Sam Mendenhall

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In this paper we present Responsive Objects, Surfaces, and Spaces (ROSS) API, a tangible toolkit that allows designers and developers to easily build applications for heterogeneous network devices. We describe the unique nested structure of the ROSS framework that enables cross-platform and device development and demonstrate its capabilities using several(More)
In this paper, we introduce <i>NerdHerder</i>, a mobile game with an augmented reality interface. The game's premise is that you are hired as an IT manager, and your job is to use ""management skills"" to get the nerd employees back to work in their cubicles. The core game mechanic relies on the physical position and movement of the handheld device in(More)
This paper explores the topic of sociable interfaces, demonstrated in an embedded tabletop application and a psychological friendship framework called "Dinner Party," in which a user can have a dinner party with friendly virtual creatures while dining alone. In this project, we are interested in determining how everyday objects can be transformed into(More)
In this paper, we will introduce the ROSS framework, an integrated application development toolkit that extends across different tangible platforms such as multi-user interactive tabletop displays, full-body interaction spaces, RFID-tagged objects and smartphones with multiple sensors. We will discuss how the structure of the ROSS framework is designed to(More)
Tangible Anchoring explores potential practices for news reporting and analysis afforded by the convergence of tabletop computing forms, broadcast media, and user-generated content via mobile, interactive television, and online technologies. Our system applies these technologies in a novel combination to support new forms of dialogue for broadcast(More)
Physical interfaces have been widely adopted in digital games. In our project, we research one such type of physical interface---handheld augmented reality interfaces, and aim to create an engaging and novel play experience. Designing such games requires us to combine knowledge from both Human-computer interaction and game design domains. In this paper, we(More)