Please note that the conference is already over now (February 18-20, 2008).
Please find details about the registration process on the registration/submission page.
Posters and Demos/Exhibits
For your poster and demo presentation, you can bring a poster of a maximum size of about 1m*1m (A0 portrait or landscape).
We will provide enough poster strips and pins.
For further requirements and inquiries, please contact the demo chairs Alireza Sahami or
Monday, Feb. 18, there will be time to setup your posters and demos (until about 14 o'clock, see the conference program).
There will be a 90 seconds 'madness' on Monday, Feb. 18, from 16:15 to 17:00.
Authors should have received an email about slide templates, etc.
If you did not receive such an email, please contact the demo chairs.
For all paper presentations, authors will have 20 minutes to their disposal.
We recommend to schedule 15 minutes for the talk and 5 minutes for discussion.
There will be a presentation PC available (no MAC; running MS Powerpoint 2007, OpenOffice) that you are encouraged to use.
Of course, you can also use your own laptop. Please make sure to meet with your
session chair well before your session and have a look at the equipment.
If you have special requirements for your talk, or any other questions please send an email to
Call for Participation
After the big success of TEI'07 we are now organizing TEI'08, the second international conference dedicated to research in tangible and embedded interaction. Work addressing HCI issues, design, use context, tools and technologies, as well as interactive art works are all welcome, including especially interdisciplinary submissions across these themes. Papers will be published through the ACM Digital Library.
With technological advances, computing has progressively moved beyond the desktop into new physical and social contexts. As physical artifacts gain new computational behaviors, they become reprogrammable, customizable, repurposable, and interoperable in rich ecologies and diverse contexts. They also become more complex, and require intense design effort in order to be functional, usable, and enjoyable. Designing such systems requires interdisciplinary thinking. Their creation must not only encompass software, electronics, and mechanics, but also the system's physical form and behavior, its social and physical milieu, and beyond.
Research on tangible and embedded interaction has gained substantial visibility and activity over the past decade and it has worn many names, including tangible interfaces, graspable interfaces, physical computing, tangible interaction, IT product design, appliance design, interactive spaces, etc.; and been associated with larger research areas, including mixed, virtual, and augmented reality, and ubiquitous and pervasive computing.
The conference brings together this new field, providing a meeting ground for the diverse communities of research and practice involved with tangibles -- from computing, hardware, and sensor technology, to HCI, interaction design, and CSCW, to product and industrial design and interactive arts. We invite submissions from all of these perspectives, be they theoretical, conceptual, technical, applied, or artistic. The conference is designed to provide appropriate presentation forms for different types of contributions including talks, interactive exhibits, demos or performances, and posters. All submission types will be included in the proceedings as papers and will be integrated within the single-track conference. Interdisciplinary submissions are particularly welcome.
If you have any questions, please do not hesitate to contact the conference chair
You will find email, mail and phone contacts on his page.
Topics for Submission
Authors are invited to submit high-quality papers about original research that contributes to advancing the field. Appropriate topics include but are not limited to:
- Case studies and evaluations of working deployments
- Analysis of key challenges, proposals of research agenda
- Relation of tangible and embedded interaction to other paradigms
- Programming paradigms and tools, toolkits, software architectures
- Novel interactive uses of sensors+actuators, electronics+mechatronics
- Design guidelines, methods, and processes
- Novel appl. areas, innovative solutions/systems and industrial apps
- Theoretical foundations, frameworks, and concepts
- Philosophical, ethical & social implications
- Interfaces specific in form and context to particular cultures
- Usability and enjoyment
- Advantages of these kinds of systems, weaknesses, affordances
- Learning from the role of physicality in everyday environments
- Embodied interaction, movement, and choreography of interaction
- Role of physicality for human perception, cognition and experience
- Teaching experiences, lessons learned, and best practices
- Standardization, production, and business applications