VLDB 2026 Research / reviewers in the wild / expert
Abhijit Karnik
dblp:07/9544
· DBLP profile ↗
22ranked-venue papers
4as first author
5since 2021 · last 2022
0000-0002-3482-1654ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 20 · 3 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Step Into My Mind Palace: Exploration of a Collaborative Paragogy Tool in VRabstractVirtual Reality (VR) can mediate remote collaborative learning and can support pedagogical processes like paragogy. Within education, methods such as spaced repetition and memory palaces exist to support the cognitive process of remembering. We identify an opportunity to enhance learner-led collaborative paragogy involving these methods through immersive VR experiences. We present CleVR, a VR-mediated collaboration-based system that supports the memory palace and spaced repetition techniques. As an exploratory study, we aim to identify the applicability, viability and user perception for such a system combining these two techniques in VR. CleVR is a novel implementation which provides a location-driven metaphor to populate and present multiple resources related to a topic for peer-led exploration. We discuss the design and provide a prototype implementation of CleVR. We conducted two studies, a targeted expert user review and a broader proof of concept survey. The results of the studies show interesting outcomes, with the system described as ‘engaging’, ‘useful’ and ‘fun’. Our findings provide insights to the potential of using Virtual Reality Learning Environments (VRLE) geared towards collaborative learner-led activities. Robert Sims, Barry Chang, Verity Bennett, Advaith Krishnan, Abdalslam Aboubakar, George Coman, Abdulrazak Bahrami, Zehao Huang, Christopher Clarke, Abhijit Karnik |
iLRN | 10 |
| 2022 | FoodChoices(Q): Exploring the Design of a Serious Game Proxy for Likert-style Survey QuestionnairesabstractLikert-style questionnaires and surveys are commonly used tools for research. To alleviate survey-fatigue, researchers have explored gamification routes to increase engagement and lower drop-outs. However, these attempts still rely on direct use of questionnaire text and focus on creating engagement around the actual activity and do not fully alleviate the challenges of filling survey. In this paper, we explore an alternative approach involving the use of a serious game to capture user responses through in-game activities rather than direct questions. We chose the Food Choice Questionnaire (FCQ) and explored the design challenges of creating a serious game which deploys a sub-sample of the FCQ questions as four mini-game activities. The player actions and decisions are used to compute a result which is compared with their FCQ responses. We demonstrate the method to evaluate the equivalence of game results to the questionnaire responses. We discuss how future serious games can be designed and evaluated to generate similar outcomes while avoiding potential pitfalls through design and analysis. Kamil Rogoda, Piotr Daniszewski, Kamil Florowski, Rishab Mathur, Kourosh Amouzgar, James Mackenzie, Kim Sauvé, Abhijit Karnik |
Proc. ACM Hum. Comput. Interact. | 8 |
| 2021 | VERITAS: Mind-Mapping in Virtual RealityabstractInquiry based learning is a modern and innovative learning strategy that aims to stimulate students' interest in a topic and target Bloom's higher order cognitive process. Reflective tasks, such as mind mapping, support inquiry-based learning. Virtual Reality (VR) presents novel opportunities to help scaffold reflective tasks in inquiry-based learning by supporting use of the 3D space which is not available via existing 2D mind mapping applications. In this paper we present VERITAS, a VR application for mind-mapping based reflective tasks operating on the low-cost Oculus Go device. We discuss the interaction design for the mind-mapping task and evaluate the system from a usability perspective. Our results show that novice participants are able to learn how to use the interactions quickly and utilize them effectively to build mind-maps in 3D. VERITAS establishes the usability of VR and essential interactions to successfully perform abstract and complex reflective tasks like mind-mapping. Robert Sims, Abhijit Karnik |
iLRN | 2 |
| 2021 | Logibot: Investigating Engagement and Development of Computational Thinking Through Virtual RealityabstractIn this study we assess the effects of teaching fundamental programming concepts through a virtual reality (VR) block-based programming application and its impact on engagement. As a comparison study, participants played an existing desktop-based game (LightBot) and the developed VR game (LogiBot) covering similar gameplay mechanics and block-based programming. Initial results indicate that traditional desktop applications are currently more engaging than VR for teaching programming. We thus identify the need for careful design of interaction methods to support ease of use and reward factors to promote engagement in VR-based learning applications beyond the initial wow-factor. Robert Sims, Nathan Rutherford, Prashanthy Sukumaran, Nikola Yotov, Abhijit Karnik |
iLRN | 6 |
| 2021 | Point of Contact: Investigating Change in Perception through a Serious Game for COVID-19 Preventive MeasuresabstractCOVID-19 exposed the need to identify newer tools to understand perception of information, behavioral conformance to instructions and model the effects of individual motivation and decisions on the success of measures being put in place. We approach this challenge through the lens of serious games. Serious games are designed to instruct and inform within the confines of their magic circle. We built a multiplayer serious game, Point of Contact (PoC), to investigate effects of a serious game on perception and behavior. We conducted a study with 23 participants to gauge perceptions of COVID-19 preventive measures and quantify the change after playing PoC. The results show a significant positive change to participants' perceptions towards COVID-19 preventive measures, shifting perceptions towards following guidelines more strictly due to a greater awareness of how the virus spreads. We discuss these implications and the value of a serious game like PoC towards pandemic risk modelling at a microcosm level. Joshua Hill, Edward Corke, Mubarak Salawu, Ethan Cotterell, Matthew Russell, Joshua Gibbons, Tianxiang Mu, Abhijit Karnik |
Proc. ACM Hum. Comput. Interact. | 8 |
| 2017 | Collaborating around Digital Tabletops: Children's Physical Strategies from India, the UK and FinlandabstractWe present a study of children collaborating around interactive tabletops in three different countries: India, the United Kingdom and Finland. Our data highlights the key distinctive physical strategies used by children when performing collaborative tasks during this study. Children in India employ dynamic positioning with frequent physical contact and simultaneous object movement. Children in the UK tend to prefer static positioning with minimal physical contact and simultaneous object movement. Children in Finland use a mixture of dynamic and static positioning with minimal physical contact and object movement. Our findings indicate the importance of understanding collaboration strategies and behaviours when designing and deploying interactive tabletops in heterogeneous educational environments. We conclude with a discussion on how designers of tabletops for schools can provide opportunities for children in different countries to define and shape their own collaboration strategies for small group learning that take into account their different classroom practices. Izdihar Jamil, Calkin Suero Montero, Mark J. Perry, Kenton O'Hara, Abhijit Karnik, Kaisa Pihlainen, Mark T. Marshall, Swathi Jha, Sriram Subramanian |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2016 | Cubimorph: Designing modular interactive devicesabstractWe introduce Cubimorph, a modular interactive device that accommodates touchscreens on each of the six module faces, and that uses a hinge-mounted turntable mechanism to self-reconfigure in the user's hand. Cubimorph contributes toward the vision of programmable matter where interactive devices reconfigure in any shape that can be made out of a chain of cubes in order to fit a myriad of functionalities, e.g. a mobile phone shifting into a console when a user launches a game. We present a design rationale that exposes user requirements to consider when designing homogeneous modular interactive devices. We present our Cubimorph mechanical design, three prototypes demonstrating key aspects (turntable hinges, embedded touchscreens and miniaturization), and an adaptation of the probabilistic roadmap algorithm for the reconfiguration. Anne Roudaut, Diana Krusteva, Mike McCoy, Abhijit Karnik, Karthik Ramani, Sriram Subramanian |
ICRA | 4 |
| 2015 | Opportunities and Challenges for Data PhysicalizationabstractPhysical representations of data have existed for thousands of years. Yet it is now that advances in digital fabrication, actuated tangible interfaces, and shape-changing displays are spurring an emerging area of research that we call Data Physicalization. It aims to help people explore, understand, and communicate data using computer-supported physical data representations. We call these representations physicalizations, analogously to visualizations -- their purely visual counterpart. In this article, we go beyond the focused research questions addressed so far by delineating the research area, synthesizing its open challenges and laying out a research agenda. Yvonne Jansen, Pierre Dragicevic, Petra Isenberg, Jason Alexander, Abhijit Karnik, Johan Kildal, Sriram Subramanian, Kasper Hornbæk |
CHI | 5 |
| 2015 | Exploring Interactions with Physically Dynamic Bar ChartsabstractVisualizations such as bar charts help users reason about data, but are mostly screen-based, rarely physical, and almost never physical and dynamic. This paper investigates the role of physically dynamic bar charts and evaluates new interactions for exploring and working with datasets rendered in dynamic physical form. To facilitate our exploration we constructed a 10x10 interactive bar chart and designed interactions that supported fundamental visualisation tasks, specifically; annotation, filtering, organization, and navigation. The interactions were evaluated in a user study with 17 participants. Our findings identify the preferred methods of working with the data for each task i.e. directly tapping rows to hide bars, highlight the strengths and limitations of working with physical data, and discuss the challenges of integrating the proposed interactions together into a larger data exploration system. In general, physical interactions were intuitive, informative, and enjoyable, paving the way for new explorations in physical data visualizations. Faisal Taher, John Hardy, Abhijit Karnik, Christian Weichel, Yvonne Jansen, Kasper Hornbæk, Jason Alexander |
CHI | 3 |
| 2015 | SPATA: Spatio-Tangible Tools for Fabrication-Aware DesignabstractThe physical tools used when designing new objects for digital fabrication are mature, yet disconnected from their virtual accompaniments. SPATA is the digital adaptation of two spatial measurement tools, that explores their closer integration into virtual design environments. We adapt two of the traditional measurement tools: calipers and protractors. Both tools can measure, transfer, and present size and angle. Their close integration into different design environments makes tasks more fluid and convenient. We describe the tools' design, a prototype implementation, integration into different environments, and application scenarios validating the concept. Christian Weichel, Jason Alexander, Abhijit Karnik, Hans-Werner Gellersen |
TEI | 3 |
| 2014 | SensaBubble: a chrono-sensory mid-air display of sight and smellabstractWe present SensaBubble, a chrono-sensory mid-air display system that generates scented bubbles to deliver information to the user via a number of sensory modalities. The system reliably produces single bubbles of specific sizes along a directed path. Each bubble produced by SensaBubble is filled with fog containing a scent relevant to the notification. The chrono-sensory aspect of SensaBubble means that information is presented both temporally and multimodally. Temporal information is enabled through two forms of persistence: firstly, a visual display projected onto the bubble which only endures until it bursts; secondly, a scent released upon the bursting of the bubble slowly disperses and leaves a longer-lasting perceptible trace of the event. We report details of SensaBubble's design and implementation, as well as results of technical and user evaluations. We then discuss and demonstrate how SensaBubble can be adapted for use in a wide range of application contexts -- from an ambient peripheral display for persistent alerts, to an engaging display for gaming or education. Sue Ann Seah, Diego Martínez 0001, Peter Bennett 0001, Abhijit Karnik, Vlad Stefan Otrocol, Jarrod Knibbe, Andy Cockburn, Sriram Subramanian |
CHI | 4 |
| 2014 | Portallax: bringing 3D displays capabilities to handheldsabstractWe present Portallax, a clip-on technology to retrofit mobile devices with 3D display capabilities. Available technologies (e.g. Nintendo 3DS or LG Optimus) and clip-on solutions (e.g. 3DeeSlide and Grilli3D) force users to have a fixed head and device positions. This is contradictory to the nature of a mobile scenario, and limits the usage of interaction techniques such as tilting the device to control a game. Portallax uses an actuated parallax barrier and face tracking to realign the barrier's position to the user's position. This allows us to provide stereo, motion parallax and perspective correction cues in 60 degrees in front of the device. Our optimized design of the barrier minimizes colour distortion, maximizes resolution and produces bigger view-zones, which support ~81% of adults' interpupillary distances and allow eye tracking implemented with the front camera. We present a reference implementation, evaluate its key features and provide example applications illustrating the potential of Portallax. Diego Martínez 0001, Abhijit Karnik, Jonatan Martinez Muñoz, Sriram Subramanian |
Mobile HCI | 2 |
| 2014 | Through the combining glassabstractReflective optical combiners like beam splitters and two way mirrors are used in AR to overlap digital contents on the users' hands or bodies. Augmentations are usually unidirectional, either reflecting virtual contents on the user's body (Situated Augmented Reality) or augmenting user's reflections with digital contents (AR mirrors). But many other novel possibilities remain unexplored. For example, users' hands, reflected inside a museum AR cabinet, can allow visitors to interact with the artifacts exhibited. Projecting on the user's hands as their reflection cuts through the objects can be used to reveal objects' internals. Augmentations from both sides are blended by the combiner, so they are consistently seen by any number of users, independently of their location or, even, the side of the combiner through which they are looking. This paper explores the potential of optical combiners to merge the space in front and behind them. We present this design space, identify novel augmentations/interaction opportunities and explore the design space using three prototypes. Diego Martínez 0001, Florent Berthaut, Abhijit Karnik, Sriram Subramanian |
UIST | 3 |
| 2013 | Morphees: toward high "shape resolution" in self-actuated flexible mobile devicesabstractWe introduce the term shape resolution, which adds to the existing definitions of screen and touch resolution. We propose a framework, based on a geometric model (Non-Uniform Rational B-splines), which defines a metric for shape resolution in ten features. We illustrate it by comparing the current related work of shape changing devices. We then propose the concept of Morphees that are self-actuated flexible mobile devices adapting their shapes on their own to the context of use in order to offer better affordances. For instance, when a game is launched, the mobile device morphs into a console-like shape by curling two opposite edges to be better grasped with two hands. We then create preliminary prototypes of Morphees in order to explore six different building strategies using advanced shape changing materials (dielectric electro active polymers and shape memory alloys). By comparing the shape resolution of our prototypes, we generate insights to help designers toward creating high shape resolution Morphees. Anne Roudaut, Abhijit Karnik, Markus Löchtefeld, Sriram Subramanian |
CHI | 2 |
| 2013 | Dynamic Spatial Positioning: Physical Collaboration around Interactive Table by Children in India
Izdihar Jamil, Kenton O'Hara, Mark J. Perry, Abhijit Karnik, Mark T. Marshall, Swathi Jha, Sriram Subramanian |
INTERACT (4) | 4 |
| 2013 | Comparison of User Performance in Mixed 2D-3D Multi-Display Environments
Abhijit Karnik, Tovi Grossman, Sriram Subramanian |
INTERACT (1) | 1 |
| 2013 | SDM-assist software to design site-directed mutagenesis primers introducing "silent" restriction sitesabstractBACKGROUND: Over the past decades site-directed mutagenesis (SDM) has become an indispensable tool for biological structure-function studies. In principle, SDM uses modified primer pairs in a PCR reaction to introduce a mutation in a cDNA insert. DpnI digestion of the reaction mixture is used to eliminate template copies before amplification in E. coli; however, this process is inefficient resulting in un-mutated clones which can only be distinguished from mutant clones by sequencing. RESULTS: We have developed a program - 'SDM-Assist' which creates SDM primers adding a specific identifier: through additional silent mutations a restriction site is included or a previous one removed which allows for highly efficient identification of 'mutated clones' by a simple restriction digest. CONCLUSIONS: The direct identification of SDM clones will save time and money for researchers. SDM-Assist also scores the primers based on factors such as Tm, GC content and secondary structure allowing for simplified selection of optimal primer pairs. Abhijit Karnik, Rucha Karnik, Christopher Grefen |
BMC Bioinform. | 1 |
| 2012 | Group interaction on interactive multi-touch tables by children in IndiaabstractInteractive tables provide multi-touch capabilities that can enable children to collaborate face-to-face simultaneously. In this paper we extend existing understanding of children's use of interactive tabletops by examining their use by school children in a school in Delhi, India. In the study, we explore how the school children exhibit particular types of collaboration strategies and touch input techniques when dealing with digital objects. In particular, we highlight a number of behaviours of interest, such as how the children would move the same digital object on the table together. We also discuss how the children work in close proximity to each other and dynamically organize their spatial positions in order to work together, as well as establish territory and control. We go on to examine some of the finger-based interaction and manipulation strategies that arise in these contexts. Finally, the paper considers the implications of such behaviours for the deployment of tabletop applications in these particular educational contexts. Izdihar Jamil, Mark J. Perry, Kenton O'Hara, Abhijit Karnik, Mark T. Marshall, Swathi Jha, Sriram Subramanian |
IDC | 4 |
| 2012 | MUSTARD: a multi user see through AR displayabstractWe present MUSTARD, a multi-user dynamic random hole see-through display, capable of delivering viewer dependent information for objects behind a glass cabinet. Multiple viewers are allowed to observe both the physical object(s) being augmented and their location dependent annotations at the same time. The system consists of two liquid-crystal (LC) panels within which physical objects can be placed. The back LC panel serves as a dynamic mask while the front panel serves as the data. We first describe the principle of MUSTARD and then examine various functions that can be used to minimize crosstalk between multiple viewer positions. We compare different conflict management strategies using PSNR and the quality mean opinion score of HDR-VDP2. Finally, through a user-study we show that users can clearly identify images and objects even when the images are shown with strong conflicting regions; demonstrating that our system works even in the most extreme of circumstances. Abhijit Karnik, Walterio W. Mayol-Cuevas, Sriram Subramanian |
CHI | 1 |
| 2012 | PiVOT: personalized view-overlays for tabletopsabstractWe present PiVOT, a tabletop system aimed at supporting mixed-focus collaborative tasks. Through two view-zones, PiVOT provides personalized views to individual users while presenting an unaffected and unobstructed shared view to all users. The system supports multiple personalized views which can be present at the same spatial location and yet be only visible to the users it belongs to. The system also allows the creation of personal views that can be either 2D or (auto-stereoscopic) 3D images. We first discuss the motivation and the different implementation principles required for realizing such a system, before exploring different designs able to address the seemingly opposing challenges of shared and personalized views. We then implement and evaluate a sample prototype to validate our design ideas and present a set of sample applications to demonstrate the utility of the system. Abhijit Karnik, Diego Martínez 0001, Walterio W. Mayol-Cuevas, Sriram Subramanian |
UIST | 1 |
| 2011 | The effects of interaction techniques on talk patterns in collaborative peer learning around interactive tablesabstractThis paper presents the findings of a user study investigating conversational patterns across three conditions of table-based interaction (direct touch interactive table, pantograph interactive table and non-digital table) for different types of educational activities. Findings demonstrate that communication style is significantly affected by interaction techniques. The direct touch technique stimulated conversations based around the topic and pedagogical method. The pantograph technique promoted playfulness and had a higher number of directive utterances between participants, with fewer task-based, group-oriented utterances. The non-digital table promoted reflective forms of task-orientated utterance, encouraged group communication and fostered more equitable participation between members. The findings provide insights into the design of interactive tables to support particular forms of social interaction. Izdihar Jamil, Kenton O'Hara, Mark J. Perry, Abhijit Karnik, Sriram Subramanian |
CHI | 4 |
| 2011 | Kick: investigating the use of kick gestures for mobile interactionsabstractIn this paper we describe the use of kick gestures for interaction with mobile devices. Kicking is a well-st udied leg action that can be harnessed in mobile contexts where the hands are busy or too dirty to interact with the phone. In this paper we examine the design space of kicki ng as an interaction technique through two user studies. The first study investigated how well users were able to control the direction of their kicks. Users were able to aim their kicks best when the movement range is divided into segments of at least 24°. In the second study we looked at the velocity of a kick. We found that the users are able to kick with at least two varying velocities. However, they also often undershoot the target velocity. Finally, we propose some specific applications in which kicks can prove beneficial. Teng Han, Jason Alexander, Abhijit Karnik, Pourang Irani, Sriram Subramanian |
Mobile HCI | 3 |