Subramanian Chidambaram

dblp:207/5418 · DBLP profile ↗
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7ranked-venue papers
3as first author
5since 2021 · last 2026
0000-0001-8627-9898ORCID · 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 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
YearPublicationVenuePosition
2026 PERSONAJUDGE: Simulating Individual Human Preference Judgments with Evaluator-Specific Demonstration Data
abstract
Large language models increasingly serve as judges in AI evaluation, but current approaches rely on consensus preferences that ignore individual evaluator variation. We propose a novel simulation approach that combines categorical judgments with evaluator-specific auxiliary data—retrospective reasoning traces and interface telemetry—to enable LLM-based simulation of individual evaluators via in-context learning. We conduct a systematic empirical study of this approach using multi-facet data from 32 trained annotators across 4,200 preference judgments in a 4 × 4 × 4 factorial design. Our key findings: (1) The simulation approach achieves up to 9.9 percentage point improvements over the Base Judge; (2) Reasoning traces provide the largest gains with higher collection efforts, while interface telemetry often hurts rather than helps performance despite being cheaper to collect. (3) Simulation difficulty is systematic, predicted by an evaluator’s neutral usage (most clearly on Helpfulness) and divergence from consensus; the neutral-usage tendency—rather than simulatability itself—is the cross-task-stable property (r = 0.728). These results establish both the potential and limits of evaluator-specific auxiliary data for personalized evaluation, offering methodological insights for scaling individual aware AI assessment.
Xuan Qi, Subramanian Chidambaram, Zhichao Xu 0001, Vinayak Arannil, Lydia B. Chilton, Alex C. Williams
SIGDIAL3
2025 Visualizing Causality in Mixed Reality for Manual Task Learning: A Study
abstract
Mixed Reality (MR) is gaining prominence in manual task skill learning due to its in-situ, embodied, and immersive experience. To teach manual tasks, current methodologies break the task into hierarchies (tasks into subtasks) and visualize not only the current subtasks but also the future ones that are causally related. We investigate the impact of visualizing causality within an MR framework on manual task skill learning. We conducted a user study with 48 participants, experimenting with how presenting tasks in hierarchical causality levels (no causality, event-level, interaction-level, and gesture-level causality) affects user comprehension and performance in a complex assembly task. The research finds that displaying all causality levels enhances user understanding and task execution, with a compromise of learning time. Based on the results, we further provide design recommendations and in-depth discussions for future manual task learning systems.
Rahul Jain 0018, Jingyu Shi, Andrew Benton, Moiz Rasheed, Hyungjun Doh, Subramanian Chidambaram, Karthik Ramani
IEEE Trans. Vis. Comput. Graph.6
2022 EditAR: A Digital Twin Authoring Environment for Creation of AR/VR and Video Instructions from a Single Demonstration
abstract
Augmented/Virtual reality and video-based media play a vital role in the digital learning revolution to train novices in spatial tasks. However, creating content for these different media requires expertise in several fields. We present EditAR, a unified authoring, and editing environment to create content for AR, VR, and video based on a single demonstration. EditAR captures the user’s interaction within an environment and creates a digital twin, enabling users without programming backgrounds to develop content. We conducted formative interviews with both subject and media experts to design the system. The prototype was developed and reviewed by experts. We also performed a user study comparing traditional video creation with 2D video creation from 3D recordings, via a 3D editor, which uses freehand interaction for in-headset editing. Users took 5 times less time to record instructions and preferred EditAR, along with giving significantly higher usability scores.
Subramanian Chidambaram, Sai Swarup Reddy, Matthew Rumple, Ananya Ipsita, Ana M. Villanueva, Thomas Redick, Wolfgang Stuerzlinger, Karthik Ramani
ISMAR1
2022 ColabAR: A Toolkit for Remote Collaboration in Tangible Augmented Reality Laboratories
abstract
Current times are accelerating new technologies to provide high-quality education for remote collaboration, as well as hands-on learning. This is particularly important in the case of laboratory-based classes, which play an essential role in STEM education. In this paper, we introduce ColabAR, a toolkit that uses physical proxies to manipulate virtual objects in Tangible Augmented Reality (TAR) laboratories. ColabAR introduces haptic-based customizable interaction techniques to promote remote collaboration between students. Our toolkit provides hardware and software that enable haptic feedback to improve user experience and promote collaboration during learning. Also, we present the architecture of our cloud platform for haptic interaction that supports information sharing between students in a TAR laboratory. We performed two user studies (N=40) to test the effect of our toolkit in enriching local and remote collaborative experiences. Finally, we demonstrated that our TAR laboratory enables students' performance (i.e., lab completion rate, lab scores) to be similar to their performance in an in-person laboratory.
Ana M. Villanueva, Zhengzhe Zhu, Ziyi Liu 0004, Subramanian Chidambaram, Karthik Ramani
Proc. ACM Hum. Comput. Interact.5
2021 ProcessAR: An augmented reality-based tool to create in-situ procedural 2D/3D AR Instructions
abstract
Augmented reality (AR) is an efficient form of delivering spatial information and has great potential for training workers. However, AR is still not widely used for such scenarios due to the technical skills and expertise required to create interactive AR content. We developed ProcessAR, an AR-based system to develop 2D/3D content that captures subject matter expert’s (SMEs) environment-object interactions in situ. The design space for ProcessAR was identified from formative interviews with AR programming experts and SMEs, alongside a comparative design study with SMEs and novice users. To enable smooth workflows, ProcessAR locates and identifies different tools/objects through computer vision within the workspace when the author looks at them. We explored additional features such as embedding 2D videos with detected objects and user-adaptive triggers. A final user evaluation comparing ProcessAR and a baseline AR authoring environment showed that, according to our qualitative questionnaire, users preferred ProcessAR.
Subramanian Chidambaram, Hank Huang, Fengming He, Xun Qian, Ana M. Villanueva, Thomas Redick, Wolfgang Stuerzlinger, Karthik Ramani
Conference on Designing Interactive Systems1
2019 Shape Structuralizer: Design, Fabrication, and User-driven Iterative Refinement of 3D Mesh Models
abstract
Current Computer-Aided Design (CAD) tools lack proper support for guiding novice users towards designs ready for fabrication. We propose Shape Structuralizer (SS), an interactive design support system that repurposes surface models into structural constructions using rods and custom 3D-printed joints. Shape Structuralizer embeds a recommendation system that computationally supports the user during design ideation by providing design suggestions on local refinements of the design. This strategy enables novice users to choose designs that both satisfy stress constraints as well as their personal design intent. The interactive guidance enables users to repurpose existing surface mesh models, analyze them in-situ for stress and displacement constraints, add movable joints to increase functionality, and attach a customized appearance. This also empowers novices to fabricate even complex constructs while ensuring structural soundness. We validate the Shape Structuralizer tool with a qualitative user study where we observed that even novice users were able to generate a large number of structurally safe designs for fabrication.
Subramanian Chidambaram, Venkatraghavan Sundararajan, Niklas Elmqvist, Karthik Ramani
CHI1
2017 iSoft: A Customizable Soft Sensor with Real-time Continuous Contact and Stretching Sensing
abstract
We present iSoft, a single volume soft sensor capable of sensing real-time continuous contact and unidirectional stretching. We propose a low-cost and an easy way to fabricate such piezoresistive elastomer-based soft sensors for instant interactions. We employ an electrical impedance tomography (EIT) technique to estimate changes of resistance distribution on the sensor caused by fingertip contact. To compensate for the rebound elasticity of the elastomer and achieve real-time continuous contact sensing, we apply a dynamic baseline update for EIT. The baseline updates are triggered by fingertip contact and movement detections. Further, we support unidirectional stretching sensing using a model-based approach which works separately with continuous contact sensing. We also provide a software toolkit for users to design and deploy personalized interfaces with customized sensors. Through a series of experiments and evaluations, we validate the performance of contact and stretching sensing. Through example applications, we show the variety of examples enabled by iSoft.
Sang Ho Yoon, Ke Huo, Guiming Chen, Luis Paredes, Subramanian Chidambaram, Karthik Ramani
UIST6