VLDB 2026 Research / reviewers in the wild / expert
Ana M. Villanueva
dblp:227/8017
· DBLP profile ↗
11ranked-venue papers
4as first author
9since 2021 · last 2023
0000-0002-7619-6359ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | InstruMentAR: Auto-Generation of Augmented Reality Tutorials for Operating Digital Instruments Through Recording Embodied DemonstrationabstractAugmented Reality tutorials, which provide necessary context by directly superimposing visual guidance on the physical referent, represent an effective way of scaffolding complex instrument operations. However, current AR tutorial authoring processes are not seamless as they require users to continuously alternate between operating instruments and interacting with virtual elements. We present InstruMentAR, a system that automatically generates AR tutorials through recording user demonstrations. We design a multimodal approach that fuses gestural information and hand-worn pressure sensor data to detect and register the user’s step-by-step manipulations on the control panel. With this information, the system autonomously generates virtual cues with designated scales to respective locations for each step. Voice recognition and background capture are employed to automate the creation of text and images as AR content. For novice users receiving the authored AR tutorials, we facilitate immediate feedback through haptic modules. We compared InstruMentAR with traditional systems in the user study. Ziyi Liu 0004, Zhengzhe Zhu, Enze Jiang, Feichi Huang, Ana M. Villanueva, Xun Qian, Tianyi Wang 0004, Karthik Ramani |
CHI | 5 |
| 2023 | LearnIoTVR: An End-to-End Virtual Reality Environment Providing Authentic Learning Experiences for Internet of ThingsabstractThe rapid growth of Internet-of-Things (IoT) applications has generated interest from many industries and a need for graduates with relevant knowledge. An IoT system is comprised of spatially distributed interactions between humans and various interconnected IoT components. These interactions are contextualized within their ambient environment, thus impeding educators from recreating authentic tasks for hands-on IoT learning. We propose LearnIoTVR, an end-to-end virtual reality (VR) learning environment which helps students to acquire IoT knowledge through immersive design, programming, and exploration of real-world environments empowered by IoT (e.g., a smart house). The students start the learning process by installing virtual IoT components we created in different locations inside the VR environment so that the learning will be situated in the same context where the IoT is applied. With our custom-designed 3D block-based language, students can program IoT behaviors directly within VR and get immediate feedback on their programming outcome. In the user study, we evaluated the learning outcomes among students using LearnIoTVR with a pre- and post-test to understand to what extent does engagement in LearnIoTVR lead to gains in learning programming skills and IoT competencies. Additionally, we examined what aspects of LearnIoTVR support usability and learning of programming skills compared to a traditional desktop-based learning environment. The results from these studies were promising. We also acquired insightful user feedback which provides inspiration for further expansions of this system. Zhengzhe Zhu, Ziyi Liu 0004, Youyou Zhang, Joey Huang, Ana M. Villanueva, Xun Qian, Kylie Peppler, Karthik Ramani |
CHI | 6 |
| 2023 | Advanced modeling method for quantifying cumulative subjective fatigue in mid-air interaction
Ana M. Villanueva, Sujin Jang, Wolfgang Stuerzlinger, Satyajit Ambike, Karthik Ramani |
Int. J. Hum. Comput. Stud. | 1 |
| 2022 | Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable TrainingabstractThe US manufacturing industry is currently facing a welding workforce shortage which is largely due to inadequacy of widespread welding training. To address this challenge, we present a Virtual Reality (VR)-based training system aimed at transforming state-of-the-art-welding simulations and in-person instruction into a widely accessible and engaging platform. We applied backward design principles to design a low-cost welding simulator in the form of modularized units through active consulting with welding training experts. Using a minimum viable prototype, we conducted a user study with 24 novices to test the system’s usability. Our findings show (1) greater effectiveness of the system in transferring skills to real-world environments as compared to accessible video-based alternatives and, (2) the visuo-haptic guidance during virtual welding enhances performance and provides a realistic learning experience to users. Using the solution, we expect inexperienced users to achieve competencies faster and be better prepared to enter actual work environments. Ananya Ipsita, Levi Erickson, Yangzi Dong, Joey Huang, Alexa Bushinski, Sraven Saradhi, Ana M. Villanueva, Kylie Peppler, Thomas Redick, Karthik Ramani |
CHI | 7 |
| 2022 | EditAR: A Digital Twin Authoring Environment for Creation of AR/VR and Video Instructions from a Single DemonstrationabstractAugmented/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 |
ISMAR | 5 |
| 2022 | MechARspace: An Authoring System Enabling Bidirectional Binding of Augmented Reality with Toys in Real-timeabstractAugmented Reality (AR), which blends physical and virtual worlds, presents the possibility of enhancing traditional toy design. By leveraging bidirectional virtual-physical interactions between humans and the designed artifact, such AR-enhanced toys can provide more playful and interactive experiences for traditional toys. However, designers are constrained by the complexity and technical difficulties of the current AR content creation processes. We propose MechARspace, an immersive authoring system that supports users to create toy-AR interactions through direct manipulation and visual programming. Based on the elicitation study, we propose a bidirectional interaction model which maps both ways: from the toy inputs to reactions of AR content, and also from the AR content to the toy reactions. This model guides the design of our system which includes a plug-and-play hardware toolkit and an in-situ authoring interface. We present multiple use cases enabled by MechARspace to validate this interaction model. Finally, we evaluate our system with a two-session user study where users first recreated a set of predefined toy-AR interactions and then implemented their own AR-enhanced toy designs. Zhengzhe Zhu, Ziyi Liu 0004, Tianyi Wang 0004, Youyou Zhang, Xun Qian, Pashin Farsak Raja, Ana M. Villanueva, Karthik Ramani |
UIST | 7 |
| 2022 | ColabAR: A Toolkit for Remote Collaboration in Tangible Augmented Reality LaboratoriesabstractCurrent 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. | 1 |
| 2021 | ProcessAR: An augmented reality-based tool to create in-situ procedural 2D/3D AR InstructionsabstractAugmented 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 Systems | 5 |
| 2021 | RobotAR: An Augmented Reality Compatible Teleconsulting Robotics Toolkit for Augmented Makerspace ExperiencesabstractDistance learning is facing a critical moment finding a balance between high quality education for remote students and engaging them in hands-on learning. This is particularly relevant for project-based classrooms and makerspaces, which typically require extensive trouble-shooting and example demonstrations from instructors. We present RobotAR, a teleconsulting robotics toolkit for creating Augmented Reality (AR) makerspaces. We present the hardware and software for an AR-compatible robot, which behaves as a student’s voice assistant and can be embodied by the instructor for teleconsultation. As a desktop-based teleconsulting agent, the instructor has control of the robot’s joints and position to better focus on areas of interest inside the workspace. Similarly, the instructor has access to the student’s virtual environment and the capability to create AR content to aid the student with problem-solving. We also performed a user study which compares current techniques for distance hands-on learning and an implementation of our toolkit. Ana M. Villanueva, Ziyi Liu 0004, Zhengzhe Zhu, Joey Huang, Kylie Peppler, Karthik Ramani |
CHI | 1 |
| 2020 | Meta-AR-App: An Authoring Platform for Collaborative Augmented Reality in STEM ClassroomsabstractAugmented Reality (AR) has become a valuable tool for education and training processes. Meanwhile, cloud-based technologies can foster collaboration and other interaction modalities to enhance learning. We combine the cloud capabilities with AR technologies to present Meta-AR-App, an authoring platform for collaborative AR, which enables authoring between instructors and students. Additionally, we introduce a new application of an established collaboration process, the pull-based development model, to enable sharing and retrieving of AR learning content. We customize this model and create two modalities of interaction for the classroom: local (student to student) and global (instructor to class) pull. Based on observations from our user studies, we organize a four-category classroom model which implements our system: Work, Design, Collaboration, and Technology. Further, our system enables an iterative improvement workflow of the class content and enables synergistic collaboration that empowers students to be active agents in the learning process. Ana M. Villanueva, Zhengzhe Zhu, Ziyi Liu 0004, Kylie Peppler, Thomas Redick, Karthik Ramani |
CHI | 1 |
| 2018 | SynchronizAR: Instant Synchronization for Spontaneous and Spatial Collaborations in Augmented RealityabstractWe present SynchronizAR, an approach to spatially register multiple SLAM devices together without sharing maps or involving external tracking infrastructures. SynchronizAR employs a distance based indirect registration which resolves the transformations between the separate SLAM coordinate systems. We attach an Ultra-Wide Bandwidth~(UWB) based distance measurements module on each of the mobile AR devices which is capable of self-localization with respect to the environment. As users move on independent paths, we collect the positions of the AR devices in their local frames and the corresponding distance measurements. Based on the registration, we support to create a spontaneous collaborative AR environment to spatially coordinate users' interactions. We run both technical evaluation and user studies to investigate the registration accuracy and the usability towards spatial collaborations. Finally, we demonstrate various collaborative AR experience using SynchronizAR. Ke Huo, Tianyi Wang 0004, Luis Paredes, Ana M. Villanueva, Yuanzhi Cao, Karthik Ramani |
UIST | 4 |