2004
DOI: 10.1007/s00779-004-0296-5
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On tangible user interfaces, humans and spatiality

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Cited by 105 publications
(84 citation statements)
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“…For example, mixed-reality work like Milgram and Kishino's virtuality continuum (Milgram and Kishino, 1994), tangible computing work such as Sharlin et al's consideration of input-/output-space coupling (Sharlin et al, 2004), or even by concepts such as Dourish's "embodied interaction," where the meaning of interaction (and how interaction itself develops meaning) is considered within the tangible and social real-world context (Dourish, 2001). Our approach on mixed reality shows how work such as this can be brought together under a common conceptual foundation.…”
Section: What Mixed Reality Providesmentioning
confidence: 99%
“…For example, mixed-reality work like Milgram and Kishino's virtuality continuum (Milgram and Kishino, 1994), tangible computing work such as Sharlin et al's consideration of input-/output-space coupling (Sharlin et al, 2004), or even by concepts such as Dourish's "embodied interaction," where the meaning of interaction (and how interaction itself develops meaning) is considered within the tangible and social real-world context (Dourish, 2001). Our approach on mixed reality shows how work such as this can be brought together under a common conceptual foundation.…”
Section: What Mixed Reality Providesmentioning
confidence: 99%
“…Each prop has a unique virtual effect that can be activated using the prop's perceived physical affordance [7,10]. The effect will automatically be directed at the other player, who has a chance to block the attack with their own prop.…”
Section: Jokesonyoumentioning
confidence: 99%
“…According to Sharlin et al (2004), "a good physical tool enables users to perform pragmatic, goal-oriented activity as well as trial-and-error activity [or epistemic actions] and ensures that the cost of speculative exploration of the task space is low" (p. 6). According to Fitzmaurice (1996), epistemic 6 can support a user's cognition by (1) reducing the memory load involved in mental computation, (2) reducing the number of steps in mental computation, and (3) reducing the probability of error of mental computation.…”
Section: Epistemic Action and Tuismentioning
confidence: 99%
“…A pragmatic action is strictly the action needed to perform this task. Epistemic action is sometimes also called "trialand-error" (Sharlin, Watson, Kitamura, Kishino, & Itoh, 2004) or "exploratory motor activity." Kirsh and Maglio (1992) illustrated epistemic action with the example of how players of the computer game Tetris rapidly rotate falling bricks instead of mentally determining the correct position for a brick and then rotating it to that position.…”
mentioning
confidence: 99%