Karthik Mahadevan

dblp:215/8739 · DBLP profile ↗
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10ranked-venue papers
7as first author
7since 2021 · last 2025
0000-0002-3178-267XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 7 first-author · 7 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2025 ImageInThat: Manipulating Images to Convey User Instructions to Robots
abstract
Foundation models are rapidly improving the capability of robots in performing everyday tasks autonomously such as meal preparation, yet robots will still need to be instructed by humans due to model performance, the difficulty of capturing user preferences, and the need for user agency. Robots can be instructed using various methods-natural language conveys immediate instructions but can be abstract or ambiguous, whereas end-user programming supports longer-horizon tasks but interfaces face difficulties in capturing user intent. In this work, we propose using direct manipulation of images as an alternative paradigm to instruct robots, and introduce a specific instantiation called ImageInThat which allows users to perform direct manipulation on images in a timeline-style interface to generate robot instructions. Through a user study, we demonstrate the efficacy of ImageInThat to instruct robots in kitchen manipulation tasks, comparing it to a text-based natural language instruction method. The results show that participants were faster with ImageInThat and preferred to use it over the text-based method. Supplementary material including code can be found at: https://image-in-that.github.io/.
Karthik Mahadevan, Blaine Lewis, Jiannan Li, Bilge Mutlu, Anthony Tang 0001, Tovi Grossman
HRI1
2024 Generative Expressive Robot Behaviors using Large Language Models
abstract
People employ expressive behaviors to effectively communicate and coordinate their actions with others, such as nodding to acknowledge a person glancing at them or saying "excuse me" to pass people in a busy corridor. We would like robots to also demonstrate expressive behaviors in human-robot interaction. Prior work proposes rule-based methods that struggle to scale to new communication modalities or social situations, while data-driven methods require specialized datasets for each social situation the robot is used in. We propose to leverage the rich social context available from large language models (LLMs) and their ability to generate motion based on instructions or user preferences, to generate expressive robot motion that is adaptable and composable, building upon each other. Our approach utilizes few-shot chain-of-thought prompting to translate human language instructions into parametrized control code using the robot's available and learned skills. Through user studies and simulation experiments, we demonstrate that our approach produces behaviors that users found to be competent and easy to understand. Supplementary material can be found at https://generative-expressive-motion.github.io/.
Karthik Mahadevan, Jonathan Chien, Noah Brown, Carolina Parada, Fei Xia 0002, Andy Zeng 0001, Leila Takayama, Dorsa Sadigh
HRI1
2023 Stargazer: An Interactive Camera Robot for Capturing How-To Videos Based on Subtle Instructor Cues
abstract
Live and pre-recorded video tutorials are an effective means for teaching physical skills such as cooking or prototyping electronics. A dedicated cameraperson following an instructor’s activities can improve production quality. However, instructors who do not have access to a cameraperson’s help often have to work within the constraints of static cameras. We present Stargazer, a novel approach for assisting with tutorial content creation with a camera robot that autonomously tracks regions of interest based on instructor actions to capture dynamic shots. Instructors can adjust the camera behaviors of Stargazer with subtle cues, including gestures and speech, allowing them to fluidly integrate camera control commands into instructional activities. Our user study with six instructors, each teaching a distinct skill, showed that participants could create dynamic tutorial videos with a diverse range of subjects, camera framing, and camera angle combinations using Stargazer.
Jiannan Li, Maurício Sousa, Karthik Mahadevan, Bryan Wang, Paula Akemi Aoyaui, Nicole Yu, Angela Yang, Ravin Balakrishnan, Anthony Tang 0001, Tovi Grossman
CHI3
2023 Tesseract: Querying Spatial Design Recordings by Manipulating Worlds in Miniature
abstract
New immersive 3D design tools enable the creation of spatial design recordings, capturing collaborative design activities. By reviewing captured spatial design sessions, which include user activities, workflows, and tool use, users can reflect on their own design processes, learn new workflows, and understand others’ design rationale. However, finding interesting moments in design activities can be challenging: they contain multimodal data (such as user motion and logged events) occurring over time which can be difficult to specify when searching, and are typically distributed over many sessions or recordings. We present Tesseract, a Worlds-in-Miniature-based system to expressively query VR spatial design recordings. Tesseract consists of the Search Cube interface acting as a centralized stage-to-search container, and four querying tools for specifying multimodal data to enable users to find interesting moments in past design activities. We studied ten participants who used Tesseract and found support for our miniature-based stage-to-search approach.
Karthik Mahadevan, Qian Zhou 0009, George W. Fitzmaurice, Tovi Grossman, Fraser Anderson
CHI1
2023 Creepy Assistant: Development and Validation of a Scale to Measure the Perceived Creepiness of Voice Assistants
abstract
Voice assistants have afforded users rich interaction opportunities to access information and issue commands in a variety of contexts. However, some users feel uneasy or creeped out by voice assistants, leading to a decreased desire to use them. As there has yet to be a comprehensive understanding of the factors that cause users to perceive voice assistants as being creepy, this research developed an empirical scale to measure the creepiness inherent in various voice assistants. Utilizing prior scale creation methodologies, a 7-item Perceived Creepiness of Voice Assistants Scale (PCAS) was created and validated. The scale measures how creepy a new voice assistant would be for users of voice assistants. The scale was developed to ensure that researchers and designers can evaluate the next generation of voice assistants before such voice assistants are released to the wider public.
Rachel Phinnemore, Mohi Reza, Blaine Lewis, Karthik Mahadevan, Bryan Wang, Michelle Annett, Daniel J. Wigdor
CHI4
2022 Mimic: In-Situ Recording and Re-Use of Demonstrations to Support Robot Teleoperation
abstract
Remote teleoperation is an important robot control method when they cannot operate fully autonomously. Yet, teleoperation presents challenges to effective and full robot utilization: controls are cumbersome, inefficient, and the teleoperator needs to actively attend to the robot and its environment. Inspired by end-user programming, we propose a new interaction paradigm to support robot teleoperation for combinations of repetitive and complex movements. We introduce Mimic, a system that allows teleoperators to demonstrate and save robot trajectories as templates, and re-use them to execute the same action in new situations. Templates can be re-used through (1) macros—parametrized templates assigned to and activated by buttons on the controller, and (2) programs—sequences of parametrized templates that operate autonomously. A user study in a simulated environment showed that after initial set up time, participants completed manipulation tasks faster and more easily compared to traditional direct control.
Karthik Mahadevan, Yan Chen 0033, Maya Cakmak, Anthony Tang 0001, Tovi Grossman
UIST1
2021 "Grip-that-there": An Investigation of Explicit and Implicit Task Allocation Techniques for Human-Robot Collaboration
Karthik Mahadevan, Maurício Sousa, Anthony Tang 0001, Tovi Grossman
CHI1
2020 Autonomous Vehicle-Cyclist Interaction: Peril and Promise
abstract
Autonomous vehicles (AVs) will redefine interactions between road users. Presently, cyclists and drivers communicate through implicit cues (vehicle motion) and explicit but imprecise signals (hand gestures, horns). Future AVs could consistently communicate awareness and intent and other feedback to cyclists based on their sensor data. We present an exploration of AV-cyclist interaction, starting with preliminary design studies which informed the implementation of an immersive VR AV-cyclist simulator, and the design and evaluation of a number of AV-cyclist interfaces. Our findings suggest that AV-cyclist interfaces can improve rider confidence in lane merging scenarios. We contribute an AV-cyclist immersive simulator, insights on trade-offs of various aspects of AV-cyclist interaction design including modalities, location, and complexity, and positive results suggesting improved rider confidence due to AV-cyclist interaction. While we are encouraged by the potential positive impact AV-cyclist interfaces can have on cyclist culture, we also emphasize the risks over-reliance can pose to cyclists.
Karthik Mahadevan, Sowmya Somanath, Ehud Sharlin, Lora Oehlberg
CHI2
2019 AV-Pedestrian Interaction Design Using a Pedestrian Mixed Traffic Simulator
abstract
AV-pedestrian interaction will impact pedestrian safety, etiquette, and overall acceptance of AV technology. Evaluating AV-pedestrian interaction is challenging given limited availability of AVs and safety concerns. These challenges are compounded by "mixed traffic" conditions: studying AV-pedestrian interaction will be difficult in traffic consisting of vehicles varying in autonomy level. We propose immersive pedestrian simulators as design tools to study AV-pedestrian interaction, allowing rapid prototyping and evaluation of future AV-pedestrian interfaces. We present OnFoot: a VR-based simulator that immerses participants in mixed traffic conditions and allows examination of their behavior while controlling vehicles' autonomy-level, traffic and street characteristics, behavior of other virtual pedestrians, and integration of novel AV-pedestrian interfaces. We validated OnFoot against prior simulators and Wizard-of-Oz studies, and conducted a user study, manipulating vehicles' autonomy level, interfaces, and pedestrian group behavior. Our findings highlight the potential to use VR simulators as powerful tools for AV-pedestrian interaction design in mixed traffic.
Karthik Mahadevan, Elaheh Sanoubari, Sowmya Somanath, James Everett Young, Ehud Sharlin
Conference on Designing Interactive Systems1
2018 Communicating Awareness and Intent in Autonomous Vehicle-Pedestrian Interaction
abstract
Drivers use nonverbal cues such as vehicle speed, eye gaze, and hand gestures to communicate awareness and intent to pedestrians. Conversely, in autonomous vehicles, drivers can be distracted or absent, leaving pedestrians to infer awareness and intent from the vehicle alone. In this paper, we investigate the usefulness of interfaces (beyond vehicle movement) that explicitly communicate awareness and intent of autonomous vehicles to pedestrians, focusing on crosswalk scenarios. We conducted a preliminary study to gain insight on designing interfaces that communicate autonomous vehicle awareness and intent to pedestrians. Based on study outcomes, we developed four prototype interfaces and deployed them in studies involving a Segway and a car. We found interfaces communicating vehicle awareness and intent: (1) can help pedestrians attempting to cross; (2) are not limited to the vehicle and can exist in the environment; and (3) should use a combination of modalities such as visual, auditory, and physical.
Karthik Mahadevan, Sowmya Somanath, Ehud Sharlin
CHI1