VLDB 2026 Research / reviewers in the wild / expert
Anmol Srivastava
dblp:188/6525
· DBLP profile ↗
6ranked-venue papers
3as first author
4since 2021 · last 2024
0000-0001-5264-6979ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Realistic Tax Planning with Evolutionary AlgorithmsabstractTax avoidance and non-compliance is a major challenge for governments around the world, and in the United States is estimated to cost the federal government up to 15 % of its annual revenue. Various computational models have been proposed to study tax avoidance and associated loopholes, but most existing models are extremely simple compared to the real-world complexity of tax law. We aim to develop automated decision-support tools that can help government agencies detect and mitigate tax loopholes earlier than is possible with the current manual approaches. Here we introduce a benchmark of realistic tax avoidance scenarios based on simulations of corporations and partnerships and the financial actions that they can take. To establish baselines on this benchmark, we implement two evolutionary representations for taxpayer decisions with two different approaches to representing a business's tax-planning policies. We find that a dynamic representation-which accounts for simulation constraints in an online manner-often performs much better than a fixed action-list representation of tax plans. Eric O. Scott, Anmol Srivastava, Abby Pusateri, Andy Taylor, Karen Jones, Hahnemann Ortiz |
CEC | 2 |
| 2024 | KaavadBits: Exploring Tangible Interactive Storytelling of Branching Narratives through a Kaavad-inspired InstallationabstractThis work explores branching narratives through KaavadBits, a tabletop art installation embodying the kaavadiya-jajmaan or the narrator-patron perspective of kaavad baanchana, the Indian storytelling tradition of reciting the kaavad. For diegetic worldbuilding of tales from Panchatantra, a compilation of ancient Indian animal fables, the narrator takes the physical form of a tree, with which the audience interacts using tokens for a seamless multi-modal storytelling experience. Building on the related explorations, we propose a novel design that immerses the audience through choice, character and question-based interactions. We discuss the insights from a pilot user study and directions for future work. Through this paper, we aim to strike consequential tangible, technological and narrative explorations into various lesser-known traditional forms of storytelling that may inspire new interaction techniques, ultimately preserving the intangible heritages. Saumik Shashwat, Aditya Padmagirwar, Shivoy Arora, Anmol Srivastava |
TEI | 4 |
| 2024 | A Virtual Reality Approach to Overcome Glossophobia among University StudentsabstractIn the contemporary academic landscape, university students frequently deliver presentations in front of their peers and faculty, often leading to heightened levels of Public Speaking Anxiety (PSA). This study explores the potential of Virtual Reality Exposure Therapy (VRET) to alleviate PSA among students. Our study introduces "Manch," a realistic VR environment that simulates classroom public speaking scenarios with lifelike audience interactions and a slide-deck presentation feature. The study was conducted with N=28 participants, showing a significant reduction in PSA levels post-VR exposure, thereby establishing VR's efficacy in mitigating PSA. Additionally, we also incorporated a unique qualitative analysis through participant interviews, offering deeper insights into individual experiences with VRET. Manch shows great promise as a tool for future studies and interventions aimed at reducing PSA, particularly among university students. Aarav Balachandran, Prajna Vohra, Anmol Srivastava |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2023 | Understanding HCI Approaches for the Metaverse in Education Applications for the Global South
Anmol Srivastava, Torkil Clemmensen, Pradeep Yammiyavar, Pankaj Badoni |
INTERACT (4) | 1 |
| 2016 | Enriching student learning experience using augmented reality and smart learning objectsabstractPhysical laboratories in Electronic Engineering curriculum play a crucial role in enabling students to gain "hands-on" learning experience to get a feel for problem-solving. However, students often feel frustrated in these laboratories due to procedural difficulties and disconnects that exist between theory and practice. This impedes their learning and causes them to lose interest in the practical experiment. This research considers the approach of ubiquitous computing to address this issue by embedding computational capabilities into commonly used physical objects in electronics lab (e.g. breadboard) and making use of mobile Augmented Reality application to assist students. Two working prototypes have been proposed as a proof-of-concept. These are (i) an AR based lab manual and circuit building application, and, (ii) Intelligent Breadboard - which is capable of sensing errors made by students. It is posited that such systems can help reduce cognitive load and bridge gaps between theory and practical applications that students face in laboratories. Anmol Srivastava |
ICMI | 1 |
| 2016 | Design of multimodal instructional tutoring agents using augmented reality and smart learning objectsabstractThis demo presents a novel technique of enriching students’ learning experience in electronic engineering laboratories and the basis for its design. The system employs mobile augmented reality (AR) and physical smart objects that can be used in conjunction to assist students in laboratories. Such systems are capable of providing just-in-time information and sensing errors made while prototyping of specific electronic circuits. These systems can help reduce cognitive load of students in laboratories and bridge gaps between theory and practical applications that students face in laboratories. Two prototypes have been developed – (i) an intelligent breadboard prototype that can sense errors like loose wiring, wrong connections, etc. for a specific experiment, and, (ii) an AR application that provides visualization and instruction for circuit assembly and operating test equipment. The intelligent breadboard acts as a smart learning object. Design methods were used to conceptualize and build such systems. The idea is to merge practices of Human Computer Interaction with those of machine learning to design highly situated physically located tutoring systems for students. Such systems can help innovatively in teaching and learning in engineering laboratories. Anmol Srivastava, Pradeep Yammiyavar |
ICMI | 1 |