Proceedings of the 2005 Conference on Interaction Design and Children 2005
DOI: 10.1145/1109540.1109553
|View full text |Cite
|
Sign up to set email alerts
|

Tangicam

Abstract: This paper describes the design and early evaluation of the Tangicam, or tangible camera, a mobile device for children to capture and edit realistic pictures and videos. Our first experimental results show that the affordances of the Tangicam allow imitation learning and free playing in a context of tangible and augmented reality. Our goal is to create a simple and robust observation system that lets children produce narratives based on situated [51] video, audio and sensor data. We also want to explore how th… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2006
2006
2018
2018

Publication Types

Select...
3
2
1

Relationship

0
6

Authors

Journals

citations
Cited by 19 publications
(1 citation statement)
references
References 33 publications
0
1
0
Order By: Relevance
“…For instance, Pierce & Paulos [35] batch-produced small cameras whose pictures could be retrieved only by breaking their concrete cases as part of an inspiring project on counterfunctional cameras [34]; however, they were less interested in what the pictures people took revealed than they were in the speculations such devices engender for their audiences. LaBrune & Mackay [22,23] designed a series of playful cameras for use by children; however, the insights produced by their pictures were incidental outcomes of the project rather than an intended focus. Microsoft Research's SenseCams [38] use a variety of sensors to trigger periodic image capture; designed for life-logging, they capture content automatically rather allowing their users to choose what images to capture.…”
Section: Introductionmentioning
confidence: 99%
“…For instance, Pierce & Paulos [35] batch-produced small cameras whose pictures could be retrieved only by breaking their concrete cases as part of an inspiring project on counterfunctional cameras [34]; however, they were less interested in what the pictures people took revealed than they were in the speculations such devices engender for their audiences. LaBrune & Mackay [22,23] designed a series of playful cameras for use by children; however, the insights produced by their pictures were incidental outcomes of the project rather than an intended focus. Microsoft Research's SenseCams [38] use a variety of sensors to trigger periodic image capture; designed for life-logging, they capture content automatically rather allowing their users to choose what images to capture.…”
Section: Introductionmentioning
confidence: 99%