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1

Rowland, Charity, and Philip Schweigert. "Tangible symbols, tangible outcomes." Augmentative and Alternative Communication 16, no. 2 (2000): 61–78. http://dx.doi.org/10.1080/07434610012331278914.

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Lee, Joong-Jae, Hyun-Jin Lee, Mun-Ho Jeong, SeongWon Jeong, and Bum-Jae You. "Tangible Tele-Meeting in Tangible Space Initiative." Journal of Electrical Engineering and Technology 9, no. 2 (2014): 762–70. http://dx.doi.org/10.5370/jeet.2014.9.2.762.

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3

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 in
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4

Brown, Stephen. "Tangible Benefits." CFA Institute Magazine 16, no. 5 (2005): 46–47. http://dx.doi.org/10.2469/cfm.v16.n5.2951.

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Gijbels, Jolien. "Tangible Memories." Rijksmuseum Bulletin 63, no. 3 (2015): 228–57. http://dx.doi.org/10.52476/trb.9830.

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6

Stanton, C. ""Tangible Things"." Journal of American History 98, no. 3 (2011): 776–79. http://dx.doi.org/10.1093/jahist/jar452.

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Manshaei, Roozbeh, Sean DeLong, Uzair Mayat, Dhrumil Patal, Matthew Kyan, and Ali Mazalek. "Tangible BioNets." Proceedings of the ACM on Human-Computer Interaction 3, EICS (2019): 1–22. http://dx.doi.org/10.1145/3331156.

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8

Stoker, David. "Tangible Deposits." Journal of Librarianship and Information Science 29, no. 2 (1997): 65–68. http://dx.doi.org/10.1177/096100069702900201.

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Scarlatos, Lori L. "Tangible math." Interactive Technology and Smart Education 3, no. 4 (2006): 293–309. http://dx.doi.org/10.1108/17415650680000069.

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10

Wang, Meng, and Haipeng Mi. "Tangible Tetris." Leonardo 52, no. 2 (2019): 182–83. http://dx.doi.org/10.1162/leon_a_01693.

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Tangible Tetris is a mixed-reality interactive game allowing play with a physical transformable tetromino in a virtual playfield. The extension from game world to the physical brings plenty of new characteristics, strategies and fun to the classic game, as well as more possibilities in interactive art.
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11

Francl, Michelle. "Tangible assets." Nature Chemistry 5, no. 3 (2013): 147–48. http://dx.doi.org/10.1038/nchem.1585.

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12

Highland, Esther H. "Tangible losses." Computers & Security 7, no. 3 (1988): 324. http://dx.doi.org/10.1016/0167-4048(88)90071-5.

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13

Wheeler, Robert. "Tangible sentiments." Bulletin of the Royal College of Surgeons of England 98, no. 1 (2016): 44. http://dx.doi.org/10.1308/rcsbull.2015.44.

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Ahmad, Imtiaz, Rosta Farzan, Apu Kapadia, and Adam J. Lee. "Tangible Privacy." Proceedings of the ACM on Human-Computer Interaction 4, CSCW2 (2020): 1–28. http://dx.doi.org/10.1145/3415187.

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15

Djusar, Syahtriatna, Muhamad Sadar, and Elvira Asril. "Analisa Kualitas Layanan Sistem Smart Unilak Menggunakan Servqual Method." Digital Zone: Jurnal Teknologi Informasi dan Komunikasi 11, no. 2 (2020): 278–90. http://dx.doi.org/10.31849/digitalzone.v11i2.5331.

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Keberhasilan suatu layanan, dilihat dari sisi pandang / persepsi user dari Sistem Informasi tersebut. Pengguna menggunakan persepsinya, untuk menilai secara keseluruhan terhadap kualitas sistem informasi. Tujuan dari penelitian ini untuk mengetahui pengaruh dimensi Service Quality (servqual) yakni Tangibles, Reliability, Responsiveness, Assurance dan Empathy, terhadap Kualitas Layanan yang terkait dengan Kepuasan Mahasiswa sebagai Pengguna SMART Unilak di layanan PDPT Unilak. Dari 981 mahasiswa Fasilkom, maka yang menjadi objek penelitian ini adalah 64 mahasiswa yang mengisi kuisioner dan sesu
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Walter, Nigel. "Lost in Translation: Tangible and Non-Tangible in Conservation." Architecture 3, no. 3 (2023): 578–92. http://dx.doi.org/10.3390/architecture3030031.

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This paper addresses the special issue theme of the response of conservation practice to shifts in heritage theory towards the intangible, through exploring some specific aspects of practice and statutory process in the UK. The paper starts with an overview of conservation in the UK, and the extent to which it does or does not interface with developments in heritage theory. It explores the conventional understanding of significance—here termed ‘subtractive’—which reflects the antiquarian concerns from which conservation developed. It then considers the Ecclesiastical Exemption, a parallel cons
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Dianningsih, Dianningsih. "STRATEGY OF SERICE QUALITY AND PROMOTION OF STUDENT’ TRUST, SATISFACTION AND LOYALTY ( Research on STIE Harapan Bangsa Purwokerto)." EXCELLENT 5, no. 2 (2018): 226–41. http://dx.doi.org/10.36587/exc.v5i2.390.

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The purpose of this research is to know the influence of tangible, reliability, responsiveness, assurance, emphaty, promotion on trust and satisfaction on the loyality of college student in the STIKES Harapan Bangsa Purwokerto. This study is a survey. The data is primary data taken by sampling method, as many as 128 respondents. Data analyzed with validity and reliability test, partial test ( t test ), simultaneously test ( F test ), R-square and path analysis. T test result shows that : physical evidenc is significant positive effect on satisfaction, location is insignific tangibels is signif
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18

고희동, Byounghyun Yoo, and Daeil Seo. "Webized Tangible Space." Journal of the Korea Computer Graphics Society 23, no. 3 (2017): 77–85. http://dx.doi.org/10.15701/kcgs.2017.23.3.77.

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19

McIntosh, Elizabeth, and Robert Moss. "Making pH Tangible." American Biology Teacher 57, no. 3 (1995): 182–83. http://dx.doi.org/10.2307/4449958.

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20

Hiscott, Laura. "History made tangible." Physics World 34, no. 8 (2021): 51ii. http://dx.doi.org/10.1088/2058-7058/34/08/35.

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21

Klassen, Filiz. "Tangible to Intangible." International Journal of Art & Design Education 22, no. 1 (2003): 92–99. http://dx.doi.org/10.1111/1468-5949.00342.

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22

Hiller, Patrick T. "Teaching Tangible Peace." Peace Review 30, no. 3 (2018): 279–84. http://dx.doi.org/10.1080/10402659.2018.1495804.

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23

Weiss, Laura. "Developing tangible strategies." Design Management Journal (Former Series) 13, no. 1 (2010): 33–38. http://dx.doi.org/10.1111/j.1948-7169.2002.tb00296.x.

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24

Rosenberg, Daniel. "Revisiting tangible speculation." Interactions 13, no. 1 (2006): 31–32. http://dx.doi.org/10.1145/1109069.1109089.

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25

Baldwin, Mark S., Gillian R. Hayes, Oliver L. Haimson, Jennifer Mankoff, and Scott E. Hudson. "The Tangible Desktop." ACM Transactions on Accessible Computing 10, no. 3 (2017): 1–28. http://dx.doi.org/10.1145/3075222.

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26

Lavery, Carl. "Animating Tangible Futures." Performance Research 24, no. 6 (2019): 29–37. http://dx.doi.org/10.1080/13528165.2019.1686591.

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27

Paul, Bettina. "(In)tangible Teamwork." Humanimalia 15, no. 1 (2024): 75–104. https://doi.org/10.52537/humanimalia.18530.

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Sniffer-dog-teams are a vital, and at the same time highly contested, part of aviation security practices. Rooted in science and technology studies, cultural animal studies and sociology, the article explores the way nonhuman species, in this case sniffer dogs, appear within and against the logic of security ensembles at airports, both currently and in the aspiration for a fully-automated future. Based on the insights of non-participant observations, as well as interviews on more-than-human sensing practices in security contexts predominantly in Germany, the article explores how humans concept
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28

Yamashita, Juli. "Tangible Patient Simulators." Journal of Japan Society of Computer Aided Surgery 26, no. 3 (2025): 273–75. https://doi.org/10.5759/jscas.26.273.

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29

Elliott, Conal M. "Tangible functional programming." ACM SIGPLAN Notices 42, no. 9 (2007): 59–70. http://dx.doi.org/10.1145/1291220.1291163.

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30

Séquin, Carlo H. "Making graphics tangible." Computers & Graphics 37, no. 3 (2013): 148–64. http://dx.doi.org/10.1016/j.cag.2013.01.011.

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31

Stoker, D. "Editorial: Tangible Deposits." Journal of Librarianship and Information Science 29, no. 2 (1997): 65–68. http://dx.doi.org/10.1177/0961000974243852.

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32

Dalsgaard, Peter, and Kim Halskov. "Tangible 3D tabletops." Interactions 21, no. 5 (2014): 42–47. http://dx.doi.org/10.1145/2658859.

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33

Salloum, Jayce. "in/tangible cartographies." Third Text 19, no. 1 (2005): 27–31. http://dx.doi.org/10.1080/09528820412331318532.

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34

Wei, Liu. "Design Tangible Interaction." Interaction Design and Architecture(s), no. 3_4 (March 20, 2008): 144–55. http://dx.doi.org/10.55612/s-5002-003_4-018.

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My research investigates tangible interaction design potentials for music players. It provides background research on designing tangible interface for music players, as well as design activities of developing design concepts for my target users. To answer the research question: how can we apply tangible interaction in music players to create ease-of-use and joy-of-use for users? I study products and target users. Then I have design activities to generate design concepts. Finally I involve users to evaluate the concepts. Through my research through design process, I gain several conclusions for
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35

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
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Lehtonen, Daranee, Jorma Joutsenlahti, and Päivi Perkkilä. "Multimodal Communication and Peer Interaction during Equation-Solving Sessions with and without Tangible Technologies." Multimodal Technologies and Interaction 7, no. 1 (2023): 6. http://dx.doi.org/10.3390/mti7010006.

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Despite the increasing use of technologies in the classroom, there are concerns that technology-enhanced learning environments may hinder students’ communication and interaction. In this study, we investigated how tangible technologies can enhance students’ multimodal communication and interaction during equation-solving pair work compared to working without such technologies. A tangible app for learning equation solving was developed and tested in fourth- and fifth-grade classrooms with two class teachers and 24 students. Video data of the interventions were analysed using deductive and induc
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Andesta, Andesta. "Analisis Faktor yang Memengaruhi Kepuasan Pasien Peserta BPJS pada Pelayanan Instalasi Rawat Inap di Rumah Sakit Umum Daerah (RSUD) Solok." Jurnal Rekam Medic 3, no. 2 (2021): 121–35. http://dx.doi.org/10.33085/jrm.v3i2.4950.

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Latar Belakang: Kepuasan pasien adalah menjadi salah satu tolak ukur untuk menilai layanan profesional dari mutu suatu rumah sakit. Tujuan: Penelitian ini bertujuan untuk mendapatkan gambaran mutu pelayanan berdasarkan dimensi kualitas pelayanan tangibles, empathy, reliability, responsiveness dan assurance. Metode: penelitian yang digunakan adalah mixed methods dengan model explanatory design, Teknik pengambilan sampel pada penelitian ini dilakukan dengan metode Proporsional Sampling dengan jumlah sampel sebanyak 87 orang, sedangkan informan kualitatif berjumlah 3 orang. Data yang didapat sela
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38

Cardoso, Jorge C. S., and Jorge M. Ribeiro. "Tangible VR Book: Exploring the Design Space of Marker-Based Tangible Interfaces for Virtual Reality." Applied Sciences 11, no. 4 (2021): 1367. http://dx.doi.org/10.3390/app11041367.

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Tangible User Interface (TUI) represents a huge potential for Virtual Reality (VR) because tangibles can naturally provide rich haptic cues which are often missing in VR experiences that make use of standard controllers. We are particularly interested in implementing TUIs for smartphone-based VR, given the lower usage barrier and easy deployment. In order to keep the overall system simple and accessible, we have explored object detection through visual markers, using the smartphone’s camera. In order to help VR experience designers, in this work we present a design space for marker-based TUI f
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Poblete Farfan, Nigers Bebel. "Modelo Servperf para evaluar la Calidad del Servicio al Cliente en el Hotel Sonesta Posada del Inca, zona sur." TRASCENDER 2, no. 1 (2024): 44–65. http://dx.doi.org/10.51343/revtrascender.v2i1.1391.

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El presente artículo se desarrolló en los Hoteles Sonesta Posada del Inca en la zona sur del Perú”, cuyo objetivo fue evaluar el nivel de la calidad de servicio, aplicando el enfoque SERVPERF. Se utilizó una metodología aplicad, con enfoque cuantitativo, diseño no experimental, de nivel explicativo. Los resultados obtenidos demuestran que en el Hotel Sonesta Posadas del Inca – Cusco la dimensión tangible (80%), empatía (80%), seguridad (70%), capacidades de respuesta (60%) y fiabilidad (65%). Por otro lado, en el Hotel Sonesta Posadas del Inca – Arequipa: elemento tangible (80%), empatía (85%)
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Pontual Falcão, Taciana. "Tangible Representational Properties: Implications for Meaning Making." Multimodal Technologies and Interaction 2, no. 3 (2018): 54. http://dx.doi.org/10.3390/mti2030054.

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Tangible technologies are considered promising tools for learning, by enabling multimodal interaction through physical action and manipulation of physical and digital elements, thus facilitating representational concrete–abstract links. A key concept in a tangible system is that its physical components are objects of interest, with associated meanings relevant to the context. Tangible technologies are said to provide ‘natural’ mappings that employ spatial analogies and adhere to cultural standards, capitalising on people’s familiarity with the physical world. Students with intellectual disabil
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Harmon, Brendan A., Anna Petrasova, Vaclav Petras, Helena Mitasova, and Ross Meentemeyer. "Tangible topographic modeling for landscape architects." International Journal of Architectural Computing 16, no. 1 (2018): 4–21. http://dx.doi.org/10.1177/1478077117749959.

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We present Tangible Landscape—a technology for rapidly and intuitively designing landscapes informed by geospatial modeling, analysis, and simulation. It is a tangible interface powered by a geographic information system that gives three-dimensional spatial data an interactive, physical form so that users can naturally sense and shape it. Tangible Landscape couples a physical and a digital model of a landscape through a real-time cycle of physical manipulation, three-dimensional scanning, spatial computation, and projected feedback. Natural three-dimensional sketching and real-time analytical
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42

Cruz Alvarado, Mainor Alberto. "Diseño e implementación de juguetes interactivos para actividades educativas basadas en interacción tangible." Revista Iberoamericana de Tecnología en Educación y Educación en Tecnología, no. 26 (October 12, 2020): e14. http://dx.doi.org/10.24215/18509959.26.e14.

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La Interacción Persona-Ordenador (IPO) es una de las áreas importantes de la Ciencias de la Computación. En los últimos años ha experimentado una transición del modelo tradicional de Interfaz Gráfica de Usuario (GUI), propia de computadoras de escritorio, a nuevos modelos de interacción, entre ellas las Interfaces de Usuario Tangible (TUIs), con la finalidad de generar una interacción más natural, invisible e intuitiva para los usuarios
 Las TUIs presentan un potencial para integrar en los procesos educativos, por tanto, se han considerado como una herramienta para facilitar la transferen
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43

Rogers, John. "Visible and Tangible Steps." CFA Institute Magazine 24, no. 4 (2013): 6–7. http://dx.doi.org/10.2469/cfm.v24.n4.1.

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44

Doucouliagos, Hristos, and Patrice Laroche. "Unions and Tangible Investments." Articles 58, no. 2 (2003): 314–37. http://dx.doi.org/10.7202/007306ar.

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Summary A number of conflicting theoretical hypotheses have been advanced regarding the impact of unions on investment behaviour. The net impact of unions on investment is thus an empirical issue. In this article, the available empirical literature is reviewed. In addition, new evidence of the impact of unions on investment is presented using French data. In contrast to previous studies, both aggregate and disaggregate measures of union activity are used. The results indicate that French unions, in general, have not had a negative impact on investment behaviour. However, there is some evidence
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45

Cuffe, Paul. "Making frequency distributions tangible." IEEE Potentials 41, no. 3 (2022): 40–42. http://dx.doi.org/10.1109/mpot.2018.2867897.

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46

Middleburgh, Charles H. "TANGIBLE AND INTANGIBLE MEMORIES." Jewish Quarterly 61, no. 2 (2014): 70–71. http://dx.doi.org/10.1080/0449010x.2014.941644.

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47

Dooley, Matt, Jake Coolidge, and Caroline Rose. "The Tangible Map Exhibit." Cartographic Perspectives, no. 82 (March 7, 2016): 25–36. http://dx.doi.org/10.14714/cp82.1344.

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The Tangible Map Exhibit highlighted the importance of tangible, physical works in modern cartography and celebrated visually stunning, artistic maps created by contemporary makers. The exhibit was a part of the Map Gallery at the 2015 NACIS Annual Meeting in Minneapolis, Minnesota, which was open to the public for the first time ever. It featured over fifteen works created by more than a dozen cartographers across North America and beyond.
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48

Konečný, Čestmír. "Tangible Prospects of Mankind." Czech Journal of International Relations 31, no. 4 (2024): 125–26. http://dx.doi.org/10.32422/cjir.1556.

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49

Mazalek, Ali, and Elise van den Hoven. "Framing tangible interaction frameworks." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (2009): 225–35. http://dx.doi.org/10.1017/s0890060409000201.

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AbstractTangible interaction is a growing area of human–computer interaction research that has become popular in recent years. Yet designers and researchers are still trying to comprehend and clarify its nature, characteristics, and implications. One approach has been to create frameworks that help us look back at and categorize past tangible interaction systems, and look forward at the possibilities and opportunities for developing new systems. To date, a number of different frameworks have been proposed that each provide different perspectives on the tangible interaction design space, and wh
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Lionnet, Françoise. "Material Memories, Tangible Legacies." Romanic Review 108, no. 1-4 (2017): 75–77. http://dx.doi.org/10.1215/26885220-108.1-4.75.

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