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Mapping Place: Supporting Cultural Learning through a Lukasa-inspired Tangible Tabletop Museum Exhibit

Published: 15 January 2015 Publication History

Abstract

Museums are exploring new ways of using emerging digital technologies to enhance the visitor experience. In this context, our research focuses on designing, developing and studying interactions for museum exhibits that introduce cultural concepts in ways that are tangible and embodied. We introduce here a tangible tabletop installation piece that was designed for a museum exhibition contrasting Western and African notions of mapping history and place. Inspired by the Lukasa board, a mnemonic device used by the Luba peoples in Central Africa, the tabletop piece enables visitors to learn and understand symbolic and nonlinguistic mapping concepts that are central to the Lukasa by creating and sharing stories with each other. In this paper we share our design process, a user study focusing on children and learning, and design implications on how digital and tangible interaction technologies can be used for cultural learning in museum exhibits.

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  • (2024)Passive Stylus Tracking: A Systematic Literature ReviewProceedings of the ACM on Human-Computer Interaction10.1145/36981448:ISS(427-461)Online publication date: 24-Oct-2024
  • (2024)KaavadBits: Exploring Tangible Interactive Storytelling of Branching Narratives through a Kaavad-inspired InstallationProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635251(1-6)Online publication date: 11-Feb-2024
  • (2024)MakeBronzeInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103201183:COnline publication date: 14-Mar-2024
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Published In

cover image ACM Conferences
TEI '15: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
January 2015
766 pages
ISBN:9781450333054
DOI:10.1145/2677199
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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Publication History

Published: 15 January 2015

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Author Tags

  1. collaboration
  2. cultural history
  3. interaction design
  4. interactive tabletop
  5. learning
  6. museum exhibit
  7. storytelling
  8. tangible interaction

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  • Research-article

Funding Sources

  • SSHRC CRC Program
  • Robert C. Williams Paper Museum
  • Ivan Allen College at Georgia Tech as part of the Africa-Atlanta project

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TEI '15
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TEI '15 Paper Acceptance Rate 63 of 222 submissions, 28%;
Overall Acceptance Rate 393 of 1,367 submissions, 29%

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TEI '25

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Cited By

View all
  • (2024)Passive Stylus Tracking: A Systematic Literature ReviewProceedings of the ACM on Human-Computer Interaction10.1145/36981448:ISS(427-461)Online publication date: 24-Oct-2024
  • (2024)KaavadBits: Exploring Tangible Interactive Storytelling of Branching Narratives through a Kaavad-inspired InstallationProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635251(1-6)Online publication date: 11-Feb-2024
  • (2024)MakeBronzeInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2023.103201183:COnline publication date: 14-Mar-2024
  • (2024)KaavadBits: Interactive Art Installation for a New Narrative ExperienceProceedings of the 14th Indian Conference on Human-Computer Interaction10.1007/978-981-97-4335-3_11(189-195)Online publication date: 3-Aug-2024
  • (2024)Designing a Tangible Interactive Learning System for Children’s Art Education: A Multi-Sensory Design ApproachHCI International 2024 Posters10.1007/978-3-031-61953-3_25(225-234)Online publication date: 1-Jun-2024
  • (2023)Smart Objects and Replicas: A Survey of Tangible and Embodied Interactions in Museums and Cultural Heritage SitesJournal on Computing and Cultural Heritage 10.1145/363113217:1(1-32)Online publication date: 2-Nov-2023
  • (2022)Visual Signifier for Large Multi-Touch Display to Support Interaction in a Virtual Museum InterfaceApplied Sciences10.3390/app12211119112:21(11191)Online publication date: 4-Nov-2022
  • (2022)Design and User Experience of a Hybrid Mixed Reality Installation that Promotes Tinian Marble Crafts HeritageJournal on Computing and Cultural Heritage 10.1145/352274315:4(1-21)Online publication date: 6-Dec-2022
  • (2022)Interactive Tables for Social Experiences at HomeProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501325(1-12)Online publication date: 13-Feb-2022
  • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
  • Show More Cited By

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