Physical vs Digital. Tangible Interfaces “Tangible interfaces give physical form to digital information, employing physical artefacts both as representations.

Slides:



Advertisements
Similar presentations
Towards a Foundational Framework for Embodied Interaction
Advertisements

Map of Human Computer Interaction
Mobile learning with a mobile game Design and motivational effects.
FGTIS 2013 panel between young researchers and invited speakers 17h-18h Catherine Letondal.
07 Prof. Garzotto HCI – Lesson TANGIBLE INTERACTION.
Towards Tangible Enactive- Interfaces Peter Bennett Sile O’Modhrain
High Five Jive © Susan O’Connor 2012 Dyslexia Action Conference - June 2014 High Five Jive © Susan O’Connor 2012 Agenda  Why are Fine Motor Skills so.
Tangible User Interfaces (TUI’s). What are Tangible User Interfaces? Physical WorldDigital world TUI’s 2.
Shared Workspaces: Behavioural Foundations Petra Neumann 781 October 12 th, 2005.
Lecture 7 Date: 23rd February
Replacing “Traditional Lectures” with Face-to-Face Directed Problem Solving Sessions and On-Line Content Delivery David G. Meyer Electrical & Computer.
Embodied Interaction By Matthew Dunlap Define Artifacts? Overview Next.
Understanding and Conceptualizing Interaction Chapter 2.
Ahmer Iqbal PhD student at Department of Mathematical Information Technology COMAS Graduate School Agora Game Lab.
Johan Mattsson Interaction Through Spells Embodied, collaborative composition of ubiquitous services.
Human Computer Interaction (HCI)
IA Summit 2009 Recap Jackson Fox UX Viget Labs
Richard Noss Co-director: London Knowledge Lab Institute of Education, University of London Director: UK Technology-enhanced Learning (Teaching and Learning.
ITEd The Role of Complex Software in Cognitive Skill Development Nhlanganiso Biyela, Thato Foko and Alan Amory Centre for IT in Higher Education, University.
Pano Papadatos Mona Leigh Guha Tamara Clegg Clinky the Robot: Preliminary Programming for Preschoolers 5/23/2013.
Unit 2: Engineering Design Process
1 Chapter No 3 ICT IN Science,Maths,Modeling, Simulation.
 1. Which is not one of the six principles that address crucial issues fundamental to all school math programs? A. Curriculum B. Assessment C. Measurement.
Applications Software
By Yukyong Chung.  Given the terms of computational concepts, the students will be able to state examples matching the Scratch blocks.  The students.
Copyright 2006 Thomson Delmar Learning. All Rights Reserved. Caring for School-Age Children Chapter 5 Development in Middle Childhood: Cognitive.
Poster Design & Printing by Genigraphics ® The Scientific Community Game Education and Innovation Through Survival in a Virtual World of.
Visual-Spatial Thinking in Digital Libraries —Top Ten Problems Chaomei Chen Brunel University June 28th 2001, Hotel Roanoke and Conference Center, Roanoke,
Blocks to Robots Constructionist Approach to Project Based Learning for New STEM Teachers Author & Presenter: Michael Kutch New Teacher Orientation 2010.
Motivation: a construct used to explain the initiation, direction, & intensity of an individual’s behavior in a particular situation Theories of Motivation.
Lecture 6 User Interface Design
Do tangible interfaces enhance learning? Richard Haines.
Parallels in Tangible Interface & Web 2.0 Sharad Singh Solanki.
Lessons Learned Integrating Technology at the Preschool Level Dr. Roxanne Wilson Kathy McKechnie MS CCC-SLP Timberlane Learning Center Timberlane School.
Learning Science and Mathematics Concepts, Models, Representations and Talk Colleen Megowan.
TECHNOLOGY IN THE CLASSROOM Shalene Herron, Dave Carter & Donna Duriez & Donna Duriez © 2007 Creating Classroom Connections.
with Kim Chandler and Steve Coxon
Twilight Training October 1, 2013 OUSD CCSS Transition Teams.
Tangible Bits Next Generation HCI
DIGITAL MEDIA Graduate Program School of Literature, Communication & Culture Ivan Allen College DIGITAL MEDIA Graduate Program School of Literature, Communication.
Anchor Standards – A Way for Art Sandy Roe Nanette Nichols WDMESC.
A Mixed Reality Approach for Merging Abstract and Concrete Knowledge John Quarles Department of CISE Samsun Lampotang Department of Anesthesiology Ira.
Chapter 10 Interacting with Visualization 박기남
Schools and Curriculum Development Stuart McQuaker Education Support Officer (ICT)
Assistive Technology in the Classroom Setting Rebecca Puckett CAE6100 – GQ1 (24494) Dec. 7, 2009.
1 Comp150 TUI Spring 2007 Modeling and Specifying Tangible User Interfaces.
A MBI L EARN Ambient Intelligent Multimodal Learning Environment for Children 100 day review December 2008 Jennifer Hyndman Supervisors: Dr. Tom Lunney,
Section II Fundamental Concepts and Skills Unit 13 Early Geometry: Spatial Sense ©2013 Cengage Learning. All Rights Reserved.
ITEAMS is designed to provide teachers with the tools to develop inquiry-based lessons, and the opportunity to develop a deep understanding of implementation.
1 What the body knows: Exploring the benefits of embodied metaphors in hybrid physical digital environments Alissa N. Antle, Greg Corness, Milena Droumeva.
SCRATCH ScratchScratch is a programming language that makes it easy to create your own interactive stories, animations, games, music, and art -- and share.
Ubiquitous, Domestic and Tangible Computing A new way of thinking Saul Greenberg University of Calgary CPSC
A Mixed Reality Approach for Merging Abstract and Concrete Knowledge John Quarles Department of CISE Samsun Lampotang Department of Anesthesiology Ira.
The Teacher- Child Interaction Linking Developmentally Appropriate Practices to the Characteristics of Effective Instruction.
D5720 Research on Interactive and Ambient Media Lecture #2: Tangible Interaction 陳立杰、鄭穎懋.
Scotland’s Colleges is a trading name of both the Scottish Further Education Unit and the Association of Scotland’s Colleges Curriculum for Excellence.
INQUIRY: CODING IN BC MONTESSORI SCHOOLS. BACKGROUND CODING IN SCHOOLS MONTESSORI PRINCIPLES IMPLEMENTATION AGENDA.
From Engagement to Research: How Serious Can Gaming Get? Games for Learning.
Tel : About iCodeinc: iCode Inc is a state-of-the-art educational institution located in the Dallas area. iCode’s mission.
Community Event Twanna Bradford Professor Williams Final Project June 5, 2016.
Using Mobile Media Devices and Apps to Promote Young Children’s Learning Sharon Judge, Ph.D. Old Dominion University.
Authenticity, Simulation and Metacognitive Learning
Melissa Koch Director of Build IT SRI International
PETRA 2014 An Interactive Learning and Adaptation Framework for Socially Assistive Robotics: An Interactive Reinforcement Learning Approach Konstantinos.
Do Tangible Interfaces Enhance Learning?
Communicating in Lay Terms
Who defines Tangible Interaction? An Encompassing View
Using Mobile Media Devices and Apps to Promote Young Children’s Learning Sharon Judge, Ph.D. Old Dominion University.
Saul Greenberg Human Computer Interaction Presented by: Kaldybaeva A., Aidynova E., 112 group Teacher: Zhabay B. University of International Relations.
Map of Human Computer Interaction
Presentation transcript:

Physical vs Digital

Tangible Interfaces “Tangible interfaces give physical form to digital information, employing physical artefacts both as representations and controls for computational media.” Ullmer & Ishii, 2001, MIT Media lab, Tangible Media group 2 “The basic premise is that the affordances of the physical handles are inherently richer than what virtual handles afford through conventional direct manipulation techniques. These physical affordances, [..] include facilitating two handed interactions, spatial caching, and parallel position and orientation control” Fitmaurice et al.,1995

Logo blocks Resnick, M., Silverman, B. S., Begel, A., Martin, F., Welch, K., Logo Blocks, Begel, A., LogoBlocks: A Graphical Programming Language for Interacting with the World, S.B. Thesis, MIT Department of Electrical Engineering and Computer Science,

Programming bricks McNerney,

TICLE: Tangible Interfaces for Collaborative Learning Environments L.L. Scarlatos (2002). An Application of Tangible Interfaces in Collaborative Learning Environments, SIGGRAPH 2002 Conference Abstracts and Applications,

Tangibles for Learning project Price, S., Sheridan, J.G. and Pontual-Falcão, T. Action and representation in tangible systems: implications for design of learning interactions. In Proceedings of the 4th International Conference on Tangible, Embedded and Embodied Interaction, Cambridge, USA.

Tern Programming language

Experimental comparisons TUI vs GUI Active collaboration Apprehendability Engagement Number of programs created by visitors per session Length of programs created Complexity of programs create Michael S. Horn, R. Jordan Crouser, and Marina U. Bers Tangible interaction and learning: the case for a hybrid approach. Personal Ubiquitous Comput. 16, 4 (April 2012), DOI= /s

TANGIBLE JIGSAW PUZZLES – COMPARING TUI – PUI -GUI Antle, A.N. Exploring how children use their hands to think: An embodied interactional analysis, Behaviour and Information Technology, (2012).Exploring how children use their hands to think: An embodied interactional analysis Xie et al (2008) Are Tangibles more Fun, TEI, Feb , Bonn, Germany

“Tangible interaction provides unique opportunities to support the development of thinking skills in areas where physical interaction is beneficial and can be augmented with digital feedback that facilitates social interaction and skills development” “Epistemic actions are those actions used to change the world in order to simplify the problem-solving task. the action changes the world in some way that makes the task easier to solve. “ “Pragmatic actions are those actions whose primary function is to bring the individual closer to his or her physical goal (e.g. winning the game, solving the puzzle).”

SmartStep

FINGU Barendregt, W., Lindström, B., Rietz-Leppänen, E. Holgersson, I., Ottosson, T. (2012) Development and Evaluation of Fingu: A Mathematics iPad Game Using Multi-touch Interaction. Proceedings of IDC, June, Bremen.

Tangibles for Mathematics allow collaborative use; provide scaffolding; increase user engagement; are accessible by children with different kinds of disabilities; Should be independent of personal computers; Should be viable in the physical space of classrooms; Should be aligned with school curriculum; Should be fairly inexpensive