Aneesh P. Tarun

dblp:94/9598 · DBLP profile ↗
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10ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0001-8671-049XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Designing a Co-located Collaborative Cross-device Game for Ad Hoc Social Settings
abstract
Collaborative games, played across multiple co-located mobile devices are gaining popularity because of their location flexibility, low hardware requirements, players’ close proximity, and their promise of generating excitement and collaborative social experience. Even though the integration of spatial device rearrangement (i.e., physically picking up a device and positioning it in another location) in cross-device applications in other domains has demonstrated higher potential for collaboration, this form of interaction remains relatively unexplored in ad hoc cross-device gaming applications. That is because these interactions typically require additional hardware support, which can hinder the ad hoc nature of the cross-device social games. In this paper, we present the iterative user-centred design process of creating an ad hoc co-located cross-device maze exploration game named Snap-To-Eat that supports both on-screen cross-device interactions (e.g., moving elements across devices) and spatial device rearrangement interactions without requiring any additional hardware. We refined the game design by conducting two rounds of workshops, the first with a low-fidelity paper prototype and the second with a high-fidelity digital prototype, with 36 undergraduate and graduate students in total. Findings from both workshops demonstrated that integrating spatial device rearrangement interactions in an ad hoc co-located cross-device game created opportunities for collaboration and engagement among the players, which elevated their overall social experience. These findings also suggested new design opportunities and future research directions for ad hoc collocated cross-device games, e.g., introducing new interactions, as well as exploring the game mechanics in a 3D space to elevate the gaming experience.
Afroza Sultana, Stacy Cernova, Megan Wang, May Yu, Wenyue Zheng, Tudor Tibu, Alexander Bakogeorge, Aneesh P. Tarun, Ali Mazalek
TEI9
2024 A Plant Simulation Tool for Collaborative Biology Experiments in Middle-school Classrooms: An In-the-wild Study
abstract
Computer-aided simulation-based platforms have been shown to be effective tools for teaching STEM concepts. At the same time, Computer Supported Collaborative Learning (CSCL) platforms encourage different viewpoints and approaches from the learners which can enrich the learning experience in STEM classrooms. The deployment in recent years of networked personal devices such as Chromebooks in classrooms has motivated educators to design collaborative learning tools for these devices. However, prior work has shown that using one-on-one devices may discourage students from talking among each other, which hinders collaboration. To understand the affordances of personal devices for CSCL tools within Biology curricula, we designed a collaborative plant growth simulation application that provides mirrored plant growth simulation views for every group member to facilitate a common visualization. In this paper, we present our findings from an in-the-wild study that evaluated the affordance and usability of the plant growth simulation application and investigated the nature of collaboration and engagement aided through the simulation mirroring feature. Our study results showed that the plant simulation application had high usability and acceptance. Moreover, mirroring the plant growth simulation improved collaboration, generated excitement, and stimulated conversation. We also identified episodes where collaboration was hindered due to off-task activities, troubleshooting, group dynamics, and lack of understanding that led us to outline some potential guidelines to improve the collaborative learning experience for the students in Biology classroom.
Afroza Sultana, Litong Zeng, Megan Wang, Stacy Cernova, Xuesong Cang, Dana Gnesdilow, Alexander Bakogeorge, Tudor Tibu, Aneesh P. Tarun, Sadhana Puntambekar, Michael Tissenbaum, Ali Mazalek
Graphics Interface9
2023 In-class Collaborative Learning Environment for Middle School Children: A Usability Study
abstract
Creating effective middle school STEM curricula requires a combination of individual and collaborative learning. Prior studies showed that finding a proper balance and providing uninterrupted knowledge transmission between different learning modes can be challenging in such mixed pedagogical approaches. In this paper, we present a multi-device interactive educational platform named SimSnap to teach biology curriculum to middle school children. SimSnap facilitates interactions among touchscreen Chromebooks to perform in-class individual and group activities. We present a usability analysis study with eight middle school children where they learn about the influence of temperature on tomato plant growth. Our study demonstrated that SimSnap facilitates group discussions to complete collaborative tasks. It also creates seamless knowledge propagation between prior to current tasks to learn about more complex concepts from previous simpler activities. Middle school children gave overall high usability ratings and positive feedback on SimSnap. This study also helped to outline some design recommendations for future improvements of SimSnap.
Afroza Sultana, Alexander Bakogeorge, Tudor Tibu, Litong Zeng, Shafagh Hadinezhad, Luigi Zaccagnini, Xuesong Cang, Dana Gnesdilow, Aneesh P. Tarun, Sadhana Puntambekar, Michael Tissenbaum, Ali Mazalek
IDC9
2021 Playing by Ear: Designing for the Physical in a Sound-Based Virtual Reality Narrative
abstract
We present two proof-of-concept narrative VR experiences with a focus on sound-based physical interactions. Responding to a call to expand upon current design conceptualizations, we draw on tangible sound-based design in order to develop considerations for the body and physical environments within VR narratives. We propose that a focus on the actions the player is asked to perform (e.g., touch, stand, kneel, grasp, walk, listen, reach, dance) can contribute to an understanding of VR as a sensory, embodied medium that offers ways to playfully engage with physical reality rather than simulate it entirely.
Daniel Harley, Aneesh P. Tarun, Bonnie J. Stinson, Tudor Tibu, Ali Mazalek
TEI2
2019 Mobile Realities: Designing for the Medium of Smartphone-VR
abstract
We present two proof of concept experiences for a virtual reality (VR) game that draws on several medium-specific qualities of mobile, location-based, and tangible storytelling. In contemporary smartphone-VR, experiences are limited by short playtimes, limited interactions, and limited movement within a physical space. To address these limitations, we suggest a reconceptualization of smartphone-VR. Rather than design that deems the smartphone the least capable VR platform, we propose design that adds VR to an already rich mobile storytelling platform. We argue that by drawing on otherwise separate storytelling media, designers can circumvent limitations related to smartphone-VR while also extending the range of smartphone-based storytelling. We conclude by reflecting on possible implications of this extended design space.
Daniel Harley, Aneesh P. Tarun, Sara Elsharawy, Alexander Verni, Tudor Tibu, Marko Bilic, Alexander Bakogeorge, Ali Mazalek
Conference on Designing Interactive Systems2
2019 Tangible Tensors: An Interactive System for Grasping Trends in Biological Systems Modeling
abstract
Advances in biology and computational power have led to the availability of large biological data sets, yet these advances raise new design challenges. Designers must build effective tools that cater to the needs of biologists and data scientists in order to visually explore and manipulate data for modeling and analysis. We present the Tangible Tensors system, a new tensor-based visualization and tangible manipulation tool that serves to improve functionality over previous data analytics approaches. We designed a platform that supports iterative exploration of the solution space and better interpretation tools for biologists. User study results indicate that our system is easy to learn and use, and useful for data modeling and analysis tasks.
Roozbeh Manshaei, Uzair Mayat, Aneesh P. Tarun, Sean DeLong, David Chiang 0004, Justin Digregorio, Shahin Khayyer, Apurva Gupta, Matthew J. Kyan, Ali Mazalek
Creativity & Cognition3
2017 Tangible VR: Diegetic Tangible Objects for Virtual Reality Narratives
abstract
We present a system for diegetic tangible objects in virtual reality (VR) narratives. The system integrates a custom-designed sensor unit, built with low-cost off-the-shelf hardware, to track objects in VR and to support a variety of custom-made and found tangibles. In its current form, the sensor unit tracks the objects' orientation and supports the authoring of specifically designed interactions for each tangible object. We contribute our design rationale, sensor unit, and four proof of concept prototypes, including a cube, a stuffed animal, a treasure chest, and a wooden boat, demonstrating how we leverage passive and active haptics to create a closer link between real and virtual worlds. For developers and users of VR, we expand interaction possibilities to include the physical characteristics of tangible objects. For the field of tangible narratives, we expand the current use of diegetic objects.
Daniel Harley, Aneesh P. Tarun, Daniel Germinario, Ali Mazalek
Conference on Designing Interactive Systems2
2016 Developing Responsive and Interactive Environments with the ROSS Toolkit
abstract
TEI researchers/designers are often discouraged from building complex interactive environments by the requirement of high technical knowledge. In this studio/workshop, we present the ROSS Toolkit that offers tools to abstract/automate low-level programming of technical details, thereby simplifying the design and programming of interactions between heterogeneous networked devices. Participants will be first introduced to the toolkit functionality to cope with different technical issues. In a second part, they will experiment with the toolkit by developing use cases of increasing complexity that will involve off-the-shelf devices, interactive surfaces, and custom-made tangible artifacts. We expect participants to learn what are the opportunities and challenges for the development of responsive and interactive environments.
Andrea Bellucci, Aneesh P. Tarun, Ahmed Sabbir Arif, Ali Mazalek
TEI2
2012 DisplayStacks: interaction techniques for stacks of flexible thin-film displays
abstract
Stacking physical documents is one of the main forms of spatio-temporal organization of information. We present DisplayStacks, a system that enables physical stacking of digital documents via piles of flexible E Ink displays. With a conductive dot pattern sensor attached to the flexible display, we dynamically track the position and orientation of these displays in relation to one another. We introduce mechanisms for interacting with these physical stacks for access and manipulation of information using asymmetric bi-manual interactions, such as providing contextual overviews. Initial user experiences indicate a preference for linear overlaps as a stacking configuration.
Audrey Girouard, Aneesh P. Tarun, Roel Vertegaal
CHI2
2012 Designing and building inexpensive flexible circuits
abstract
Interest in flexible and non-planar devices has put a spotlight on flexible circuits, a technology that has been around for more than forty years. This Studio will introduce the prototyping of flexible electronic circuits at a low cost. The participants will be participating in brainstorming an interesting electronic project, designing circuit layout for it, etching and building functional flexible circuits.
Aneesh P. Tarun, Peng Wang 0007
TEI1