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Tangible paper interfaces: interpreting pupils' manipulations

Published: 11 November 2012 Publication History

Abstract

Paper interfaces merge the advantages of the digital and physical world. They can be created using normal paper augmented by a camera+projector system. They are particularly promising for applications in education, because paper is already fully integrated in the classroom, and computers can augment them with a dynamic display. However, people mostly use paper as a document, and rarely for its characteristics as a physical body. In this article, we show how the tangible nature of paper can be used to extract information about the learning activity. We present an augmented reality activity for pupils in primary schools to explore the classification of quadrilaterals based on sheets, cards, and cardboard shapes. We present a preliminary study and an in-situ, controlled study, making use of this activity. From the detected positions of the various interface elements, we show how to extract indicators about problem solving, hesitation, difficulty levels of the exercises, and the division of labor among the groups of pupils. Finally, we discuss how such indicators can be used, and how other interfaces can be designed to extract different indicators.

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References

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  • (2023)Tangible digital storytelling and phygital reality: benefits for inclusion and cooperation in young childrenResearch on Education and Media10.2478/rem-2023-002315:2(41-50)Online publication date: 14-Dec-2023
  • (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
  • (2019)How Do Typically Developing Children and Children with ASD Play a Tangible Game?Human-Computer Interaction – INTERACT 201910.1007/978-3-030-29384-0_8(135-155)Online publication date: 25-Aug-2019
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    cover image ACM Conferences
    ITS '12: Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
    November 2012
    430 pages
    ISBN:9781450312097
    DOI:10.1145/2396636
    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: 11 November 2012

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    Author Tags

    1. computer supported collaborative learning
    2. manipulation
    3. paper interface

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    ITS'12
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    ITS'12: Interactive Tabletops and Surfaces
    November 11 - 14, 2012
    Massachusetts, Cambridge, USA

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    ITS '12 Paper Acceptance Rate 24 of 63 submissions, 38%;
    Overall Acceptance Rate 119 of 418 submissions, 28%

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    Cited By

    View all
    • (2023)Tangible digital storytelling and phygital reality: benefits for inclusion and cooperation in young childrenResearch on Education and Media10.2478/rem-2023-002315:2(41-50)Online publication date: 14-Dec-2023
    • (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
    • (2019)How Do Typically Developing Children and Children with ASD Play a Tangible Game?Human-Computer Interaction – INTERACT 201910.1007/978-3-030-29384-0_8(135-155)Online publication date: 25-Aug-2019
    • (2017)Use of handwriting recognition technologies in tablet-based learning modules for first grade educationEducational Technology Research and Development10.1007/s11423-017-9532-365:5(1369-1388)Online publication date: 12-Jul-2017
    • (2015)Sketch-Play-Learn - An Augmented Paper Based Environment for Learning the Concepts of OpticsProceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition10.1145/2757226.2764558(213-216)Online publication date: 22-Jun-2015
    • (2015)RFID interactive tabletop application with tangible objectsPersonal and Ubiquitous Computing10.1007/s00779-015-0891-719:8(1259-1274)Online publication date: 1-Dec-2015
    • (2015)Digital Pen Technology’s Suitability to Support Handwriting LearningThe Impact of Pen and Touch Technology on Education10.1007/978-3-319-15594-4_2(7-22)Online publication date: 10-Jul-2015
    • (2014)Children's Creativity LabProceedings of the 2014 Workshops on Advances in Computer Entertainment Conference10.1145/2693787.2693805(1-9)Online publication date: 11-Nov-2014
    • (2014)QOOKProceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction10.1145/2540930.2540977(125-132)Online publication date: 16-Feb-2014
    • (2014)Enabling relationship building in tabletop-supported advisory settingsProceedings of the 17th ACM conference on Computer supported cooperative work & social computing10.1145/2531602.2531697(171-183)Online publication date: 15-Feb-2014
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