Orit Shaer, Amon Millner, Caroline Hummels
The technological advances of the past two decades have given rise to an increasing number of creative practices and research areas that seek to overcome the longstanding separation between the physical and digital worlds. The first conference on Tangible and Embedded Interaction (TEI) took place in 2007 in Louisiana, motivated by the field’s growth over the previous decade. The conference called for attendees to explore novel experiences that bridge bits and atoms through research in human-computer interaction, design, interactive arts, tools, and technologies. Since then, the annual TEI conference brings together researchers, designers, engineers, and artists who provide an innovative…
You must be a member of SIGCHI, a subscriber to ACMís Digital Library, or an interactions subscriber to read the full text of this article.LOG IN TO READ THE FULL ARTICLE
GET ACCESSJoin ACM SIGCHI
In addition to all of the professional benefits of being a SIGCHI member, members get full access to interactionsí online content and receive the print version of the magazine bimonthly.
Subscribe to the ACM Digital Library
Get access to all interactions content online and the entire archive of ACM publications dating back to 1954. (Please check with your institution to see if it already has a subscription.)
Subscribe to interactions
Get full access to interactionsí online content and receive the print version of the magazine bimonthly.