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Displaying 1-21 out of 21 total
Moving Tangible Interaction Systems to the Next Level
Found in: Computer
By Elise van den Hoven,Evelien van de Garde-Perik,Serge Offermans,Koen van Boerdonk,Kars-Michiel H. Lenssen
Issue Date:August 2013
pp. 70-76
Understanding tangible interaction's foundational concepts can lead to systems with direct, integrated, and meaningful data control and representation.
 
Towards Preserving Indigenous Oral Stories Using Tangible Objects
Found in: International Conference on Culture and Computing
By Andrew Smith,Lizette Reitsma,Elise van den Hoven,Paula Kotzé,Louis Coetzee
Issue Date:October 2011
pp. 86-91
Handcrafted beadwork produced by the BaNtwane people of South Africa is loaded with meaning. Communicating indigenous oral stories is important for passing on culture-specific traditions and community memory, such as the meaning of the handcrafted beadwork...
 
Advances in Tangible Interaction and Ubiquitous Virtual Reality
Found in: IEEE Pervasive Computing
By Dongpyo Hong, Tobias Höllerer, Michael Haller, Haruo Takemura, Adrian David Cheok, Gerard Jounghyun Kim, Mark Billinghurst, Woontack Woo, Eva Hornecker, Robert J.K. Jacob, Caroline Hummels, Brygg Ullmer, Albrecht Schmidt, Elise van den Hoven, Ali Ma
Issue Date:April 2008
pp. 90-96
The first article reports on context-sensitive augmented-reality research presented at the 2007 International Symposium on Ubiquitous Virtual Reality. This student-organized event explored the use of contextual information, design principles, and effective...
 
Demo hour
Found in: interactions
By Elise van den Hoven, Gesche Joost, Gesche Joost, Nour Diab Yunes, Tom Bieling, Tom Bieling, Ulrike Gollner, Ulrike Gollner, Connie Golsteijn, Connie Golsteijn, Elise van den Hoven, Nour Diab Yunes, Omer Yosha, Omer Yosha
Issue Date:March 2012
pp. 8-9
Bundled freeware as a novel marketing strategy occupies a niche in online advertisement, though it harasses many people for incorporating the adware which is often assumed to potentially threaten security of applications. At present few researches touched ...
     
StoryBeads: Preserving Indigenous Knowledge through Tangible Interaction Design
Found in: 2013 International Conference on Culture and Computing (Culture Computing)
By Lizette Reitsma,Andrew Smith,Elise van den Hoven
Issue Date:September 2013
pp. 79-85
This paper addresses the need to preserve culturally unique knowledge for future generations. This user-centered design-research case study focused on preserving Indigenous Knowledge (IK) of the South-African BaNtwane culture, specifically focusing on thei...
 
An analysis of input-output relations in interaction with smart tangible objects
Found in: ACM Transactions on Interactive Intelligent Systems (TiiS)
By Elise van den Hoven, Evelien van de Garde-Perik, Kars-Michiel Lenssen, Koen van Boerdonk, Serge Offermans
Issue Date:July 2013
pp. 1-20
This article focuses on the conceptual relation between the user's input and a system's output in interaction with smart tangible objects. Understanding this input-output relation (IO relation) is a prerequisite for the design of meaningful interaction. A ...
     
The slow floor: increasing creative agency while walking on an interactive surface
Found in: Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction (TEI '14)
By Bert Bongers, Elise van den Hoven, Frank Feltham, Jeffrey Hannam, Lian Loke
Issue Date:February 2014
pp. 105-112
Walking is a physical activity that most people do on a daily basis. It is often characterized as a utilitarian means of locomotion; our basic, habitual mode of getting around from place to place. Walking can also be considered a creative and expressive ac...
     
Crossing the bridge over norman's gulf of execution: revealing feedforward's true identity
Found in: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13)
By Elise van den Hoven, Jo Vermeulen, Karin Coninx, Kris Luyten
Issue Date:April 2013
pp. 1931-1940
Feedback and affordances are two of the most well-known principles in interaction design. Unfortunately, the related and equally important notion of feedforward has not been given as much consideration. Nevertheless, feedforward is a powerful design princi...
     
Towards a more cherishable digital object
Found in: Proceedings of the Designing Interactive Systems Conference (DIS '12)
By Abigail Sellen, Connie Golsteijn, David Frohlich, Elise van den Hoven
Issue Date:June 2012
pp. 655-664
As we go about our everyday routines we encounter and interact with numerous physical (e.g. furniture or clothes) and digital objects (e.g. photos or e-mails). Some of these objects may be particular cherished, for example because of memories attached to t...
     
Exploring peripheral interaction design for primary school teachers
Found in: Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction (TEI '12)
By Elise van den Hoven, Kees Overbeeke, Berry Eggen, Saskia Bakker
Issue Date:February 2012
pp. 245-252
This paper explores the concept of peripheral interactions; interactions with technology that take place in the background or periphery of the attention. We present two designs for a classroom setting. CawClock makes selected time frames audible in order t...
     
Workshop on embodied interaction: theory and practice in HCI
Found in: Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (CHI EA '11)
By Alissa N. Antle, Elise van den Hoven, Paul Marshall
Issue Date:May 2011
pp. 5-8
For over ten years researchers in human-computer interaction (HCI) have explored an embodied perspective that seeks to describe and explain the fundamental role played by the physical body in how we experience, interact with and understand computation in t...
     
Designing to support reasoned imagination through embodied metaphor
Found in: Proceeding of the seventh ACM conference on Creativity and cognition (C&C '09)
By Alissa N. Antle, Allen Bevans, Elise van den Hoven, Greg Corness, Milena Droumeva, Saskia Bakker
Issue Date:October 2009
pp. 275-284
Supporting users' reasoned imagination in sense making during interaction with tangible and embedded computation involves supporting the application of their existing mental schemata in understanding new forms of interaction. Recent studies that include an...
     
Identifying embodied metaphors in children's sound-action mappings
Found in: Proceedings of the 8th International Conference on Interaction Design and Children (IDC '09)
By Alissa N. Antle, Elise van den Hoven, Saskia Bakker
Issue Date:June 2009
pp. 1-1
Physical activity and manipulating physical objects can be beneficial for learning. Earlier studies [2] have shown that interaction models that rely on unconscious and embodied knowledge (based on embodied metaphors) can benefit the learning process. Howev...
     
Making history: intentional capture of future memories
Found in: Proceedings of the 27th international conference on Human factors in computing systems (CHI '09)
By Daniela Petrelli, Elise van den Hoven, Steve Whittaker
Issue Date:April 2009
pp. 1-4
Lifelogging' technology makes it possible to amass digital data about every aspect of our everyday lives. Instead of focusing on such technical possibilities, here we investigate the way people compose long-term mnemonic representations of their lives. We ...
     
Children's haptic experiences of tangible artifacts varying in hardness
Found in: Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges (NordiCHI '08)
By Elise van den Hoven, Jeanine Kierkels
Issue Date:October 2008
pp. 286-095
In this paper we describe our investigations on the role of material hardness in the haptic experience of tangible artifacts. Without seeing the artifacts children had to rank their experience on a scale of two antonyms while touching and holding these art...
     
Keeping up appearances: interpretation of tangible artifact design
Found in: Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges (NordiCHI '08)
By Elise van den Hoven, Marigo Heijboer
Issue Date:October 2008
pp. 286-095
The design and interaction of physical game artifacts is becoming increasingly important for the design of digital tabletop games. In this paper a study is described investigating the differences in interpretations of realistic and abstract game artifacts ...
     
Tangible interaction in tabletop games: studying iconic and symbolic play pieces
Found in: Proceedings of the international conference on Advances in computer entertainment technology (ACE '07)
By Debby Vorstenbosch, Elise van den Hoven, Gerard Hollemans, Saskia Bakker, Tom Bergman
Issue Date:June 2007
pp. 163-170
In this paper, a study is described which investigates differences in game experience between the use of iconic and symbolic tangibles in digital tabletop interaction. To enable this study, a new game together with two sets of play pieces (iconic and symbo...
     
Weathergods: tangible interaction in a digital tabletop game
Found in: Proceedings of the 1st international conference on Tangible and embedded interaction (TEI '07)
By Debby Vorstenbosch, Elise van den Hoven, Gerard Hollemans, Saskia Bakker, Tom Bergman
Issue Date:February 2007
pp. 151-152
In this paper we describe the game 'Weathergods', which is implemented on the Entertaible tabletop gaming platform [1]. The game uses either iconic or symbolic [2] tangible objects for interaction and marries both the advantages of traditional board games ...
     
Design research & tangible interaction
Found in: Proceedings of the 1st international conference on Tangible and embedded interaction (TEI '07)
By Dima Aliakseyeu, Elise van den Hoven, Jean-Bernard Martens, Joep Frens, Kees Overbeeke, Peter Peters
Issue Date:February 2007
pp. 109-115
The research on Tangible Interaction (TI) has been inspired by many different disciplines, including psychology, sociology, engineering and human-computer interaction (HCI). Now that the field is getting more mature, in the sense that basic technologies an...
     
Tangible play: research and design for tangible and tabletop games
Found in: Proceedings of the 12th international conference on Intelligent user interfaces (IUI '07)
By Ali Mazalek, Elise van den Hoven
Issue Date:January 2007
pp. 6-6
This workshop addresses questions related to the areas of tangible interaction, game design and emerging technologies for tangible and tabletop games. We bring together researchers and practitioners from diverse fields related to these topics, such as HCI,...
     
Personal souvenirs as ambient intelligent objects
Found in: Proceedings of the 2005 joint conference on Smart objects and ambient intelligence: innovative context-aware services: usages and technologies (sOc-EUSAI '05)
By Berry Eggen, Elise van den Hoven
Issue Date:October 2005
pp. 123-128
Recollecting memories is an important everyday activity, which can be supported in an Ambient Intelligent environment. For optimal support cues are needed that make people reconstruct their memories. The cue category that is most suitable for an Ambient In...
     
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