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==History==
==History==
Physical icons were first used as tanglible interfaces in the metaDesk project built in 1997 by Professor [[Hiroshi Ishii (computer scientist)|Hiroshi Ishii]]'s tanglible bits research group at [[MIT]].<ref name="Rheingold2007">{{cite book|author=Howard Rheingold|title=Smart Mobs: The Next Social Revolution|url=https://books.google.com/books?id=v0ZKQ7aCd2QC&pg=PA104|date=21 March 2007|publisher=Basic Books|isbn=978-0-465-00439-3|pages=104–}}</ref><ref name="Dourish2004">{{cite book|author=Paul Dourish|title=Where the Action is: The Foundations of Embodied Interaction|url=https://books.google.com/books?id=DCIy2zxrCqcC&pg=PA45|year=2004|publisher=MIT Press|isbn=978-0-262-54178-7|pages=45–}}</ref><ref name="RossonCarroll2001">{{cite book|author1=Mary Beth Rosson|author2=John M. Carroll|title=Usability Engineering: Scenario-Based Development of Human-Computer Interaction|url=https://books.google.com/books?id=JCYTOCOugWAC&pg=PA316|date=20 October 2001|publisher=Elsevier|isbn=978-0-08-052030-8|pages=316–}}</ref>
Physical icons were first used as tanglible interfaces in the metaDesk project built in 1997 by Professor [[Hiroshi Ishii (computer scientist)|Hiroshi Ishii]]'s tanglible bits research group at [[MIT]].<ref name="Rheingold2007">{{cite book|author=Howard Rheingold|title=Smart Mobs: The Next Social Revolution|url=https://books.google.com/books?id=v0ZKQ7aCd2QC&pg=PA104|date=21 March 2007|publisher=Basic Books|isbn=978-0-465-00439-3|pages=104–}}</ref><ref name="Dourish2004">{{cite book|author=Paul Dourish|title=Where the Action is: The Foundations of Embodied Interaction|url=https://books.google.com/books?id=DCIy2zxrCqcC&pg=PA45|year=2004|publisher=MIT Press|isbn=978-0-262-54178-7|pages=45–}}</ref><ref name="RossonCarroll2001">{{cite book|author1=Mary Beth Rosson|author2=John M. Carroll|title=Usability Engineering: Scenario-Based Development of Human-Computer Interaction|url=https://books.google.com/books?id=JCYTOCOugWAC&pg=PA316|date=20 October 2001|publisher=Elsevier|isbn=978-0-08-052030-8|pages=316–}}</ref> The metaDesk consisted of a table hwose surface showed a rear-projected video image. Placing a phicon on the table triggered sensors that altered the video projection.<ref name="RossonCarroll2002">{{cite book|author1=Mary Beth Rosson|author2=John Millar Carroll|title=Usability Engineering: Scenario-based Development of Human-computer Interaction|url=https://books.google.com/books?id=sRPg0IYhYFYC&pg=PA316|year=2002|publisher=Morgan Kaufmann|isbn=978-1-55860-712-5|pages=316–}}</ref>


== References ==
== References ==

Revision as of 02:44, 28 October 2017

A physical icon, or phicon, is the tangible computing equivalent of an icon in a traditional graphical user interface, or GUI. Phicons hold a reference to some digital object and thereby convey meaning.[1][2][3]

History

Physical icons were first used as tanglible interfaces in the metaDesk project built in 1997 by Professor Hiroshi Ishii's tanglible bits research group at MIT.[4][5][6] The metaDesk consisted of a table hwose surface showed a rear-projected video image. Placing a phicon on the table triggered sensors that altered the video projection.[7]

References

  1. ^ Fidalgo, F., Silva, P., Realinho, V.: "Ubiquitous Computing and Organizations", page 201. Current Developments in Technology-Assisted Education, 2006
  2. ^ Michitaka Hirose (2001). Human-computer Interaction: INTERACT '01 : IFIP TC.13 International Conference on Human-Comupter Interaction, 9th-13th July 2001, Tokyo, Japan. IOS Press. pp. 337–. ISBN 978-1-58603-188-6.
  3. ^ Hamid Aghajan; Juan Carlos Augusto; Ramon Lopez-Cozar Delgado (25 September 2009). Human-Centric Interfaces for Ambient Intelligence. Academic Press. pp. 15–. ISBN 978-0-08-087850-8.
  4. ^ Howard Rheingold (21 March 2007). Smart Mobs: The Next Social Revolution. Basic Books. pp. 104–. ISBN 978-0-465-00439-3.
  5. ^ Paul Dourish (2004). Where the Action is: The Foundations of Embodied Interaction. MIT Press. pp. 45–. ISBN 978-0-262-54178-7.
  6. ^ Mary Beth Rosson; John M. Carroll (20 October 2001). Usability Engineering: Scenario-Based Development of Human-Computer Interaction. Elsevier. pp. 316–. ISBN 978-0-08-052030-8.
  7. ^ Mary Beth Rosson; John Millar Carroll (2002). Usability Engineering: Scenario-based Development of Human-computer Interaction. Morgan Kaufmann. pp. 316–. ISBN 978-1-55860-712-5.