Brygg Ullmer

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24ranked-venue papers
9as first author
6since 2021 · last 2026
0000-0003-0925-2303ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 21 · 9 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Variations on a TEI token: iterations toward tangibles for engaging large document corpora
abstract
Despite long effort, few tangible interfaces are presently accessible in reproducible, generalizable form; accompanied by paths for hybrid physical and virtual realization; or coupled with bindings to extended content of widespread relevance. We present hybrid tangible interfaces that engage each of these, oriented both toward the ACM TEI community itself and broader generalizations. These include representations of all papers of the first 20 TEI conferences, structured by year; and of all papers by AI-assisted thematics. These include steps toward tangible “allomorphs” – interaction elements co-designed for both tangible and intangible realization; and fabrication and sensing via multiple low-cost paths.
Brygg Ullmer, Sida Dai, Ali Mazalek, Miriam Konkel
TEI1
2026 Empirically Evaluating the Effects of Calibration Perturbations on the Near-field Size Perception of Graspable Tangible Objects in VR
abstract
Immersive Virtual Environments (IVEs) incorporating tangible graspable objects are becoming more accessible for training and other applications. Visual and proprioceptive information has been shown to be important for accurate distance and size perception. However, previous research has shown that users overestimate the size of tangible objects in IVEs. To address this issue, researchers have demonstrated the use of calibration to alter users' perceptions. In this study, we examined the carryover effects of calibration on the perceived size of graspable dials in IVEs. Participants wore head-mounted displays and experienced two calibration perturbations: Divergent Plus (physical dials 10% larger than virtual) and Divergent Minus (physical dials smaller than virtual). These were compared to the baseline Convergent condition (equal diameters). The results showed significant effects of the calibration on the accuracy of diameter estimates. Overall, a higher overestimation of dial sizes for the haptics-only condition was observed as compared to the vision-only condition. Additionally, participants' estimations worsened when haptic information was added to the vision during calibration but improved when vision information was added to the haptics-only condition during calibration. These findings highlight the importance of calibration in improving the accuracy of size perception in IVEs and contribute to our understanding of how tangible graspable objects are perceived in immersive virtual environments.
Alexandre Gomes de Siqueira, Roshan Venkatakrishnan, Kathryn M. Lucaites, Rohith Venkatakrishnan, Hannah Solini, Ayush Bhargava, Moloud Nasiri, Andrew C. Robb, Christopher C. Pagano, Brygg Ullmer, Sabarish V. Babu
IEEE Trans. Vis. Comput. Graph.10
2024 MorphMatrix: A Toolkit Facilitating Shape-Changing Interface Design
abstract
Shape-changing interfaces offer transformative potential for user interaction across numerous sectors, facilitating more intuitive and immersive experiences. In parallel, their significant design complexity and cost constrain the widespread adoption of these interfaces. To tackle these challenges, MorphMatrix is a toolkit that lowers the entry barrier for designing and implementing shape-changing interfaces. MorphMatrix includes a software system with customized GUI and simulation capabilities; a flexible physical framework adaptable for various application scenarios; and a kinetic system that governs interface transformations. We illustrate the potential of MorphMatrix through five diverse application scenarios, complemented by a user study validating its effectiveness and usability. MorphMatrix streamlines the design and construction of shape-changing interfaces, thus facilitating broader applicability and potential impacts across interactive computational systems.
Sida Dai, Brygg Ullmer, Winifred Elysse Newman
TEI2
2024 Variations on a Hexagon: Iterative Design of Interactive Cyberphysical Tokens and Constraints
abstract
We describe iterations on the design of a hexagonal token and constraint tangible and cyberphysical interface. Our system has been co-designed both for use in tangible, embedded, embodied interaction and extended reality classroom contexts, and within broader applied generalizations. We survey some of the related literature in hexagonal, rectangular, and triangular tangible interfaces. We express a design space characterizing several aspects of these prior systems; and apply these to a number of additional virtual and physical iterations. We accompany our text with 3D printable, circuit board, and virtual models for a number of these interactors, usable in both tangible and purely virtual forms, including versions engaging four different embedded computing platforms (Raspberry Pi Zero, Raspberry Pi Pico, Adafruit Circuit Playground, and Blinks). We discuss experiences from use of these in classroom settings, and steps toward broader applications.
Brygg Ullmer, Sida Dai, Alexandre Gomes de Siqueira, Millon McLendon IV, Breanna Filipiak, Laila Shafiee, Winifred Elysse Newman, Miriam Konkel
TEI1
2022 Toward tangibles and display-rich interfaces for co-located and distributed genomics collaborations
Miriam Konkel, Brygg Ullmer, Orit Shaer, Ali Mazalek, Christopher W. Branton
Pers. Ubiquitous Comput.2
2021 Empirically Evaluating the Effects of Perceptual Information Channels on the Size Perception of Tangibles in Near-Field Virtual Reality
abstract
Immersive Virtual Environments (IVEs) incorporating tangibles are becoming more accessible. The success of applications combining 3D printed tangibles and VR often depends on how accurately size is perceived. Research has shown that visuo-haptic perceptual information is important in the perception of size. However, it is unclear how these sensory-perceptual channels are affected by immersive virtual environments that incorporate tangible objects. Towards understanding the effects of different sensory information channels in the near field size perception of tangibles of graspable sizes in IVEs, we conducted a between-subjects study evaluating the accuracy of size perception across three experimental conditions (Vision-only, Haptics-only, Vision and Haptics). We found that overall, participants consistently over-estimated the size of the dials regardless of the type of perceptual information that was presented. Participants in the haptics only condition overestimated diameters to a larger degree as compared to other conditions. Participants were most accurate in the vision only condition and least accurate in the haptics only condition. Our results also revealed that increased efficiency in reporting size over time was most pronounced in the visuo- haptic condition.
Alexandre Gomes de Siqueira, Rohith Venkatakrishnan, Roshan Venkatakrishnan, Ayush Bhargava, Kathryn M. Lucaites, Hannah Solini, Moloud Nasiri, Andrew C. Robb, Christopher C. Pagano, Brygg Ullmer, Sabarish V. Babu
VR10
2018 Hard and Soft Tangibles: Mixing Multi-touch and Tangible Interaction in Scientific Poster Scenarios
abstract
Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established "mainstream" interaction paradigms. This paper proposes interfaces that support complementary use of physical and virtual interaction modalities with tangible and multi-touch interactions. We describe prototypes involving capacitively-sensed surfaces combined with laser-cut and 3D-printed dial-like tangibles. We employ them in the context of several computationally-mediated scientific poster scenarios, which we argue to have a number of attractions for such deployments. We present two platforms: one templated, the other highly customizable, supporting both tangible and multi-touch interactions across horizontal and vertical displays. We explore users' interaction modality choice among the options presented, draw lessons and challenges from posters developed by students, and consider future directions.
Alexandre Gomes de Siqueira, Brygg Ullmer, Mark Delarosa, Christopher W. Branton, Miriam Konkel
TEI2
2014 Exploring the design space of gestural interaction with active tokens through user-defined gestures
abstract
Multi-touch and tangible interfaces provide unique opportunities for enhancing learning and discovery with big data. However, existing interaction techniques have limitations when manipulating large data sets. Our goal is to define novel interaction techniques for multi-touch and tangible interfaces, which support the construction of complex queries for big data. In this paper, we present results from a study which investigates the use of gestural interaction with active tokens for manipulating large data sets. In particular, we studied user expectations of a hybrid tangible and gestural language engaging this space. Our main results include a vocabulary of user-defined gestures for interaction with active tokens, which extends beyond familiar multi-touch gestures; characterization of the design space of gestural interaction with active tokens; and insight into participants' mental models, including common metaphors. We also present implications for the design of multi-touch and tangible interfaces with active tokens.
Consuelo Valdes, Diana Eastman, Casey Grote, Shantanu Thatte, Orit Shaer, Ali Mazalek, Brygg Ullmer, Miriam Konkel
CHI7
2013 From big data to insights: opportunities and challenges for TEI in genomics
abstract
The combination of advanced genomic technologies and computational tools enables researchers to conduct large-scale experiments that answer biological questions in unprecedented ways. However, interaction tools in this area currently remain immature. We propose that tangible, embedded, and embodied interaction (TEI) offers unique opportunities for enhancing discovery and learning in genomics. Also, designing for problems in genomics can help move forward the theory and practice of TEI. We present challenges and key questions for TEI research in genomics, lessons learned from three case studies, and potential areas of focus for TEI research and design.
Orit Shaer, Ali Mazalek, Brygg Ullmer, Miriam Konkel
TEI3
2011 Casier: structures for composing tangibles and complementary interactors for use across diverse systems
abstract
Casiers are a class of tangible interface elements that structure the physical and functional composition of tangibles and complementary interactors (e.g., buttons and sliders). Casiers allow certain subsets of interactive functionality to be accessible across diverse interactive systems (with and without graphical mediation, employing varied sensing capabilities and supporting software). We illustrate examples of casiers in use, including iterations around a custom walk-up-and-use kiosk, as well as casiers operable across com- mercial platforms of widely varying cost and capability.
Brygg Ullmer, Christian Dell, Claudia Gil, Cornelius Toole, Cole Wiley, Zachary Dever, Landon Rogge, Rachel Bradford, Guillaume Rivière, Rajesh Sankaran, Kexi Liu, Chase Freeman, Alvin Wallace Jr., Michael DeLatin, Christian Washington, Alex Reeser, Christopher W. Branton, Rod Parker
TEI1
2010 Cartouche: conventions for tangibles bridging diverse interactive systems
abstract
We describe an approach for a class of tangible interaction elements that are applicable across a broad variety of interactive systems. These tangibles share certain physical, visual, tagging, and software conventions, while fostering diversity in many aspects of design and function. Building on related techniques using paper and graspable artifacts as interactive embodiments of digital information, we propose several fixed and free parameters, present illustrative examples and applications, and discuss the resulting design space.
Brygg Ullmer, Zachary Dever, Rajesh Sankaran, Cornelius Toole, Chase Freeman, Brooke Cassady, Cole Wiley, Mohamed Diabi, Alvin Wallace Jr., Michael DeLatin, Blake Tregre, Kexi Liu, Srikanth Jandhyala, Robert Kooima, Christopher W. Branton, Rod Parker
TEI1
2009 Decoupling interaction hardware design using libraries of reusable electronics
abstract
This paper presents our research toward the design and development of a library of electronic hardware modules called Blades and Tiles. Interaction hardware design with blades and tiles provides researchers with considerable flexibility in iterating their designs, decoupling between the domains of electronics, software, firmware and mechanical design. Our approach has been driven by design objectives including hardware reusability, reliability, scalability, and flexibility. We have created a library of blades and tiles, and used them to develop several interaction devices. We present both conceptual and applied aspects and discuss future directions.
Rajesh Sankaran, Brygg Ullmer, J. Ramanujam, Karun Kallakuri, Srikanth Jandhyala, Cornelius Toole, Christopher Laan
TEI2
2008 Tangible menus and interaction trays: core tangibles for common physical/digital activities
abstract
We introduce core tangibles: physical interaction elements which serve common roles across a variety of tangible and embedded interfaces. We describe two such tangibles: tangible menus and interaction trays. These may be composed together to dynamically bind discrete and continuous interactors to various digital behaviors. We discuss our approach, implementation, and early usage experiences.
Brygg Ullmer, Rajesh Sankaran, Srikanth Jandhyala, Blake Tregre, Cornelius Toole, Karun Kallakuri, Christopher Laan, Matthew Hess, Farid Harhad, Urban Wiggins, Shining Sun
TEI1
2006 Distributed and collaborative visualization of large data sets using high-speed networks
Andrei Hutanu, Gabrielle Allen, Stephen David Beck, Petr Holub, Hartmut Kaiser, Archit Kulshrestha, Milos Liska, Jon MacLaren, Ludek Matyska, Ravi Paruchuri, Steffen Prohaska, Edward Seidel, Brygg Ullmer, Shalini Venkataraman
Future Gener. Comput. Syst.13
2005 The Grid Application Toolkit: Toward Generic and Easy Application Programming Interfaces for the Grid
abstract
Core Grid technologies are rapidly maturing, but there remains a shortage of real Grid applications. One important reason is the lack of a simple and high-level application programming toolkit, bridging the gap between existing Grid middleware and application-level needs. The Grid Application Toolkit (GAT), as currently developed by the EC-funded project GridLab, provides this missing functionality. As seen from the application, the GAT provides a unified simple programming interface to the Grid infrastructure, tailored to the needs of Grid application programmers and users. A uniform programming interface will be needed for application developers to create a new generation of "Grid-aware" applications. The GAT implementation handles both the complexity and the variety of existing Grid middleware services via so-called adaptors. Complementing existing Grid middleware, GridLab also provides high-level services to implement the GAT functionality. We present the GridLab software architecture, consisting of the GAT, environment-specific adaptors, and GridLab services. We elaborate the concepts underlying the GAT and outline the corresponding application programming interface. We present the functionality of GridLab's high-level services and demonstrate how a dynamic Grid application can easily benefit from the GAT. All GridLab software is open source and can be downloaded from the project Web site.
Gabrielle Allen, Kelly Davis, Tom Goodale, Andrei Hutanu, Hartmut Kaiser, Thilo Kielmann, André Merzky, Rob van Nieuwpoort, Alexander Reinefeld, Florian Schintke, Thorsten Schütt, Edward Seidel, Brygg Ullmer
Proc. IEEE13
2005 Token+constraint systems for tangible interaction with digital information
abstract
We identify and present a major interaction approach for tangible user interfaces based upon systems of tokens and constraints. In these interfaces, tokens are discrete physical objects which represent digital information. Constraints are confining regions that are mapped to digital operations. These are frequently embodied as structures that mechanically channel how tokens can be manipulated, often limiting their movement to a single degree of freedom. Placing and manipulating tokens within systems of constraints can be used to invoke and control a variety of computational interpretations.We discuss the properties of the token+constraint approach; consider strengths that distinguish them from other interface approaches; and illustrate the concept with eleven past and recent supporting systems. We present some of the conceptual background supporting these interfaces, and consider them in terms of Bellotti et al.'s [2002] five questions for sensing-based interaction. We believe this discussion supports token+constraint systems as a powerful and promising approach for sensing-based interaction.
Brygg Ullmer, Hiroshi Ishii 0001, Robert J. K. Jacob
ACM Trans. Comput. Hum. Interact.1
2004 Tangible interfaces in perspective
Lars Erik Holmquist, Albrecht Schmidt 0001, Brygg Ullmer
Pers. Ubiquitous Comput.3
2004 Tagaboo: a collaborative children's game based upon wearable RFID technology
Miriam Konkel, Vivian Leung, Brygg Ullmer, Catherine Hu
Pers. Ubiquitous Comput.3
2003 Tangible Query Interfaces: Physically Constrained Tokens for Manipulating Database Queries
Brygg Ullmer, Hiroshi Ishii 0001, Robert J. K. Jacob
INTERACT1
2001 DataTiles: a modular platform for mixed physical and graphical interactions
abstract
The DataTiles system integrates the benefits of two major interaction paradigms: graphical and physical user interfaces. Tagged transparent tiles are used as modular construction units. These tiles are augmented by dynamic graphical information when they are placed on a sensor-enhanced flat panel display. They can be used independently or can be combined into more complex configurations, similar to the way language can express complex concepts through a sequence of simple words. In this paper, we discuss our design principles for mixing physical and graphical interface techniques, and describe the system architecture and example applications of the DataTiles system.
Jun Rekimoto, Brygg Ullmer, Haruo Oba
CHI2
1999 Emancipated Pixels: Real-World Graphics in the Luminous Room
abstract
Article Free Access Share on Emancipated pixels: real-world graphics in the luminous room Authors: John Underkoffler Tangible Media Group, MIT Media Laboratory Tangible Media Group, MIT Media LaboratoryView Profile , Brygg Ullmer Tangible Media Group, MIT Media Laboratory Tangible Media Group, MIT Media LaboratoryView Profile , Hiroshi Ishii Tangible Media Group, MIT Media Laboratory Tangible Media Group, MIT Media LaboratoryView Profile Authors Info & Claims SIGGRAPH '99: Proceedings of the 26th annual conference on Computer graphics and interactive techniquesJuly 1999 Pages 385–392https://doi.org/10.1145/311535.311593Published:01 July 1999Publication History 116citation1,329DownloadsMetricsTotal Citations116Total Downloads1,329Last 12 Months64Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
John Underkoffler, Brygg Ullmer, Hiroshi Ishii 0001
SIGGRAPH2
1998 mediaBlocks: Physical Containers, Transports, and Controls for Online Media
abstract
Article mediaBlocks: physical containers, transports, and controls for online media Share on Authors: Brygg Ullmer Massachusetts Institute of Technology Massachusetts Institute of TechnologyView Profile , Hiroshi Ishii Massachusetts Institute of Technology Massachusetts Institute of TechnologyView Profile , Dylan Glas Massachusetts Institute of Technology Massachusetts Institute of TechnologyView Profile Authors Info & Claims SIGGRAPH '98: Proceedings of the 25th annual conference on Computer graphics and interactive techniquesJuly 1998 Pages 379–386https://doi.org/10.1145/280814.280940Online:24 July 1998Publication History 138citation1,709DownloadsMetricsTotal Citations138Total Downloads1,709Last 12 Months36Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Brygg Ullmer, Hiroshi Ishii 0001, Dylan F. Glas
SIGGRAPH1
1997 Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms
abstract
Article Free Access Share on Tangible bits: towards seamless interfaces between people, bits and atoms Authors: Hiroshi Ishii MIT Media Laboratory, Tangible Media Group, 20 Ames Street, Cambridge, MA MIT Media Laboratory, Tangible Media Group, 20 Ames Street, Cambridge, MAView Profile , Brygg Ullmer MIT Media Laboratory, Tangible Media Group, 20 Ames Street, Cambridge, MA MIT Media Laboratory, Tangible Media Group, 20 Ames Street, Cambridge, MAView Profile Authors Info & Claims CHI '97: Proceedings of the ACM SIGCHI Conference on Human factors in computing systemsMarch 1997 Pages 234–241https://doi.org/10.1145/258549.258715Published:27 March 1997Publication History 2,110citation21,884DownloadsMetricsTotal Citations2,110Total Downloads21,884Last 12 Months2,302Last 6 weeks275 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my Alerts New Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Hiroshi Ishii 0001, Brygg Ullmer
CHI2
1997 The MetaDESK: Models and Prototypes for Tangible User Interfaces
abstract
The metaDESK is a user interface platform demonstrating new interaction techniques we call tangible user inter- faces. We explore the physical instantiation of interface elements from the graphical user interface paradigm, giving physical form to windows, icons, handles, menus, and controls. The design and implementation of the metaDESK display, sensor, and software architectures is discussed. A prototype application driving an interaction with geographi- cal space, Tangible Geospace, is presented to demonstrate these concepts.
Brygg Ullmer, Hiroshi Ishii 0001
ACM Symposium on User Interface Software and Technology1