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Issue No.05 - September/October (2006 vol.26)
pp: 6-11
Just as online shopping is a bellwether of advanced online technologies, so are museum and gallery showcases for the best in computer display and interface technology. In the first case, commerce demands that speed and reliability get priority, in the latter, technological invisibility is foremost. The museum experience is an unusually tactile, sensual one, and the standard keyboard-mouse-and-screen setup might seem out of place. This trend toward sensual involvement is particularly noticeable in tabletop displays, as they appeal to two aspects of familiar daily life: the horizontal surface as a workspace, and hand gestures (or common objects) as tools for manipulating information.
tabletop displays, museums, galleries
Tom Geller, "Interactive Tabletop Exhibits in Museums and Galleries", IEEE Computer Graphics and Applications, vol.26, no. 5, pp. 6-11, September/October 2006, doi:10.1109/MCG.2006.111
1. Results of the 2004 Smithsonian-Wide Survey of Museum Visitors, Smithsonian Institution Office of Policy and Analysis, Oct. 2004; http:/ opanda/Reports/Reports/SI2004_ Survey_Booklet.pdf.
2. J. Green et al., "Camping in the Digital Wilderness: Tents and Flashlights as Interfaces to Virtual Worlds," Proc. Conf. Computer—Human Interaction, Extended Abstracts on Human Factors in Computing Systems (CHI), 2002, pp. 780–781; http:/ interact/papers/pdfs/chi02.pdf.
3. J. Slaton, "Remembering Community Memory: The Berkeley Beginnings of Online Community," San Francisco Chronicle,13 Dec. 2001; http:/ cgi-bin/article.cgi?file=/gate/ archive/2001/12/13/commmem.DTL.
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