This paper focuses on collaborative work on interactive tabletops. To optimize the travel time of team members (remote workplace, telecommuting, and so on), collaborative work is now often remotely done. This brings many user interfaces issues between distributed platforms of each member. In the domain of context-sensitive user interfaces, which aims at an adaptation to the users, the platforms and the environment, context models have been proposed in the literature. We propose, in this paper, a context model for distributed applications centered on collaboration and interactive tabletops. The proposed model is validated by a distributed application, which is developed on two interactive tabletops with tangible interaction; these tabletops are equipped with RFID technology. This application, which has educational purposes, highlights the collaborative aspect and exchanges between remote users. The paper ends with a conclusion and several perspectives.
The accelerated progress being made with interactive devices (such as screens, cameras, joysticks and tangible objects) has triggered the development of new interaction methods for applications (e.g., body language, haptic feedback, etc.). Video games and Serious Games are being played on increasingly innovative peripherals (e.g., Kinect, Wii Balance Board). These devices have generated new, intuitive forms of Human-Computer Interaction that are completely changing our usages. The purpose of this paper is to provide an overview of gaming technologies and suggest a framework for characterizing the role that screens play in these devices. This framework differentiates between the various gaming elements (the gamers, the interactive devices and the entertaining and gamified applications). This framework is a tool to analyze the effects of device choice and configuration. This paper presents an evaluation of the characterization of 15 serious games. This evaluation will provide a glimpse of the potentialities of the framework with respect to suggested criteria as well as of the trends and potential developments in interactive media.
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