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Krishnan Chandran

dblp:246/7852 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0002-5718-7043ORCID · corroborated

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

Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 67% Human-robot interaction · 17% Usability and user experience research · 17%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
head-mounted display
0.812024
ViewR: Architectural-Scale Multi-User Mixed Reality With Mobile Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction
mixed reality
0.812024
ViewR: Architectural-Scale Multi-User Mixed Reality With Mobile Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2024
Usability and user experience research
technology acceptance
0.412019
Designing a Personality-Driven Robot for a Human-Robot Interaction Scenario · ICRA 2019

Methods — techniques the papers use, named apart from their topics

world state synchronization · 1.5inside-out markerless tracking · 1.5video-passthrough · 0.8video pass-through · 0.8mind perception questionnaire · 0.4godspeed questionnaire · 0.4facial emotion recognition · 0.4convolutional neural network · 0.4
YearPublicationVenuePosition
2024 ViewR: Architectural-Scale Multi-User Mixed Reality With Mobile Head-Mounted Displays
abstract
The emergence of mobile head-mounted displays with robust "inside-out" markerless tracking and video-passthrough permits the creation of novel mixed reality (MR) experiences in which architectural spaces of arbitrary size can be transformed into immersive multi-user visualisation arenas. Here we outline ViewR, an open-source framework for rapidly constructing and deploying architectural-scale multi-user MR experiences. ViewR includes tools for rapid alignment of real and virtual worlds, tracking loss detection and recovery, user trajectory visualisation and world state synchronisation between users with persistence across sessions. ViewR also provides control over the blending of the real and the virtual, specification of site-specific blending zones, and video-passthrough avatars, allowing users to see and interact with one another directly. Using ViewR, we explore the transformation of large architectural structures into immersive arenas by creating a range of experiences in various locations, with a particular focus on architectural affordances such as mezzanines, stairs, gangways and elevators. Our tests reveal that ViewR allows for experiences that would not be possible with pure virtual reality, and indicate that, with certain strategies for recovering from tracking errors, it is possible to construct large scale multi-user MR experiences using contemporary consumer virtual reality head-mounted displays.
Florian Schier, Daniel Zeidler, Krishnan Chandran, Zhongyuan Yu, Matthew McGinity
IEEE Trans. Vis. Comput. Graph.3
2019 Designing a Personality-Driven Robot for a Human-Robot Interaction Scenario
abstract
In this paper, we present an autonomous AI system designed for a Human-Robot Interaction (HRI) study, set around a dice game scenario. We conduct a case study to answer our research question: Does a robot with a socially engaged personality lead to a higher acceptance than a competitive personality? The flexibility of our proposed system allows us to construct and attribute two different personalities to a humanoid robot: a socially engaged personality that maximizes its user interaction and a competitive personality that is focused on playing and winning the game. We evaluate both personalities in a user study, in which the participants play a turn-taking dice game with the robot. Each personality is assessed with four different evaluation tools: 1) the Godspeed Questionnaire, 2) the Mind Perception Questionnaire, 3) a custom questionnaire concerning the overall HRI experience, and 4) a Convolutional Neural Network analyzing the emotions on the participants' facial feedback throughout the game. Our results show that the socially engaged personality evokes stronger emotions among the participants and is rated higher in likability and animacy than the competitive one. We conclude that designing the robot with a socially engaged personality contributes to a higher acceptance within an HRI scenario.
Hadi Beik-Mohammadi, Nikoletta Xirakia, Fares Abawi, Irina Barykina, Krishnan Chandran, Gitanjali Nair, Daniel Speck, Tayfun Alpay, Sascha S. Griffiths, Stefan Heinrich, Erik Strahl, Cornelius Weber, Stefan Wermter
ICRA5