Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Phidgets: easy development of physical interfaces through physical widgets
Proceedings of the 14th annual ACM symposium on User interface software and technology
Portability, Extensibility and Robustness in iROS
PERCOM '03 Proceedings of the First IEEE International Conference on Pervasive Computing and Communications
Papier-Mache: toolkit support for tangible input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DART: a toolkit for rapid design exploration of augmented reality experiences
Proceedings of the 17th annual ACM symposium on User interface software and technology
TViews: An Extensible Architecture for Multiuser Digital Media Tables
IEEE Computer Graphics and Applications
reacTIVision: a computer-vision framework for table-based tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
Xenakis: combining tangible interaction with probability-based musical composition
Proceedings of the 2nd international conference on Tangible and embedded interaction
Moons over you: the poetic space of virtual and real
ACM SIGGRAPH 2008 posters
TwinSpace: an infrastructure for cross-reality team spaces
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Prototyping with microsoft .net gadgeteer
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
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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 accommodate a broad range of tangible platform configurations and illustrate its use on several prototype applications for digital media content interaction within education and entertainment contexts.