.

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Khan, Waqqas M., and Imran A. Zualkernan. "SensePods: A ZigBee-Based Tangible Smart Home Interface." IEEE Transactions on Consumer Electronics 64, no. 2 (May 2018): 145–52. http://dx.doi.org/10.1109/tce.2018.2844729.

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Fontes Maia, Rodrigo, Silvio Roberto Fernandes de Araujo, and Angelica Felix de Castro. "Tangible User Interface as Input and Output Device." IEEE Latin America Transactions 15, no. 1 (January 2017): 154–59. http://dx.doi.org/10.1109/tla.2017.7827919.

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Lee, Jangho, Jun Lee, HyungSeok Kim, and Jee-In Kim. "Believable interaction with a quasi-tangible tabletop interface." Computer Animation and Virtual Worlds 18, no. 2 (2007): 121–32. http://dx.doi.org/10.1002/cav.167.

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Henderson, S., and S. Feiner. "Opportunistic Tangible User Interfaces for Augmented Reality." IEEE Transactions on Visualization and Computer Graphics 16, no. 1 (January 2010): 4–16. http://dx.doi.org/10.1109/tvcg.2009.91.

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Lahure, Cathia, and Valérie Maquil. "Slowing Down Interactions on Tangible Tabletop Interfaces." i-com 17, no. 3 (December 19, 2018): 189–99. http://dx.doi.org/10.1515/icom-2018-0022.

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AbstractThis paper describes the results from a comparative study with 14 pupils using two different versions of a tangible tabletop application on satellite communication. While one of the versions was designed in a way to allow the resolution of the tasks in a pure trial-and-error approach, the second version prevented this by adding a button which had to be pressed in order to calculate and display results. The results of the study show that the design of the button and the associated scoring system was indeed successful in slowing down interactions and increasing thinking time. However, the knowledge acquisition was lower for the version with the button as compared to the one supporting trial-and-error. We discuss the results of this study and, in particular, argue for the need to carefully balance usability, task complexity and the learning dimension in the design of interactive tabletops for learning.
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Sidharta, Ronald, James Oliver, and Adrian Sannier. "Augmented tangible interfaces for product assembly planning." International Journal of Product Lifecycle Management 1, no. 3 (2006): 321. http://dx.doi.org/10.1504/ijplm.2006.009388.

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Garber, Lee. "Tangible User Interfaces: Technology You Can Touch." Computer 45, no. 6 (June 2012): 15–18. http://dx.doi.org/10.1109/mc.2012.218.

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Pyykkönen, Mikko, Jukka Riekki, Ismo Alakärppä, Ivan Sanchez, Marta Cortes, and Sonja Saukkonen. "Designing Tangible User Interfaces for NFC Phones." Advances in Human-Computer Interaction 2012 (2012): 1–12. http://dx.doi.org/10.1155/2012/575463.

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The increasing amount of NFC phones is attracting application developers to utilize NFC functionality. We can hence soon expect a large amount of mobile applications that users command by touching NFC tags in their environment with their NFC phones. The communication technology and the data formats have been standardized by the NFC Forum, but there are no conventions for advertising to the users NFC tags and the functionality touching the tags triggers. Only individual graphical symbols have been suggested when guidelines for advertising a rich variety of functionality are called for. In this paper, we identify the main challenges and present our proposal, a set of design guidelines based on more than twenty application prototypes we have built. We hope to initiate discussion and research resulting in uniform user interfaces for NFC-based services.
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45

de la Guia, Elena, Maria Dolores Lozano, and Victor M. R. Penichet. "Tangible User Interfaces to Digitalize Real Environments." IEEE Latin America Transactions 13, no. 12 (December 2015): 3997–4003. http://dx.doi.org/10.1109/tla.2015.7404938.

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46

Gillet, A., M. Sanner, D. Stoffler, and A. Olson. "Tangible Augmented Interfaces for Structural Molecular Biology." IEEE Computer Graphics and Applications 25, no. 2 (March 2005): 13–17. http://dx.doi.org/10.1109/mcg.2005.47.

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47

Cohen, Philip R., and David R. McGee. "Tangible multimodal interfaces for safety-critical applications." Communications of the ACM 47, no. 1 (January 1, 2004): 41. http://dx.doi.org/10.1145/962081.962103.

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48

KUSABUKA, Takahiro, and Jooho LEE. "1P1-H06 Mulimodal and Portable Tabletop Tangible User Interface(VR and Interface)." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2011 (2011): _1P1—H06_1—_1P1—H06_3. http://dx.doi.org/10.1299/jsmermd.2011._1p1-h06_1.

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49

Harmon, B. A., A. Petrasova, V. Petras, H. Mitasova, and R. K. Meentemeyer. "TANGIBLE LANDSCAPE: COGNITIVELY GRASPING THE FLOW OF WATER." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 647–53. http://dx.doi.org/10.5194/isprs-archives-xli-b2-647-2016.

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Complex spatial forms like topography can be challenging to understand, much less intentionally shape, given the heavy cognitive load of visualizing and manipulating 3D form. Spatiotemporal processes like the flow of water over a landscape are even more challenging to understand and intentionally direct as they are dependent upon their context and require the simulation of forces like gravity and momentum. This cognitive work can be offloaded onto computers through 3D geospatial modeling, analysis, and simulation. Interacting with computers, however, can also be challenging, often requiring training and highly abstract thinking. Tangible computing – an emerging paradigm of human-computer interaction in which data is physically manifested so that users can feel it and directly manipulate it – aims to offload this added cognitive work onto the body. We have designed Tangible Landscape, a tangible interface powered by an open source geographic information system (GRASS GIS), so that users can naturally shape topography and interact with simulated processes with their hands in order to make observations, generate and test hypotheses, and make inferences about scientific phenomena in a rapid, iterative process. Conceptually Tangible Landscape couples a malleable physical model with a digital model of a landscape through a continuous cycle of 3D scanning, geospatial modeling, and projection. We ran a flow modeling experiment to test whether tangible interfaces like this can effectively enhance spatial performance by offloading cognitive processes onto computers and our bodies. We used hydrological simulations and statistics to quantitatively assess spatial performance. We found that Tangible Landscape enhanced 3D spatial performance and helped users understand water flow.
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50

Harmon, B. A., A. Petrasova, V. Petras, H. Mitasova, and R. K. Meentemeyer. "TANGIBLE LANDSCAPE: COGNITIVELY GRASPING THE FLOW OF WATER." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 647–53. http://dx.doi.org/10.5194/isprsarchives-xli-b2-647-2016.

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Abstract:
Complex spatial forms like topography can be challenging to understand, much less intentionally shape, given the heavy cognitive load of visualizing and manipulating 3D form. Spatiotemporal processes like the flow of water over a landscape are even more challenging to understand and intentionally direct as they are dependent upon their context and require the simulation of forces like gravity and momentum. This cognitive work can be offloaded onto computers through 3D geospatial modeling, analysis, and simulation. Interacting with computers, however, can also be challenging, often requiring training and highly abstract thinking. Tangible computing – an emerging paradigm of human-computer interaction in which data is physically manifested so that users can feel it and directly manipulate it – aims to offload this added cognitive work onto the body. We have designed Tangible Landscape, a tangible interface powered by an open source geographic information system (GRASS GIS), so that users can naturally shape topography and interact with simulated processes with their hands in order to make observations, generate and test hypotheses, and make inferences about scientific phenomena in a rapid, iterative process. Conceptually Tangible Landscape couples a malleable physical model with a digital model of a landscape through a continuous cycle of 3D scanning, geospatial modeling, and projection. We ran a flow modeling experiment to test whether tangible interfaces like this can effectively enhance spatial performance by offloading cognitive processes onto computers and our bodies. We used hydrological simulations and statistics to quantitatively assess spatial performance. We found that Tangible Landscape enhanced 3D spatial performance and helped users understand water flow.
APA, Harvard, Vancouver, ISO, and other styles
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