Chris Schmandt’s research while affiliated with Massachusetts Institute of Technology and other places

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Publications (34)


Figure 1: Student playing with the HyperCubes application
Figure 3: HyperCubes application interface.
Figure 4: Creating a flow of Characters in Space and setting up a Checkpoint behavior. From top to bottom: a. Top view of Emitter and Transform cube, b. flow of characters walking on a table, c. menu to set up a Checkpoint behavior, d. solving a Checkpoint.
Figure 7: Sandfield Close students playing with HyperCubes.
Figure 8: Museum workshop. Qualitative User Study.
HyperCubes: A Playful Introduction to Computational Thinking in Augmented Reality
  • Conference Paper
  • Full-text available

October 2019

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834 Reads

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25 Citations

Anna Fuste

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Chris Schmandt

We present HyperCubes, an Augmented Reality (AR) platform to foster computational literacy. Using paper cubes as AR markers and spatial tracking, the user becomes familiar with sequences of instructions as coding blocks. We leverage spatial cognition as a means to improve understanding of procedural and sequential models. We have performed two pilot studies for an iterative and user centered design of the platform. With a final qualitative user study we address engagement levels and the educational potential of the platform. We argue that by using spatial cognition and the flexibility of the AR medium, a playful introduction to basic computational thinking concepts can be presented in late elementary school and middle school children.

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Figure 2. Thermally reactive hydrogels alternate between (a) a soft and clear state in resting temperature, and (b) a stiff and opaque state when exposed to heat.
Figure 3. Explosion diagram of the SkinMorph device.
Figure 5. Molding Silicone Overlays (a) dissoluble embroidery stabilizer with embedded Nicr traces (b) place (a) in mold cavity (c) silicone injection molding (d) resulting silicone overlay with embedded Nicr traces.
Figure 6. SkinMorph system architecture.
Figure 7. SkinMorph custom PCBs
Skinmorph: texture-tunable on-skin interface through thin, programmable gel

October 2018

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855 Reads

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37 Citations

SkinMorph is an on-skin interface which can selectively transition between soft and rigid states to serve as a texture-tunable wearable skin output. This texture change is made possible through the material design of smart hydrophillic gels. These gels are soft in resting state, yet when activate by heat (>36°C), they generate a micro-level structural change which results in observable stiffening. These gels are encapsulated in thin silicone patterned with resistive wires through a sew-and-transfer fabrication approach. We demonstrate application examples using the texture-tunable skin overlay as wearable, interactive protection for scenarios including: a carpal tunnel splint for rehabilitation, a protective layer for joints when engaging in high impact activities, and foot pads when wearing uncomfortable shoes. Our evaluation shows that the gel is 10 times stiffer when activated, and that users find the device skin-conformable.


Figure 1: Shirt samples. 
Figure 4: AR Interface. (a) All genres and categories highlighted. (b) Drama Movies highlighted. 
ARTextiles for Promoting Social Interactions Around Personal Interests

April 2018

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86 Reads

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9 Citations

Our co-located social relationships are changing with the adoption of new technologies. Augmented Reality (AR) performed on clothing can bridge the gap between our online social media and our face-to-face interactions. We propose a new system composed of an online application that generates a personalized and artistic design for the user»s clothing based on personal interests extracted from a social network. We also present an AR application to explore this social design and improve icebreaking interactions and connections between strangers in community settings and social gatherings.


Technological interventions to detect, communicate and deter sexual assault

September 2017

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118 Reads

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11 Citations

Every 98 seconds an American is sexually assaulted. Our work explores the use of on-body sensors to detect, communicate and prevent sexual assault. We present a stick-on clothing sensor which responds to initial signs of sexual assault such as disrobing to deter sexual abuse. The smart clothing operates in two modes: an active mode for instances when the victim is unconscious, and a passive mode where the victim can self-actuate the safety mechanism. Both modes alert the victim's friends and family, actuate an auditory alarm, activate odor-emitting capsules to create an immediate repulsion effect, and call emergency services. Our design is based on input from sexual assault survivors and college students who evaluated the clothing for aesthetic appeal, functionality, cultural sensitivity and their sense of personal safety. We show the practicality of our unobtrusive design with two user studies to demonstrate that our techno-social approach can help improve user safety and prevent sexual assault.


Leveraging user-made predictions to help understand personal behavior patterns

September 2017

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15 Reads

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4 Citations

People use more and more applications and devices that quantify daily behavior such as the step count or phone usage. Purely presenting the collected data does not necessarily support users in understanding their behavior. In recent research, concepts such as learning by reflection are proposed to foster behavior change based on personal data. In this paper, we introduce user-made predictions to help users understand personal behavior patterns. Therefore, we developed an Android application that tracks users' screen-on and unlock patterns on their phone. The application asks users to predict their daily behavior based on their former usage data. In a user study with 12 participants, we showed the feasibility of leveraging user-made predictions in a quantified self approach. By trying to improve their predictions over the course of the study, participants automatically discovered new insights into personal behavior patterns.


Exploring Interactions and Perceptions of Kinetic Wearables

June 2017

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545 Reads

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55 Citations

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Oksana Anilionyte

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[...]

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Chris Schmandt

Jewelry and accessories have long been objects for decorating the human body; however they remain static and non-interactive. This work explores the role of accessory-like kinetic wearables in relation to personal style: What does it mean to wear kinetic accessories and why would one be motivated to do so? We developed Kino, a kinetic accessory system which enables both aesthetic and functional clothing-specific design possibilities. We engaged fashion designers and non-designers to investigate how they would integrate the platform into their design practice or personal wardrobe. Participants viewed the devices not as gadgets but as companions due to their close proximity to the body. They envisioned a wide range of usage scenarios, highlighting the complexity of mobility in relation to personal style. We observe how mobility offers opportunities for fluid representations of self, which is unachievable though static clothing and accessories. We also outline how personalized aesthetics is important for the meaning making of novel on-body devices.


Figure 1: Shirt samples.
Figure 4: AR Interface. (a) All genres and categories highlighted. (b) Drama Movies highlighted.
ARTextiles: Promoting Social Interactions Around Personal Interests Through Augmented Reality

May 2017

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78 Reads

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1 Citation

Our co-located social relationships are changing with the adoption of new technologies. Augmented Reality (AR) performed on clothing can bridge the gap between our social media and our face-to-face interactions. We propose a new system composed of an online application that generates an artistic and representative social design for the user's clothing based on personal interests from a social network. We also present an AR application to explore this social design and enhance face-to-face interactions and connections between acquaintances or strangers.


Procedurally generated virtual reality from 3D reconstructed physical space

November 2016

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220 Reads

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134 Citations

We present a novel system for automatically generating immersive and interactive virtual reality (VR) environments using the real world as a template. The system captures indoor scenes in 3D, detects obstacles like furniture and walls, and maps walkable areas (WA) to enable real-walking in the generated virtual environment (VE). Depth data is additionally used for recognizing and tracking objects during the VR experience. The detected objects are paired with virtual counterparts to leverage the physicality of the real world for a tactile experience. Our approach is new, in that it allows a casual user to easily create virtual reality worlds in any indoor space of arbitrary size and shape without requiring specialized equipment or training. We demonstrate our approach through a fully working system implemented on the Google Project Tango tablet device.


Rovables: Miniature On-Body Robots as Mobile Wearables

October 2016

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222 Reads

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77 Citations

We introduce Rovables, a miniature robot that can move freely on unmodified clothing. The robots are held in place by magnetic wheels, and can climb vertically. The robots are untethered and have an onboard battery, microcontroller, and wireless communications. They also contain a low-power localization system that uses wheel encoders and IMU, allowing Rovables to perform limited autonomous navigation on the body. In the technical evaluations, we found that Rovables can operate continuously for 45 minutes and can carry up to 1.5N. We propose an interaction space for mobile on-body devices spanning sensing, actuation, and interfaces, and develop application scenarios in that space. Our applications include on-body sensing, modular displays, tactile feedback and interactive clothing and jewelry.


Resolving Spatial Variation And Allowing Spectator Participation In Multiplayer VR

October 2016

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60 Reads

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17 Citations

Multiplayer virtual reality (VR) games introduce the problem of variations in the physical size and shape of each user's space for mapping into a shared virtual space. We propose an asymmetric approach to solve the spatial variation problem, by allowing people to choose roles based on the size of their space. We demonstrate this concept through the implementation of a virtual snowball fight where players can choose from multiple roles, namely the shooter, the target, or an onlooker depending on whether the game is played remotely or together in one large space. In the co-located version, the target stands behind an actuated cardboard fort that responds to events in VR, providing non-VR spectators a way to participate in the experience. During preliminary deployment, users showed extremely positive reactions and the spectators were thrilled.


Citations (30)


... However, young people generally were not involved in the early stages of designing these experiences. Outside of AR, researchers have successfully developed fun and useful applications by engaging young people in the design process through co-design techniques, such as a piano practice application for young people (ages [11][12][13][14][15][16][17] [3], an educational computer game for teenagers with special learning needs [10], and an app for cooperative storytelling with children aged 10-11 [17]. Drawing inspiration from these prior works, we explore the design of AR experiences for young people by similarly including them in the design process. ...

Reference:

Understanding Young People's Creative Goals with Augmented Reality
HyperCubes: A Playful Introduction to Computational Thinking in Augmented Reality

... However, they relied on rigid enclosures and extruded profiles, which were not body-conformable. Researchers have since explored alternative wearable interfaces made from softer and more flexible materials, such as silicone [52,53,55,71,78,79,110,111], ink [16,91], flexible electronics [54], and textiles [132,133]. Textiles provide one of the most fundamental interfaces for wearable computing due to their ubiquity on and around the human body [99]. ...

Skinmorph: texture-tunable on-skin interface through thin, programmable gel

... For example, by attaching AR markers onto clothing, users can see animated or interactive elements superimposed onto their physical attire [49,71,100]. Additionally, mobile AR technology enables the digital modification of the appearance of physical jewelry and clothing, allowing users to experiment with different colors, patterns, and designs in real-time [41,86,98,100]. ...

ARTextiles for Promoting Social Interactions Around Personal Interests

... In suggesting a GPS-based smartphone application where women choose their route to work depending on where reports of street harassments have been made, we recognize the intention to "facilitate women to feel secured to boost self-esteem and participate in daily-life activities" [11]. Similarly, in proposing security systems for women faced with critical issues that track and send locations [5], [7], [14], [15], [16], sound alarms [1], [5] and omit electric shocks [2], we also understand and support the intention of wanting to: "solve the (critical) issues [faced by women] with technologically sound equipment's and ideas" [2]. However, we must consider the wider impacts of these kinds of suggestions. ...

Technological interventions to detect, communicate and deter sexual assault
  • Citing Conference Paper
  • September 2017

... Most of the artefacts are designed for use in daily life, yet in contrast to the apps, the objectives of these artefacts are divergent. Some of these aim to encourage users to reflect on their social media use [4,8], smartphone use [51], parenthood [107], solo travel [24] or support open-ended everyday life reflection [77]. Next to daily life, also health and wellbeing is an often mentioned application area in our corpus of artefacts, which is in line with the smartphone apps. ...

Leveraging user-made predictions to help understand personal behavior patterns
  • Citing Conference Paper
  • September 2017

... The Kino, a wearable piece of interactive jewelry that moves around the body via an internal motor, considers both aesthetic and technical aspects. This exploration of kinetic wearable accessories reimagines how jewelry and accessories can interact with individual style [38]. ...

Exploring Interactions and Perceptions of Kinetic Wearables

... Despite the enthusiasm for AR-LLM social applications [10,12,15,32] and the growing awareness of AR privacy risks [4,7,17] and LLM-enabled phishing [8], no prior work systematically examines their potential for orchestrated Social Engineering (SE) attacks. This gap leaves critical questions unresolved: Can AR sensory data (sight or sound of the target) be weaponized to support physical SE interactions (e.g., private conversations)? ...

ARTextiles: Promoting Social Interactions Around Personal Interests Through Augmented Reality

... By integrating AI-generated environments with realworld spatial awareness, my work seeks to push the boundaries of MR storytelling, creating experiences where users do not just observe but actively engage in co-creating their own narratives within an immersive and dynamic space. MR's potential in crafting immersive storytelling experiences through spatial mapping, real-world object interaction, and dynamic narrative adaptation (Hoffman, 1998;Sra et al., 2016). The applications of MR-driven storytelling extend across diverse fields, including virtual museums, cultural heritage preservation, and advertising (Papagiannakis et al., 2024). ...

Procedurally generated virtual reality from 3D reconstructed physical space
  • Citing Conference Paper
  • November 2016

... Recent research activities on the aforementioned WTDs have explored various form factors, including conventional heat-mounted gear [130], finger rings [21], wristbands [22,23,25,30,38,49,58,63], gloves [26,27,31,50,131], knee pads [48,53], fabrics [18,62,126], ear hooks [28], and skin-integrated wearables for covering large body areas [19,20,132]. The term "form factor" refers to the overall configuration of wearable devices, encompassing their physical design, shape, and size. ...

Immersive Scuba Diving Simulator Using Virtual Reality
  • Citing Conference Paper
  • October 2016

... to in this work as on-body robots-differs from exoskeletons in two key aspects: their compact form factor, and their ability to move around the body [15]- [17]. On-Body, movable robots such as Calico [15], SkinBot [5], and Rovables [17] have existed for several years, yet many open questions remain regarding their interaction design for the aging populations: What roles could these robots play in older adults' lives? ...

Rovables: Miniature On-Body Robots as Mobile Wearables
  • Citing Conference Paper
  • October 2016