Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction 2015
DOI: 10.1145/2677199.2687908
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Tangible Interactive Ambient Display Prototypes to Support Learning Scenarios

Abstract: This paper describes the research and development of tangible interactive ambient display prototypes to support learning scenarios. Therefore a prototypical system design called the Feedback Cube is presented. The prototypes combine motion sensors, visual and auditive actuators, as well as wireless communication capabilities in a cubic layout. An initial formative study underpins the prototypes' potential to facilitate interaction and/or indicate feedback. Based on the presented results possible applications s… Show more

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Cited by 11 publications
(10 citation statements)
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“…The PRISMA presented in this paper is an evolution of the Feedback Cube [6] which combined motion sensors (accelerometer, gyroscope and hall sensor), visual (LED ring) and auditory (piezo buzzer) actuators, as well as wireless communication capabilities in a cubic layout. A bottom-up approach is the piecing together of systems to give rise to more complex systems, thus making the original systems sub-systems of the emergent system.…”
Section: The Prisma: An Ambient Learning Displaymentioning
confidence: 99%
“…The PRISMA presented in this paper is an evolution of the Feedback Cube [6] which combined motion sensors (accelerometer, gyroscope and hall sensor), visual (LED ring) and auditory (piezo buzzer) actuators, as well as wireless communication capabilities in a cubic layout. A bottom-up approach is the piecing together of systems to give rise to more complex systems, thus making the original systems sub-systems of the emergent system.…”
Section: The Prisma: An Ambient Learning Displaymentioning
confidence: 99%
“…Examples of these are Google Chromecast 5 , Roku 6 and Apple TV 7 . These devices stream multimedia content based on the commands (Play, Pause & Stop) triggered from another networked device (i.e.…”
Section: Digital Media Playermentioning
confidence: 99%
“…Research performed in the last years is progressively reinforcing this vision: One example is the LearnTracker, a mobile tool that facilitates students to keep track of the learning activities performed in daily living spaces with the aim to foster reflection and to identify the places/moments of the day where/when they perform better ( [5] built on NFC technology). In subsequent research this mobile tool was extended with further artifacts as a means to provide feedback on the learning performance using a smart lamp ( [6] built on Arduino) and proximity sensors ( [7] built on Bluetooth Low Energy beacons). Another example is the Presentation Trainer, a tool designed to support the practice of nonverbal communication skills for public speaking.…”
Section: Introductionmentioning
confidence: 99%
“…This study aims at identifying how students and teachers change their behavior with regard to the noise level in the classroom, depending on whether they have a visual feedback (Börner, Tabuenca, Storm, Happe, & Specht, 2015) providing information on the current level of noise in the classroom. Hence, this research explores the behavior from both teachers and students, but also measures how accurate are the estimations of perceived noise from teachers and students with respect to the objective measure taken via mobile device.…”
Section: The Data Setmentioning
confidence: 99%