Vijayakumar Nanjappan

dblp:220/3657 · DBLP profile ↗
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11ranked-venue papers
0as first author
9since 2021 · last 2026
0000-0001-6081-2826ORCID · verified

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

Human-computer interaction and ubiquitous computing · 8 · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Empowering Multimodal Learning Analytics using Agentic AI: A Comprehensive Platform for Simulation-based Clinical Training with Intelligent Assessment
abstract
Simulation-based clinical training generates rich multimodal data that remains underused due to fragmented modalities, annotation bottlenecks, weak provenance, and tools misaligned with educator workflows. We introduce ClinVision, an educator-in-the-loop platform that operationalizes end-to-end multimodal learning analytics: synchronized multi-camera review, ISBAR-aligned scoring (a validated clinical communication framework), and templated reports with jump-to-evidence provenance. Agentic AI - systems that act on behalf of users while preserving human authority - assists with phrasing under explicit control (accept/edit/reject) and visible provenance, supporting accountable use rather than prescriptive automation. An in-learning deployment with five educators revealed full ISBAR coverage and time-efficient workflows, though AI suggestions were used selectively. We surface three transferable design tensions (assistance vs. authority, structure vs. flexibility, evidence vs. overload) and demonstrate that workflow integration, temporal primitives, and background AI assistance may better support high-stakes assessment than analytics or automation alone.
Kinza Salim, David Power, Murray Connolly, Ahmed Hamdy, Maya Contreras, Tai Tan Mai, George Shorten, Barry O'Sullivan, Vijayakumar Nanjappan, Hoang D. Nguyen
LAK10
2026 Questionnaire Meets LLM: A Benchmark and Empirical Study of Structural Skills for Understanding Questions and Responses
Vijayakumar Nanjappan, Barry O'Sullivan, Hoang D. Nguyen
LREC2
2025 iPillowPal: Exploring affective gesture-based interactive textile design for long-distance relationship couples
Mengqi Jiang, Vijayakumar Nanjappan, Ziming Li 0003, Ziqian Bai, Hai-Ning Liang
Int. J. Hum. Comput. Stud.2
2024 In-Situ exploration of emotion regulation via smart clothing: an empirical study of healthcare workers in their work environment
abstract
Healthcare personnel suffer from an increased risk of stress, burnout, and depression due to the challenges of the COVID-19 pandemic. Studies show that interactive smart textiles help people alleviate their emotions. In this research, we investigate how to utilise interactive textiles to help healthcare workers mitigate their negative feelings. We have designed a smart t-shirt that encourages its wearers to perform body movements to enhance their positive emotions, stimulated by vibrotactile and audio feedback mechanisms. We demonstrate our smart t-shirt’s utility by asking healthcare workers (including physicians and nurses) to use it for five consecutive days. Our prototype design supports using it anywhere, including work, home, and other places. We evaluated our smart t-shirt prototype for emotion regulations at work for healthcare workers through an in-situ user study conducted at three hospitals. Results show that using the smart t-shirt positively impacts the healthcare workers’ immediate emotion regulation when they experienced emotion fluctuation and provided a more positive attitude towards their work. We conclude by analysing the potential factors that influence emotions and outline the design space of e-textiles for emotion regulation in real-life use.
Mengqi Jiang, Vijayakumar Nanjappan, Hai-Ning Liang, Martijn ten Bhömer
Behav. Inf. Technol.2
2024 E-textiles for emotion interaction: a scoping review of trends and opportunities
Mengqi Jiang, Vijayakumar Nanjappan, Ziqian Bai, Hai-Ning Liang
Pers. Ubiquitous Comput.3
2023 Empathic Experiences of Visual Conditions with Virtual Reality
Georgi V. Georgiev, Vijayakumar Nanjappan, Iva Georgieva, Zhengya Gong
ICIDS (2)2
2023 VR Storytelling to Prime Uncertainty Avoidance
Zhengya Gong, Milene Gonçalves, Vijayakumar Nanjappan, Georgi V. Georgiev
ICIDS (1)3
2022 Instrumenting Virtual Reality for Priming Cultural Differences in Design Creativity
abstract
Many researchers focus on the relationship between culture and creativity, often analyzing the influence of culture on design creativity. However, most studies only draw conclusions about the positive or negative effects of culture on creativity, rather than providing solutions to mitigate the adverse impact or magnify the positive impact. Therefore, in the current study, we first developed a dedicated framework to explain the influence of culture on design creativity based on the 4Ps model of creativity (person, process, product, and press). Then, we analyzed the influence of culture on design creativity based on Hofstede’s dimensions of culture. Following this, we identified the methods and solutions that can be adopted to mitigate negative cultural influences and prime positive cultural influences on design creativity. Finally, we proposed possible solutions to mitigate the negative cultural influences and prime the positive cultural influences by applying innovative technology to design creativity. Our study will inspire researchers to mitigate the negative influences of culture, magnify the positive effects, and apply new technology to enhance creativity.
Zhengya Gong, Vijayakumar Nanjappan, Georgi V. Georgiev
Creativity & Cognition3
2022 GesFabri: Exploring Affordances and Experience of Textile Interfaces for Gesture-based Interaction
abstract
Textile interfaces are of interest to ubiquitous computing as they are easy to carry and manipulate. However, interesting questions remain about what type of natural gestures people make when interacting with textile interfaces and their emotional response to this interaction. We introduce GesFabri, a set of five interactive textile interfaces with distinct textures, created to investigate the intuitive interaction gestures and accompanied the emotional experience. This research sought to (1) design textile interfaces with intuitive gesture affordance, (2) explore the emotional effects of the developed gesture-based interfaces under four feedback modes (touch-only, visual feedback, audio feedback, multisensory feedback). The experimental results verify our hypotheses that (1) textile texture could provide natural gesture affordances; (2) the GesFabri interfaces' feedback mode was the main factor in the differences of emotional valence, arousal, GSR; and (3) both gesture-based interaction on textiles and the feedback mode had an impact on user emotions. These results highlight the gesture affordances of the e-textile interfaces and contribute to a better understanding of the user experience when interacting with gesture-based textile interfaces.
Mengqi Jiang, Vijayakumar Nanjappan, Hai-Ning Liang, Martijn ten Bhömer
Proc. ACM Hum. Comput. Interact.2
2019 Evaluating the effects of collaboration and competition in navigation tasks and spatial knowledge acquisition within virtual reality environments
Hai-Ning Liang, Feiyu Lu 0001, Yuwei Shi, Vijayakumar Nanjappan, Konstantinos Papangelis
Future Gener. Comput. Syst.4
2018 Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives
abstract
Abstract Many virtual reality (VR) games are based on a first‐person perspective (1PP). There are, however, advantages in using another perspective, such as the third‐person perspective (3PP). Although there has been some research evaluating the effect of 1PP and 3PP in gameplay experiences, it is largely unexplored for VR games played via the new generation of commercial head‐mounted display systems, such as the Oculus Rift. In this research we want to shed some light on the relationship between the different perspectives, when games are played using head‐mounted display VR, and simulator sickness, enjoyment, and presence. To do so, we perform an experiment using two different perspectives (1PP and 3PP) and displays (VR and a conventional display) with a popular game. Our findings indicate that 3PP‐VR is less likely to make people have simulator sickness when compared with 1PP‐VR. However, the former is not perceived as immersive, but this might not be a problem because our data also show that presence is not mandatory for enjoyment. Also, the data suggest that there is no clear preference between 1PP‐VR and 3PP‐VR for gameplay.
Diego Monteiro 0001, Hai-Ning Liang, Wenge Xu, Marvin Brucker, Vijayakumar Nanjappan, Yong Yue 0001
Comput. Animat. Virtual Worlds5