File Download

There are no files associated with this item.

  • Find it @ UNIST can give you direct access to the published full text of this article. (UNISTARs only)
Related Researcher

OakleyIan

Oakley, Ian
Interactions Lab.
Read More

Views & Downloads

Detailed Information

Cited time in webofscience Cited time in scopus
Metadata Downloads

Full metadata record

DC Field Value Language
dc.citation.conferencePlace SP -
dc.citation.conferencePlace Barcelona -
dc.citation.endPage 174 -
dc.citation.startPage 167 -
dc.citation.title 7th ACM International Conference on Tangible, Embedded and Embodied Interaction, TEI 2013 -
dc.contributor.author Esteves, Augusto -
dc.contributor.author Hoven, Elise van den -
dc.contributor.author Oakley, Ian -
dc.date.accessioned 2023-12-20T01:09:02Z -
dc.date.available 2023-12-20T01:09:02Z -
dc.date.created 2018-10-01 -
dc.date.issued 2013-02-10 -
dc.description.abstract This paper explores how different interfaces to a problem-solving task affect how users perform it. Specifically, it focuses on a customized version of the game of Four-in-a-row and compares play on a physical, tangible game board with that conducted in mouse and touch-screen driven virtual versions. This is achieved through a repeated measures study involving a total of 36 participants and which explicitly assesses aspects of cognitive work through measures of time task, subjective workload, the projection of mental constructs onto external structures and the occurrence of explanatory epistemic actions. The results highlight the relevance of projection and epistemic action to this problem-solving task and suggest that the different interface forms afford instantiation of these activities in different ways. The tangible version of the system supports the most rapid execution of these actions and future work on this topic should explore the unique advantages of tangible interfaces in supporting epistemic actions. -
dc.identifier.bibliographicCitation 7th ACM International Conference on Tangible, Embedded and Embodied Interaction, TEI 2013, pp.167 - 174 -
dc.identifier.doi 10.1145/2460625.2460651 -
dc.identifier.scopusid 2-s2.0-84876828181 -
dc.identifier.uri https://scholarworks.unist.ac.kr/handle/201301/34423 -
dc.identifier.url https://dl.acm.org/citation.cfm?id=2460651 -
dc.language 영어 -
dc.publisher 7th ACM International Conference on Tangible, Embedded and Embodied Interaction, TEI 2013 -
dc.title Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task -
dc.type Conference Paper -
dc.date.conferenceDate 2013-02-10 -

qrcode

Items in Repository are protected by copyright, with all rights reserved, unless otherwise indicated.