Vrushank Phadnis

dblp:344/2810 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
0000-0001-6526-0848ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 RestfulRaycast: Exploring Ergonomic Rigging and Joint Amplification for Precise Hand Ray Selection in XR
Hongyu Mao, Mar González-Franco, Vrushank Phadnis, Eric J. Gonzalez, Ishan Chatterjee
Conference on Designing Interactive Systems3
2025 InstructPipe: Generating Visual Blocks Pipelines with Human Instructions and LLMs
abstract
Visual programming has the potential of providing novice programmers with a low-code experience to build customized processing pipelines.Existing systems typically require users to build pipelines from scratch, implying that novice users are expected to set up and link appropriate nodes from a blank workspace.In this paper, we introduce InstructPipe, an AI assistant for prototyping machine learning (ML) pipelines with text instructions.We contribute two large language model (LLM) modules and a code interpreter as part of our framework.The LLM modules generate pseudocode for a target pipeline, and the interpreter renders the pipeline in the node-graph editor for further human-AI collaboration.Both technical and user evaluation (N=16) shows that InstructPipe empowers users to streamline their ML pipeline workfow, reduce their learning curve, and leverage open-ended commands to spark innovative ideas.
Zhongyi Zhou, Vrushank Phadnis, Xiuxiu Yuan, Xun Qian, Kristen Wright, Mark Sherwood, Jason Mayes, Yiyi Huang, Zheng Xu 0002, Yinda Zhang 0001, Johnny Lee, Alex Olwal, David Kim 0002, Ram Iyengar, Na Li 0034, Ruofei Du
CHI3
2025 Multimodal Quantitative Measures for Multiparty Behavior Evaluation
abstract
Digital humans are emerging as autonomous agents in multiparty interactions, yet existing evaluation metrics largely ignore contextual coordination dynamics. We introduce a unified, intervention-driven framework for objective assessment of multiparty social behaviour in skeletal motion data, spanning three complementary dimensions: (1) synchrony via Cross-Recurrence Quantification Analysis, (2) temporal alignment via Multiscale Empirical Mode Decompositionbased Beat Consistency, and (3) structural similarity via Soft Dynamic Time Warping. We validate metric sensitivity through three theory-driven perturbations -- gesture kinematic dampening, uniform speech-gesture delays, and prosodic pitch-variance reduction-applied to $\approx 145$ 30-second thin slices of group interactions from the DnD dataset. Mixed-effects analyses reveal predictable, joint-independent shifts: dampening increases CRQA determinism and reduces beat consistency, delays weaken cross-participant coupling, and pitch flattening elevates F0 Soft-DTW costs. A complementary perception study ($N=27$) compares judgments of full-video and skeleton-only renderings to quantify representation effects. Our three measures deliver orthogonal insights into spatial structure, timing alignment, and behavioural variability. Thereby forming a robust toolkit for evaluating and refining socially intelligent agents. Code available on \href{https://github.com/tapri-lab/gig-interveners}{GitHub}.
Ojas Shirekar, Wim T. J. L. Pouw, Chenxu Hao, Vrushank Phadnis, Thabo Beeler, Chirag Raman
ICMI4
2025 DialogLab: Authoring, Simulating, and Testing Dynamic Human-AI Group Conversations
Erzhen Hu, Yanhe Chen, Vrushank Phadnis, Pingmei Xu, Xun Qian, Alex Olwal, David Kim 0002, Seongkook Heo, Ruofei Du
UIST4
2023 The Work Avatar Face-Off: Knowledge Worker Preferences for Realism in Meetings
abstract
While avatars have grown in popularity in social settings, their use in the workplace is still debatable. We conducted a large-scale survey to evaluate knowledge worker sentiment towards avatars, particularly the effects of realism on their acceptability for work meetings. Our survey of 2509 knowledge workers from multiple countries rated five avatar styles for use by managers, known colleagues and unknown colleagues. In all scenarios, participants favored higher realism, but fully realistic avatars were sometimes perceived as uncanny. Less realistic avatars were rated worse when interacting with an unknown colleague or manager, as compared to a known colleague. Avatar acceptability varied by country, with participants from the United States and South Korea rating avatars more favorably. We supplemented our quantitative findings with a thematic analysis of open-ended responses to provide a comprehensive understanding of factors influencing work avatar choices. In conclusion, our results show that realism had a significant positive correlation with acceptability. Non-realistic avatars were seen as fun and playful, but only suitable for occasional use.
Vrushank Phadnis, Kristin Moore, Mar González-Franco
ISMAR1