Richard Anderson, Jon Kolko
Tangible computing has a long history of interest in technology circles; like augmented reality and computer-supported cooperative work, it has long been the focus of research studies in academic institutions, and not ironically, the focus of a large quantity of science fiction movies, too. It is only in the past half-decade, however, that the stars have aligned to support tangible computing in practice. The low cost of technical components, a more ubiquitous approach to rapid prototyping, and introductory behavioral memes (such as touch-based computing, made popular by the iPhone) have pushed tangibility to the forefront of actually shipping consumer…
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