2015
Esteves, Augusto, Bakker, Saskia, Antle, Alissa N., May, Aaron, Warren, Jillian, Oakley, Ian
The ATB Framework: Quantifying and Classifying Epistemic Strategies in Tangible Problem-Solving Tasks Proceedings Article
In: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 13–20, Association for Computing Machinery, Stanford, California, USA, 2015, ISBN: 9781450333054.
Abstract | Links | BibTeX | Tags: epistemic actions, event table, tangible interaction, video-coding
@inproceedings{10.1145/2677199.2680546,
title = {The ATB Framework: Quantifying and Classifying Epistemic Strategies in Tangible Problem-Solving Tasks},
author = {Augusto Esteves and Saskia Bakker and Alissa N. Antle and Aaron May and Jillian Warren and Ian Oakley},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/2677199.2680546},
doi = {10.1145/2677199.2680546},
isbn = {9781450333054},
year = {2015},
date = {2015-01-01},
urldate = {2015-01-01},
booktitle = {Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {13–20},
publisher = {Association for Computing Machinery},
address = {Stanford, California, USA},
series = {TEI '15},
abstract = {In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented as a beneficial consequence of interacting with tangible systems. However, we currently lack tools to measure epistemic behaviors, making substantiating such claims highly challenging. This paper addresses this problem by presenting ATB, a video-coding framework that enables the identification and measurement of different epistemic actions during problem-solving tasks. The framework was developed through a systematic literature review of 78 papers, and analyzed through a study involving a jigsaw puzzle -- a classical spatial problem -- involving 60 participants. In order to assess the framework's value as a metric, we analyze the study with respect to its reliability, validity and predictive power. The broadly supportive results lead us to conclude that the ATB framework enables the use of observed epistemic behaviors as a performance metric for tangible systems. We believe that the development of metrics focused explicitly on the properties of tangible interaction are currently required to gain insight into the genuine and unique benefits of tangible interaction. The ATB framework is a step towards this goal.},
keywords = {epistemic actions, event table, tangible interaction, video-coding},
pubstate = {published},
tppubtype = {inproceedings}
}
2014
Fan, Min, Antle, Alissa N., Neustaedter, Carman, Wise, Alyssa F.
Exploring How a Co-Dependent Tangible Tool Design Supports Collaboration in a Tabletop Activity Proceedings Article
In: Proceedings of the 2014 ACM International Conference on Supporting Group Work, pp. 81–90, Association for Computing Machinery, Sanibel Island, Florida, USA, 2014, ISBN: 9781450330435.
Abstract | Links | BibTeX | Tags: co-dependent access points, Collaboration, digital tabletop, event table, interactive surfaces, Tangible User Interfaces, young adults.
@inproceedings{10.1145/2660398.2660402,
title = {Exploring How a Co-Dependent Tangible Tool Design Supports Collaboration in a Tabletop Activity},
author = {Min Fan and Alissa N. Antle and Carman Neustaedter and Alyssa F. Wise},
url = {https://doi.org/10.1145/2660398.2660402},
doi = {10.1145/2660398.2660402},
isbn = {9781450330435},
year = {2014},
date = {2014-01-01},
urldate = {2014-01-01},
booktitle = {Proceedings of the 2014 ACM International Conference on Supporting Group Work},
pages = {81–90},
publisher = {Association for Computing Machinery},
address = {Sanibel Island, Florida, USA},
series = {GROUP '14},
abstract = {Many studies suggest that tangibles and digital tabletops have potential to support collaborative interaction. However, previous findings show that users often work in parallel with such systems. One design strategy that may encourage collaboration rather than parallel use involves creating a system that responds to co-dependent access points in which more than one action is required to create a successful system response. To better understand how co-dependent access points support collaboration, we designed a comparative study with 12 young adults using the same application with a co-dependent and an independent access point design. We collected and analyzed categories of both verbal and behavioural data in the two conditions. Our results show support for the co-dependent strategy and suggest ways that the co-dependent design can be used to support flexible collaboration on tangible tabletops for young adults.},
keywords = {co-dependent access points, Collaboration, digital tabletop, event table, interactive surfaces, Tangible User Interfaces, young adults.},
pubstate = {published},
tppubtype = {inproceedings}
}
2013
Antle, Alissa N., Wang, Sijie
Comparing Motor-Cognitive Strategies for Spatial Problem Solving with Tangible and Multi-Touch Interfaces Proceedings Article
In: Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, pp. 65–72, Association for Computing Machinery, Barcelona, Spain, 2013, ISBN: 9781450318983.
Abstract | Links | BibTeX | Tags: epistemic actions, event table, hands-on interaction, interactive tabletops, multi-touch interaction, tangible interaction
@inproceedings{10.1145/2460625.2460635,
title = {Comparing Motor-Cognitive Strategies for Spatial Problem Solving with Tangible and Multi-Touch Interfaces},
author = {Alissa N. Antle and Sijie Wang},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/2460625.2460635},
doi = {10.1145/2460625.2460635},
isbn = {9781450318983},
year = {2013},
date = {2013-01-01},
urldate = {2013-01-01},
booktitle = {Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction},
pages = {65–72},
publisher = {Association for Computing Machinery},
address = {Barcelona, Spain},
series = {TEI '13},
abstract = {We present the results from a mixed methods comparison of a tangible and a multi-touch interface for a spatial problem solving task. We applied a modified version of a previous framework to code video of hand-based events. This enabled us to investigate motor-cognitive strategies as well as traditional performance and preference constructs. Sixteen adult participants completed jigsaw puzzles using both interfaces. Our results suggest that the 3D manipulation space, eyes-free tactile feedback, and the offline workspace afforded by the tangible interface enabled more efficient and effective motor-cognitive strategies. We discuss the implications of these findings for interface design; including suggestions for spatial and visual structures that may support epistemic strategies, and hybrid interfaces where tangible handles may be used as structural anchors as well as controls and representational objects.},
keywords = {epistemic actions, event table, hands-on interaction, interactive tabletops, multi-touch interaction, tangible interaction},
pubstate = {published},
tppubtype = {inproceedings}
}
2012
Antle, Alissa N.
Exploring how children use their hands to think: an embodied interactional analysis Journal Article
In: Behaviour & Information Technology, vol. 32, no. 9, pp. 938-954, 2012.
Abstract | Links | BibTeX | Tags: event table
@article{Antle01092013,
title = {Exploring how children use their hands to think: an embodied interactional analysis},
author = {Alissa N. Antle},
url = {https://doi.org/10.1080/0144929X.2011.630415},
doi = {10.1080/0144929X.2011.630415},
year = {2012},
date = {2012-03-01},
journal = {Behaviour & Information Technology},
volume = {32},
number = {9},
pages = {938-954},
abstract = {In order to better understand how to design hands-on child-computer interaction, we explore how different styles of interaction facilitate children's thinking while they use their hands to manipulate objects. We present an exploratory study of children solving a spatial puzzle task. We investigate how the affordances of physical, graphical and tangible interfaces may facilitate the development of thinking skills including mental visualisation, problem space exploration and collaboration. We utilise the theory of complementary actions taken from embodied cognition to develop a video coding methodology that allows us to classify behavioural activity and make inferences about thinking skills development. Our findings indicated that the combination of direct hands-on input style with audio-visual feedback facilitated by the tangible user interface enabled a dynamic task completion strategy, which supports the development of mental skills with a slight time cost. The mouse and graphical user interface supported a trial and error approach, which may limit skills development. The physical cardboard puzzle enabled effective task completion but provided less support for social interaction and problem space exploration. We conclude with design recommendations.},
keywords = {event table},
pubstate = {published},
tppubtype = {article}
}
2009
Antle, Alissa N., Droumeva, Milena, Ha, Daniel
Hands on What? Comparing Children's Mouse-Based and Tangible-Based Interaction Proceedings Article
In: Proceedings of the 8th International Conference on Interaction Design and Children, pp. 80–88, Association for Computing Machinery, Como, Italy, 2009, ISBN: 9781605583952.
Abstract | Links | BibTeX | Tags: children, comparative experiment, digital tabletop, embodied interaction, evaluation, event table, input methods, interaction styles, jigsaw puzzle, Methodology, object manipulation, tangible computing, tangible interaction, video analysis
@inproceedings{10.1145/1551788.1551803,
title = {Hands on What? Comparing Children's Mouse-Based and Tangible-Based Interaction},
author = {Alissa N. Antle and Milena Droumeva and Daniel Ha},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/1551788.1551803},
doi = {10.1145/1551788.1551803},
isbn = {9781605583952},
year = {2009},
date = {2009-01-01},
urldate = {2009-01-01},
booktitle = {Proceedings of the 8th International Conference on Interaction Design and Children},
pages = {80–88},
publisher = {Association for Computing Machinery},
address = {Como, Italy},
series = {IDC '09},
abstract = {We investigate the similarities and differences -- in terms of quantitative performance and qualitative behaviors -- between how children solve an object manipulation task using mouse-based input versus tangible-based input. This work examines the assumption common in tangible computing that direct physical manipulation is beneficial for certain spatial tasks. We describe an ecologically valid comparison of mouse-based versus tangible-based input for a jigsaw puzzle task in order to better understand the tradeoffs in choosing input and interaction styles. We include a traditional cardboard puzzle for comparative purposes. The results of an experiment with 132 children indicate children are more successful and faster at solving puzzles using a tangible-based approach. Detailed temporal analysis indicates that pairs in the tangible group spend most of their time using a combination of epistemic and pragmatic actions which support mental problem solving. Conversely, pairs in the mouse group use an ineffective trial and error strategy.},
keywords = {children, comparative experiment, digital tabletop, embodied interaction, evaluation, event table, input methods, interaction styles, jigsaw puzzle, Methodology, object manipulation, tangible computing, tangible interaction, video analysis},
pubstate = {published},
tppubtype = {inproceedings}
}
Antle, Alissa N., Motamedi, Nima, Tanenbaum, Karen, Xie, Zhen Lesley
The EventTable Technique: Distributed Fiducial Markers Proceedings Article
In: Proceedings of the 3rd International Conference on Tangible and Embedded Interaction, pp. 307–313, Association for Computing Machinery, Cambridge, United Kingdom, 2009, ISBN: 9781605584935.
Abstract | Links | BibTeX | Tags: distributed markers, event table, fiducial markers, reacTIVision, tangible interaction, visual marker tracking
@inproceedings{10.1145/1517664.1517728,
title = {The EventTable Technique: Distributed Fiducial Markers},
author = {Alissa N. Antle and Nima Motamedi and Karen Tanenbaum and Zhen Lesley Xie},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/1517664.1517728},
doi = {10.1145/1517664.1517728},
isbn = {9781605584935},
year = {2009},
date = {2009-01-01},
urldate = {2009-01-01},
booktitle = {Proceedings of the 3rd International Conference on Tangible and Embedded Interaction},
pages = {307–313},
publisher = {Association for Computing Machinery},
address = {Cambridge, United Kingdom},
series = {TEI '09},
abstract = {The EventTable technique is a tangible object tracking technique implemented on a camera vision based tabletop platform. The technique supports an event-driven -- rather than object centric -- tracking technique. Fiducial markers are distributed between objects. When objects are brought into a proximal or connected relationship, a whole marker is formed and recognized by the tracking system. Thus, rather than tracking each individual object, the system tracks user-driven events that occur when two or more objects are proximal. The technique can be used in addition to individual object tracking and touch tracking. This approach provides a reliable and flexible approach to tabletop object tracking for a wide variety of tabletop activities. We describe three prototype applications to illustrate how the distributed marker technique can be applied. We describe the advantages and limitations of this approach. We conclude with a brief discussion of how the EventTable technique enables a shift in human computer interaction research from an information-centric to an action-centric epistemological view on how users' create meaning.},
keywords = {distributed markers, event table, fiducial markers, reacTIVision, tangible interaction, visual marker tracking},
pubstate = {published},
tppubtype = {inproceedings}
}
2008
Tanenbaum, Karen, Antle, Alissa N
Using physical constraints to augment concept mapping on a tangible tabletop Proceedings Article
In: Proceedings of the International Conference on Education and Information Technology, pp. 539-547, 2008.
Abstract | Links | BibTeX | Tags: event table
@inproceedings{tanenbaum2008using,
title = {Using physical constraints to augment concept mapping on a tangible tabletop},
author = {Tanenbaum, Karen and Antle, Alissa N},
url = {https://www.academia.edu/download/72849857/Using_Physical_Constraints_to_Augment_Co20211016-1445-15o8dsx.pdf},
year = {2008},
date = {2008-10-22},
booktitle = {Proceedings of the International Conference on Education and Information Technology},
pages = {539-547},
abstract = {The Tangible Concept Mapping project investigates using a tangible interface to solicit direct user input for the purposes of user model creation in a learning environment. This paper describes a prototype implementation of the system, presents some preliminary analysis of its ease of use and effectiveness, and discusses how elements of tangible interaction support concept mapping by helping users organize and structure their knowledge about a domain. The role of physical constraints in supporting the mental activity of creating the concept map is explored as one of the benefits of a tangible approach to learning.},
keywords = {event table},
pubstate = {published},
tppubtype = {inproceedings}
}