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Movie table: tangible interaction with movies

Published: 30 September 2009 Publication History

Abstract

Video is nowadays largely used and becoming more and more pervasive in everyday life. With the propagation of digital cameras, high bandwidth Internet connections and video sharing websites, it is very easy to access digital video in private and public scenarios, but not always in the most convenient or natural way. People have developed sophisticated skills for sensing and manipulating their physical environments and objects, most of which are not employed in interaction with the digital world today [2]. Tangible User Interfaces are built upon those skills by giving physical forms to digital information. They use physical spaces, surfaces and objects either to control and represent digital information, through individual and collaborative interfaces, allowing computer mediated interactions in physical locations and social contexts where a traditional computer may be difficult or unnatural to use. The adoption and development of tangible media is complemented by the vision of Ambient Intelligence, foreseeing that technology will seamlessly merge into people's everyday activities and environments [6]. As such, designers are faced with the challenge to create a seamless extension of the physical affordance of the objects into digital domain and build natural and intuitive interfaces that fit these new usage contexts.

References

[1]
Chambel, T. et al., see: www.di.fc.ul.pt/~tc.
[2]
Ishii, H. 2006. Tangible User Interfaces. CHI 2006, Wokshops, Quebec, Canada, April 22--27.
[3]
Kumpf, A. 2009. Trackmate: Large-Scale Accessibility of Tangible User Interfaces. MSc Thesis at MIT.
[4]
Norman, D. 2002. The Design of Everyday Things, New York: Basic Books.
[5]
Reas, C., and Fry, B. 2007. Processing: A Programming Handbook for Visual Designers and Artists. MIT Press.
[6]
Ross, P., and Keyson, D. 2007. The case of sculpting atmospheres: towards design principles for expressive tangible interaction in control of ambient systems. Personal and Ubiquitous Computing, volume 11, Issue 2, pp. 69--79.
[7]
Vaucelle, C., and Ishiii, H. 2008. Picture This! Film assembly using toy gestures. UbiComp'08, Korea.

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cover image ACM Conferences
MindTrek '09: Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
September 2009
254 pages
ISBN:9781605586335
DOI:10.1145/1621841
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

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Published: 30 September 2009

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MindTrek '09
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MindTrek '09: Academic MindTrek 2009
September 30 - October 2, 2009
Tampere, Finland

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