Academic literature on the topic 'Tangible Artifacts'

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Journal articles on the topic "Tangible Artifacts"

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De Hamel, Christopher. "TANGIBLE ARTIFACTS." RBM: A Journal of Rare Books, Manuscripts, and Cultural Heritage 1, no. 1 (2000): 27–29. http://dx.doi.org/10.5860/rbm.1.1.171.

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Some libraries call them ‘Special Collections’. Others describe the same remote rooms as ‘Rare Book Collections’. They are usually upstairs somewhere, along the end of untrodden corridors lined with posters of obsolete exhibitions. There is generally a minuscule reading-room with no windows and long tables, often with an even more minuscule librarian trying to appear inconspicuous and busy simultaneously behind boxes of uncataloged archives. With any luck, they will admit you into the book stacks themselves. The first thing you notice as the door is unlocked is the most wonderful smell—that intoxicating, exhilarating, overwhelming and irresistibly exciting smell of old . . .
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Stemasov, Evgeny, Jessica Hohn, Maurice Cordts, Anja Schikorr, Enrico Rukzio, and Jan Gugenheimer. "BrickStARt: Enabling In-situ Design and Tangible Exploration for Personal Fabrication using Mixed Reality." Proceedings of the ACM on Human-Computer Interaction 7, ISS (2023): 64–92. http://dx.doi.org/10.1145/3626465.

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3D-printers enable end-users to design and fabricate unique physical artifacts but maintain an increased entry barrier and friction. End users must design tangible artifacts through intangible media away from the main problem space (ex-situ) and transfer spatial requirements to an abstract software environment. To allow users to evaluate dimensions, balance, or fit early and in-situ, we developed BrickStARt, a design tool using tangible construction blocks paired with a mixed-reality headset. Users assemble a physical block model at the envisioned location of the fabricated artifact. Designs can be tested tangibly, refined, and digitally post-processed, remaining continuously in-situ. We implemented BrickStARt using a Magic Leap headset and present walkthroughs, highlighting novel interactions for 3D-design. In a user study (n=16), first-time 3D-modelers succeeded more often using BrickStARt than Tinkercad. Our results suggest that BrickStARt provides an accessible and explorative process while facilitating quick, tangible design iterations that allow users to detect physics-related issues (e.g., clearance) early on.
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Shaer, Orit, Michael S. Horn, and Robert J. K. Jacob. "Tangible user interface laboratory: Teaching tangible interaction design in practice." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (2009): 251–61. http://dx.doi.org/10.1017/s0890060409000225.

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AbstractTangible interaction is an emerging field of human–computer interaction that links the digital and the physical worlds by embedding computation in physical artifacts and environments. This paper shares our experience teaching tangible interaction over the past 4 years in an interdisciplinary, project-based laboratory course at Tufts University. Although the course is offered through the Computer Science Department, it reflects the multidisciplinary nature of the field, merging product engineering practices with a design studio approach. With a diverse mix of students, this approach has fostered creativity and hands-on learning. Throughout the course students have created innovative interfaces that not only capture fundamental concepts of tangible interaction but also contribute novel techniques for supporting collaborative design. We discuss examples of student-created interfaces and illustrate the relationship between the methods employed in the course and the artifacts created. We also share our recommendations for implementing such a course in institutions with constraints similar to ours including a limited budget and minimal laboratory space.
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Cerqueira, Christopher Shneider, Ana Maria Ambrosio, and Claudio Kirner. "Tangible user interface vocabulary to physically enhance space systems engineering tools." Concurrent Engineering 27, no. 4 (2019): 305–13. http://dx.doi.org/10.1177/1063293x19875505.

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Tangible user interface brings back physical cognitive artifacts empowered with Internet of Things, and it will be a key instrument in Industry 4.0 to control software. Such artifacts are tangible mental representation of the context of a system being built with software tools. One of the challenges on applying tangible user interface to define an appropriated interaction is the lack of a vocabulary to prepare physical artifacts for being manipulated in digital representation. We present a tangible interaction vocabulary to physically enhance software tools, particularly used in space system concept studies. It is a practical application which indicates opportunities for research and challenges for the development of new products.
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van den Hoven, Elise, and Ali Mazalek. "Grasping gestures: Gesturing with physical artifacts." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 25, no. 3 (2011): 255–71. http://dx.doi.org/10.1017/s0890060411000072.

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AbstractGestures play an important role in communication. They support the listener, who is trying to understand the speaker. However, they also support the speaker by facilitating the conceptualization and verbalization of messages and reducing cognitive load. Gestures thus play an important role in collaboration and also in problem-solving tasks. In human–computer interaction, gestures are also used to facilitate communication with digital applications, because their expressive nature can enable less constraining and more intuitive digital interactions than conventional user interfaces. Although gesture research in the social sciences typically considers empty-handed gestures, digital gesture interactions often make use of hand-held objects or touch surfaces to capture gestures that would be difficult to track in free space. In most cases, the physical objects used to make these gestures serve primarily as a means of sensing or input. In contrast, tangible interaction makes use of physical objects as embodiments of digital information. The physical objects in a tangible interface thus serve as representations as well as controls for the digital information they are associated with. Building on this concept, gesture interaction has the potential to make use of the physical properties of hand-held objects to enhance or change the functionality of the gestures made. In this paper, we look at the design opportunities that arise at the intersection of gesture and tangible interaction. We believe that gesturing while holding physical artifacts opens up a new interaction design space for collaborative digital applications that is largely unexplored. We provide a survey of gesture interaction work as it relates to tangible and touch interaction. Based on this survey, we define the design space of tangible gesture interaction as the use of physical devices for facilitating, supporting, enhancing, or tracking gestures people make for digital interaction purposes, and outline the design opportunities in this space.
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Sánchez-Climent, Álvaro. "Materiality and Immateriality: Exploring Material Culture in the Construction of Cultural Meanings." Global Journal of Cultural Studies 3 (December 31, 2024): 116–25. https://doi.org/10.6000/2817-2310.2024.03.13.

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Material culture encompasses more than objects; it represents the dynamic interactions between people and artifacts, embedding cultural practices, values, and social structures within tangible forms. Rooted primarily in archaeology and anthropology, Material Culture is closely associated with technology, understood as the processes and systems underlying artifact creation and use. This relationship underscores technology´s role as a cultural process, involving the organization of knowledge, practices, and social interactions. While Material Culture focuses on artifacts as cultural symbols, technology explores their production processes. Holistic technologies, characterized by individual artisans’ control over production, contrast with prescriptive technologies, which employ segmented labour, reflecting advancements in social and economic organization. The distinction highlights the interplay between technological practices and societal dynamics. Anthropological studies demonstrate how cultural factors influence technological practices, including gendered roles in the creation of artifacts. Artifacts encode information, not only serving utilitarian purposes but also acting as media for memory, identity, and power relations. The meanings embedded in the objects often transcend their materiality, reflecting complex social and cultural ideologies. By bridging the tangible and intangible, Material Culture provides a critical framework for understanding the relationship between culture, technology, and society. This perspective reveals how technological processes shape human experience and contribute to the materialization of cultural values and beliefs, offering valuable insights into the evolution of social systems and identities.
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Kantaros, Antreas, Panagiotis Douros, Evangelos Soulis, et al. "3D Imaging and Additive Manufacturing for Original Artifact Preservation Purposes: A Case Study from the Archaeological Museum of Alexandroupolis." Heritage 8, no. 2 (2025): 80. https://doi.org/10.3390/heritage8020080.

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This study explores the use of advanced 3D imaging and printing technologies to digitally document and physically replicate cultural artifacts from the Archaeological Museum of Alexandroupolis. By employing structured light scanning and additive manufacturing techniques, detailed digital models and precise physical replicas of two significant artifacts were created—a humanoid ceramic vessel and a glass cup. A handheld 3D scanner was utilized for capturing intricate surface details, with post-processing methods to refine and colorize the digital models. Regarding 3D printing, both Fused Deposition Modeling (FDM) and Stereolithography (SLA) were employed, tailored to the artifacts’ unique requirements for resolution and material properties. This dual approach supports heritage preservation by generating tangible educational resources and providing alternative exhibits to safeguard original artifacts. Our results demonstrate that integrating 3D scanning and printing effectively enhances the accessibility, durability, and educational utility of cultural heritage assets, offering a sustainable model for artifact preservation and study.
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Chu, Jean Ho, and Ali Mazalek. "Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts." Multimodal Technologies and Interaction 3, no. 1 (2019): 1. http://dx.doi.org/10.3390/mti3010001.

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An increasing number of museum exhibits incorporate multi-modal technologies and interactions; yet these media divert visitors’ attention away from the cultural heritage artifacts on display. This paper proposes an overarching conceptual structure for designing tangible and embodied narrative interaction with cultural heritage artifacts within a museum exhibit so that visitors can interact with them to comprehend their cultural context. The Tangible and Embodied Narrative Framework (TENF) consists of three spectra (diegetic vs. non-diegetic, internal vs. external, and ontological vs. exploratory) and, considering how different interactions map along these three spectra, can guide designers in the way they integrate digital media, narrative, and embodiment. In this paper, we examine interactive narrative scholarship, existing frameworks for tangible and embodied interactions, and tangible and embodied narrative projects. We then describe the design of the TENF and its application to the pilot project, Mapping Place, and to the case study project, Multi-Sensory Prayer Nuts. The findings indicate that embodied engagement with artifacts through a narrative role can help visitors (1) contextualize the meaning of artifacts and (2) make personalized connections to the artifacts. Based on this work, we suggest design recommendations for tailoring the use of the TENF in the cultural heritage domain: simulate cultural practices, associate visitors with cultural perspectives, and provide simultaneous digital feedback. We conclude by describing future directions for the research, which include generating other possible projects using the TENF; collaborating with other designers and museum professionals; and exploring applications of the TENF in museum spaces.
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Matviienko, Andrii, Abdallah El Ali, Christin Hilmer, Yannick Feld, Wilko Heuten, and Susanne Boll. "Designing Metaphor-Based Ambient Tangible Artifacts to Support Workspace Awareness." i-com 17, no. 3 (2018): 219–35. http://dx.doi.org/10.1515/icom-2018-0024.

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AbstractCurrent asynchronous (e. g., email) or synchronous (e. g., video-conferencing) communication methods in the workspace can be obtrusive and fail to mimic spontaneous interpersonal communication. This can cause difficulties in forming close relationships among working colleagues. To examine this problem, we conducted a needs assessment study consisting of an online survey, a focus group, and a co-design session to gather a set of system requirements and metaphors as a base for future system designs. Based on the results, we designed two metaphor-based ambient tangible systems to support awareness among working colleagues:AwareCupsandAwareHouse. Furthermore, we evaluated these systems in a short field study with 22 participants and found that both systems are highly intuitive and easy to use. We discuss the solution space for metaphor-based tangible awareness systems and the effects of the outcomes on the potential increase of awareness among colleagues.
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Tellioğlu, Hilda, Lisa Ehrenstrasser, and Wolfgang Spreicer. "Multimodality in Design of Tangible Systems." i-com 11, no. 3 (2012): 19–23. http://dx.doi.org/10.1524/icom.2012.0033.

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AbstractIn this paper we present how we applied and analyzed multimodality in design of tangible communication systems for elderly. First we define six categories of multimodality (aural, visual, tactile, gesture, posture, and space), which we integrate in our design processes and design artifacts. We illustrate how user interaction has been established, especially when multimodality is central to our approach. We also discuss multimodal design in context of user experiences, user-centered design, and participatory design approaches. We show the added value and change of focus through multimodality in design processes. We analyze our findings before we conclude our paper.
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Dissertations / Theses on the topic "Tangible Artifacts"

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Kim, Harang. "Designing Learning Activities to Support Young Women’s Interest in Programming and Computational Thinking." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20711.

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Over the last few years, the importance of computer science education for children has been promoted more and more vigorously. In addition, the demand for technology occupations has increased rapidly, and there are many job opportunities in computer science. However, there are not many women working in this field. One of the reasons is young women’s lack of interest in computer science. This study investigates how to attract young women to computer programming and support computational thinking through design and develop learning activities. This study’s approach includes several related researches, theories, and methodologies. Interviews, workshops, and observations were used to determine design requirements. The results demonstrate that tangible and meaningful artifacts are effective educational tools for computer programming. Based on the results, this research developed a prototype, “TomatoBox,” a do-it-yourself kit that creates toys while providing an enjoyableactivity to learn programming.
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Huang, Chao-Ju, and 黃昭儒. "A Study of Using Tangible Augmented Reality System to Enhance the Learning Effects on Museum Artifacts." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/58934225461106946503.

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碩士<br>國立臺中教育大學<br>數位內容科技學系碩士班<br>99<br>The purpose of this study was based on our WiiRemote system study results to improve the human-machine interface and to develop the tangible augmented reality system for the learning effects on museum artifacts. The system prototype of tangible augmented reality system for butterfly’s specimens was developed and was examined in National Museum of Natural Science. Through the research method of questionnaire, interview and observation, we gathered the different aspects of the data and the information from vistors of National Museum of Natural Science. Based on the analysis of research data, three important conclusions are as follows: 1. All vistors highly satisfied with the tangible augmented reality system and meeted their needs of use: high interaction, easy to use and enjoyment. 2. There is no significant difference for the the characteristic of the ease of system use between all vistors. 3. The system usability impacted the system utility. Furthermore both of system usability and system utility affected the users’ attention in tangible augmented reality system.
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Books on the topic "Tangible Artifacts"

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Dasgupta, Subrata. It Began with Babbage. Oxford University Press, 2014. http://dx.doi.org/10.1093/oso/9780199309412.001.0001.

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As a field, computer science occupies a unique scientific space, in that its subject matter can exist in both physical and abstract realms. An artifact such as software is both tangible and not, and must be classified as something in between, or "liminal." The study and production of liminal artifacts allows for creative possibilities that are, and have been, possible only in computer science. In It Began with Babbage, computer scientist and writer Subrata Dasgupta examines the distinct history of computer science in terms of its creative innovations, reaching back to Charles Babbage in 1819. Since all artifacts of computer science are conceived with a use in mind, the computer scientist is not concerned with the natural laws that govern disciplines like physics or chemistry; instead, the field is more concerned with the concept of purpose. This requirement lends itself to a type of creative thinking that, as Dasgupta shows us, has exhibited itself throughout the history of computer science. More than any other, computer science is the science of the artificial, and has a unique history to accompany its unique focus. The book traces a path from Babbage's Difference Engine in the early 19th century to the end of the 1960s by when a new academic discipline named "computer science" had come into being. Along the way we meet characters like Babbage and Ada Lovelace, Turing and von Neumann, Shannon and Chomsky, and a host of other people from a variety of backgrounds who collectively created this new science of the artificial. And in the end, we see how and why computer science acquired a nature and history all of its own.
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Book chapters on the topic "Tangible Artifacts"

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Khong, Chee Weng, and Muhammad Asyraf Mhd Pauzi. "The User Experience of 3D Scanning Tangible Cultural Heritage Artifacts." In Human Systems Engineering and Design. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02053-8_23.

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Lee, Sheng-Hung. "Shaping a Longevity Service Through Visual, Tangible, Cultural, and Social Artifacts." In Cross-Cultural Design. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-60898-8_4.

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Schou, Mette Muxoll, and Anders Sundnes Løvlie. "The Diary of Niels: Affective Engagement Through Tangible Interaction with Museum Artifacts." In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73043-7_24.

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Maike, Vanessa R. M. L., and M. Cecília C. Baranauskas. "First Steps in Developing Tangible Artifacts for All: Enabling Ideation and Discussion Processes." In IFIP Advances in Information and Communication Technology. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-94541-5_24.

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Brauner, Philipp, Thiemo Leonhardt, Martina Ziefle, and Ulrik Schroeder. "The Effect of Tangible Artifacts, Gender and Subjective Technical Competence on Teaching Programming to Seventh Graders." In Teaching Fundamentals Concepts of Informatics. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11376-5_7.

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Cai, Jinfa, Stephen Hwang, Matthew Melville, and Victoria Robison. "Theory for Teaching and Teaching for Theory: Artifacts as Tangible Entities for Storing and Improving Professional Knowledge for Teaching." In Theorizing Teaching. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-25613-4_8.

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AbstractIn discussing theories of teaching, we take the position that there is a two-way street between what we call theory for teaching and teaching for theory. We articulate the linkages between these two dynamic processes through a particular conceptualization of professional knowledge for teaching carried by tangible artifacts. Within this context we have tried to answer a set of questions about theory and teaching: (1) What is a theory (of teaching)? (2) What should it contain and why? (3) Can such a theory accommodate differences across subject matters and student populations taught? If so, how? If not, why? (4) Do we already have a theory or theories on teaching? If so, which are they? (5) In the future, in what ways might it be possible, if at all, to create a (more comprehensive) theory of teaching? To answer these questions, we draw on the lens of Confucian learning as well as examples from Chinese and U.S. mathematics education to elaborate on understanding, assessing, and accumulating professional knowledge for teaching.
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Tu, Wei, Qingquan Li, Yatao Zhang, and Yang Yue. "User-Generated Content and Its Applications in Urban Studies." In Urban Informatics. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8983-6_29.

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AbstractThe emergence of Web 2.0 and mobile Internet produces massive user-generated content (UGC), including geo-tagged photos, social network posts, street view images, and crowdsourced GPS trajectories. UGC creates unprecedented opportunities to sense what was previously hidden in the physical surfaces of cities and to portray the interactions of infrastructures, geo-information, and people; therefore, it is not only a new lens for urban space but also leads to innovative applications. In this chapter, we will introduce several typical types of UGC, such as geo-tagged photos, social media data, crowdsourcing GPS trajectories, and videos. We showcase ways in which user-generated big data can be harvested and analyzed to generate invisible and impressionistic landscapes of urban dynamics and to stimulate innovative applications. We discuss typical UGC-driven applications to demonstrate the potential of UGC in revealing how urban spaces are perceived by the public, establishing links between tangible artifacts and physical-cyber-social spaces. This fosters alternative approaches to urban informatics that better capture the intricate nature of urban space and its dynamics.
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Macik, Miroslav, Katerina Prazakova, Anna Kutikova, et al. "Breathing Friend: Tackling Stress Through Portable Tangible Breathing Artifact." In Human-Computer Interaction – INTERACT 2017. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-68059-0_6.

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Cumino, Caterina, Martino Pavignano, and Ursula Zich. "When the Artifact Becomes Image: Representing Geometrical Query with Tangible Tools. Catalogues of Physical Models at the Turn of 1900." In Lecture Notes in Networks and Systems. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-25906-7_101.

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Shimohara Katsunori. "Relationality Design and Relationality-oriented Systems Design." In Frontiers in Artificial Intelligence and Applications. IOS Press, 2012. https://doi.org/10.3233/978-1-61499-105-2-1962.

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Relationality-oriented system science introduced here is a new research field where we try to understand and grasp systems as substance in which humans, tangible and intangible artifacts are interdependent and function together. We have been conducting research on how to design relationality in complex systems composed of humans, tangible and intangible artifacts, by using evolutionary computation and network science as methodologies. This paper describes the research concept, methodologies of relationality design. As one of research on relationality, we propose a research framework for a social network system that elicits relationality from people&amp;rsquo;s daily life, grows relation-ality with self-propagation and self-proliferation mechanisms, and enables to promote, manage and operate reproduction of relationality.
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Conference papers on the topic "Tangible Artifacts"

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Turbak, F., S. Sandu, O. Kotsopoulos, E. Erdman, E. Davis, and K. Chadha. "Blocks languages for creating tangible artifacts." In 2012 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC 2012). IEEE, 2012. http://dx.doi.org/10.1109/vlhcc.2012.6344500.

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Okundaye, Osazuwa, Francis Quek, Shyam Prathish Sargunam, Mohamed Suhail, and Ranjita Das. "Facilitating Context Switching Through Tangible Artifacts." In CHI '17: CHI Conference on Human Factors in Computing Systems. ACM, 2017. http://dx.doi.org/10.1145/3027063.3053116.

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Liu, Kexi, Dimosthenis Kaleas, and Roger Ruuspakka. "Prototyping interaction with everyday artifacts." In TEI'12: Sixth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 2012. http://dx.doi.org/10.1145/2148131.2148182.

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Kierkels, Jeanine, and Elise van den Hoven. "Children's haptic experiences of tangible artifacts varying in hardness." In the 5th Nordic conference. ACM Press, 2008. http://dx.doi.org/10.1145/1463160.1463184.

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Markum, Robert B., Sara Wolf, Michael Hoefer, and Franzisca Maas. "Designing Tangible Interactive Artifacts for Religious and Spiritual Purposes." In DIS '23: Designing Interactive Systems Conference. ACM, 2023. http://dx.doi.org/10.1145/3563703.3591463.

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Pollalis, Christina, Elizabeth Joanna Minor, Lauren Westendorf, et al. "Evaluating Learning with Tangible and Virtual Representations of Archaeological Artifacts." In TEI '18: Twelfth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 2018. http://dx.doi.org/10.1145/3173225.3173260.

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Xiao, Chang. "ReactFold: Towards Camera-based Tangible Interaction on Passive Paper Artifacts." In TEI '25: Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 2025. https://doi.org/10.1145/3689050.3704926.

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Klüber, Sara, Diana Löffler, Marc Hassenzahl, Ilona Nord, and Jörn Hurtienne. "Designing Ritual Artifacts for Technology-Mediated Relationship Transitions." In TEI '20: Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 2020. http://dx.doi.org/10.1145/3374920.3374937.

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Tosios, Antonios, Asterios Leonidis, Maria Korozi, et al. "CreteAR: Enhancing Learning Experiences through Tangible Transformable Artifacts and Extended Reality." In 2024 AHFE International Conference on Human Factors in Design, Engineering, and Computing (AHFE 2024 Hawaii Edition). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005674.

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This paper discusses the design and development of CreteAR, a system that integrates Extended Reality (XR) with a transformable physical model of the island of Crete to enhance learning experiences. CreteAR features an XR application for handheld devices that overlays information on a scale model, which is equipped with mechatronics to elevate or conceal showcases containing culturally significant items. Users can interact with both the digital content and the physical model, activating the showcases and accessing information through a companion display. The paper explores relevant literature, analyzes similar systems, and details the design process, including user requirements and expert feedback. CreteAR was initially conceived as a prototype, but it holds the potential to contribute to the development of broader applications across various domains beyond the scope of Crete's geography and heritage. It was designed to deliver an immersive and hands-on learning experience, emphasizing social interaction and cooperative exploration, engaging users in dynamic and meaningful interactions.
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Ramkumar, Niveta, Nadia Fereydooni, Orit Shaer, and Andrew L. Kun. "Visual behavior during engagement with tangible and virtual representations of archaeological artifacts." In PerDis '19: The 8th ACM International Symposium on Pervasive Displays. ACM, 2019. http://dx.doi.org/10.1145/3321335.3324930.

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