Research Output
Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task
  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.

  • Date:

    10 February 2013

  • Publication Status:

    Published

  • Publisher

    Association for Computing Machinery (ACM)

  • DOI:

    10.1145/2460625.2460651

  • Library of Congress:

    QA75 Electronic computers. Computer science

  • Dewey Decimal Classification:

    004 Data processing & computer science

Citation

Esteves, A., van den Hoven, E., & Oakley, I. (2013). Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task. In TEI '13 Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, 167-174. https://doi.org/10.1145/2460625.2460651

Authors

Keywords

Tangible interaction; prob lem -solving; embodied cognition; mental projection; epistemic actions

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