Tangible computing deals with tangible objects that are interfaced with computers.
Tangible Bits is the vision of the tangible media group at MIT. The group is “designing "tangible user interfaces" which employ physical objects, surfaces, and spaces as tangible embodiments of digital information. These include foreground interactions with graspable objects and augmented surfaces [...]”.
Accoding to E. Hornecker (retrieved 17:04, 12 April 2010 (UTC)), based on Ullmer and Ishii's most wide spread definition on tangible interfaces:
2 Embodied cognition and interaction
“Embodied interaction is the creation, manipulation, and sharing of meaning through engaged interaction with artifacts” (Dourish, 2001, cited by Bekker et al. 2009).
“Embodied cognition emphasizes how the particulars of human bodies acting in physical, social, and cultural environments determine perceptual and cognitive structures, processes and operations” (Antle, 2009, cited by Bekker et al. 2009))
3 A framework for tangible interaction
4 In education
Bekker et al. (2009) design “objects that provide multiple players diverse opportunities to create shared meaning in playful contexts. We follow a research through design approach in which we design different versions of Playful Interaction (PI) concepts, where the variations are used to study the influence of different design decisions on the users' behavior. We base the design variations on existing theories about behaviour change, exercise psychology and developmental psychology.)”
- Tangible User Interface (Wikipedia)
- Kinetic user interfaces (Wikipedia)
- High-Low Tech group (MIT Media Lab). Explore the intersection of computation, physical materials, manufacturing processes, traditional crafts, and design.
- Sensor boards and PicoBoards that integrate with the Scratch environment (Lifelong Kindergarten, MIT Media Lab)
- Antle, A. (2009) Embodied Child Computer Interaction: Why embodiment matters, Interactions, March + April 2009, 27-30.
- Bekker, Tilde and Eggen, Berry, (2008) Designing for Children’s Physical Play, (2008), CHI 08 extended abstracts on Human factors in computing systems, Florence, Italy, 2871-2876. Abstract/PDF.
- Bekker, M.M. and Sturm, J. (2009) Stimulating Physical and Social Activity through Open-Ended Play , Interact 2009, Uppsala, Sweden, 952- 953. PDF
- Benford. S.; H. Schnadelbach, B. Koleva, B. Gaver, A. Schmidt, A. Boucher, A. Steed, R. Anastasi, C. Greenhalgh, T. Rodden, and H. Gellersen, Sensible, sensable and desirable: a framework for designing physical interfaces. PDF.
- Dourish, P. (2001) Where the action is: The foundations of embodied interaction. Cambridge University Press.
- Hornecker, E. and Buur, J. (2006) Getting a grip on tangible interaction: a framework on physical space and social interaction, Proceedings of the SIGCHI conference on Human Factors in computing systems table of contents, Montréal, Québec, Canada,: 437 - 446
- Ishii, Hiroshi and Brygg Ullmer (1997). Tangible Bits: Beyond Pixels, Proceedings of CHI '97, March 22-27.
- Ishii, Hiroshi (2008). Tangible Bits: Beyond Pixels, Proceedings of the Second International Conference on Tangible and Embedded Interaction (TEI'08), Feb 18-20 2008, Bonn, Germany. PDF
- Pallotta. V, P. Bruegger, and B. Hirsbrunner, Kinetic User Interfaces: Physical Embodied Interaction with Mobile Pervasive Computing Systems, in: Advances in Ubiquitous Computing:Future Paradigms and Directions, IGI Publishing, February, 2008. Preface
- Ullmer, Brygg (1997). Models and Mechanisms for Tangible User Interfaces. Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1997.
- Ullmer, B. and Ishii, H. 1997. The metaDESK: models and prototypes for tangible user interfaces. In Proceedings of the 10th Annual ACM Symposium on User interface Software and Technology (Banff, Alberta, Canada, October 14 - 17, 1997). UIST '97. ACM, New York, NY, 223-232. http://doi.acm.org/10.1145/263407.263551