Aman Parnami

dblp:46/5850 · DBLP profile ↗
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12ranked-venue papers
0as first author
7since 2021 · last 2024
0000-0003-3845-6305ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021
YearPublicationVenuePosition
2024 MobiTangibles: Enabling Physical Manipulation Experiences of Virtual Precision Hand-Held Tools' Miniature Control in VR
abstract
Realistic simulation for miniature control interactions, typically identified by precise and confined motions, commonly found in precision hand-held tools, like calipers, powered engravers, retractable knives, etc., are beneficial for skill training associated with these kinds of tools in virtual reality (VR) environments. However, existing approaches aiming to simulate hand-held tools' miniature control manipulation experiences in VR entail prototyping complexity and require expertise, posing challenges for novice users and individuals with limited resources. Addressing this challenge, we introduce MobiTangibles-proxies for precision hand-held tools' miniature control interactions utilizing smartphone-based magnetic field sensing. MobiTangibles passively replicate fundamental miniature control experiences associated with hand-held tools, such as single-axis translation and rotation, enabling quick and easy use for diverse VR scenarios without requiring extensive technical knowledge. We conducted a comprehensive technical evaluation to validate the functionality of MobiTangibles across diverse settings, including evaluations for electromagnetic interference within indoor environments. In a user-centric evaluation involving 15 participants across bare hands, VR controllers, and MobiTangibles conditions, we further assessed the quality of miniaturized manipulation experiences in VR. Our findings indicate that MobiTangibles outperformed conventional methods in realism and fatigue, receiving positive feedback.
Abhijeet Mishra, Harshvardhan Singh, Aman Parnami, Jainendra Shukla
IEEE Trans. Vis. Comput. Graph.3
2023 AttentioNet: Monitoring Student Attention Type in Learning with EEG-Based Measurement System
abstract
Student attention is an indispensable input for uncovering their goals, intentions, and interests, which prove to be invaluable for a multitude of research areas, ranging from psychology to interactive systems. However, most existing methods to classify attention fail to model its complex nature. To bridge this gap, we propose AttentioNet, a novel Convolutional Neural Network-based approach that utilizes Electroencephalography (EEG) data to classify attention into five states: Selective, Sustained, Divided, Alternating, and relaxed state. We collected a dataset of 20 subjects through standard neuropsychological tasks to elicit different attentional states. The average across-student accuracy of our proposed model at this configuration is 92.3% (SD=3.04), which is well-suited for end-user applications. Our transfer learning-based approach for personalizing the model to individual subjects effectively addresses the issue of individual variability in EEG signals, resulting in improved performance and adaptability of the model for real-world applications. This represents a significant advancement in the field of EEG-based classification. Experimental results demonstrate that AttentioNet outperforms a popular EEGnet baseline (p-value < 0.05) in both subject-independent and subject-dependent settings, confirming the effectiveness of our proposed approach despite the limitations of our dataset. These results highlight the promising potential of AttentioNet for attention classification using EEG data.
Dhruv Verma, Sejal Bhalla, S. V. Sai Santosh, Saumya Yadav, Aman Parnami, Jainendra Shukla
ACII5
2023 Teachable Reality: Prototyping Tangible Augmented Reality with Everyday Objects by Leveraging Interactive Machine Teaching
abstract
This paper introduces Teachable Reality, an augmented reality (AR) prototyping tool for creating interactive tangible AR applications with arbitrary everyday objects. Teachable Reality leverages vision-based interactive machine teaching (e.g., Teachable Machine), which captures real-world interactions for AR prototyping. It identifies the user-defined tangible and gestural interactions using an on-demand computer vision model. Based on this, the user can easily create functional AR prototypes without programming, enabled by a trigger-action authoring interface. Therefore, our approach allows the flexibility, customizability, and generalizability of tangible AR applications that can address the limitation of current marker-based approaches. We explore the design space and demonstrate various AR prototypes, which include tangible and deformable interfaces, context-aware assistants, and body-driven AR applications. The results of our user study and expert interviews confirm that our approach can lower the barrier to creating functional AR prototypes while also allowing flexible and general-purpose prototyping experiences.
Kyzyl Monteiro, Ritik Vatsal, Neil Chulpongsatorn, Aman Parnami, Ryo Suzuki 0001
CHI4
2023 Investigating Spatial Representation of Learning Content in Virtual Reality Learning Environments
abstract
A recent surge in the application of Virtual Reality in education has made VR Learning Environments (VRLEs) prevalent in fields ranging from aviation, medicine, and skill training to teaching factual and conceptual content. In spite of multiple 3D affordances provided by VR, learning content placement in VRLEs has been mostly limited to a static placement in the environment. We conduct two studies to investigate the effect of different spatial representations of learning content in virtual environments on learning outcomes and user experience. In the first study, we studied the effects of placing content at four different places - world-anchored (TV screen placed in the environment), user-anchored (panel anchored to the wrist or head-mounted display of the user) and object-anchored (panel anchored to the object associated with current content) - in the VR environment with forty-two participants in the context of learning how to operate a laser cutting machine through an immersive tutorial. In the follow-up study, twenty-two participants from this study were given the option to choose from these four placements to understand their preferences. The effects of placements were examined on learning outcome measures - knowledge gain, knowledge transfer, cognitive load, user experience, and user preferences. We found that participants preferred user-anchored (controller condition) and object-anchored placement. While knowledge gain, knowledge transfer, and cognitive load were not found to be significantly different between the four conditions, the object-anchored placement scored significantly better than the TV screen and head-mounted display conditions on the user experience scales of attractiveness, stimulation, and novelty.
Manshul Belani, Harsh Vardhan Singh, Aman Parnami, Pushpendra Singh 0001
VR3
2022 "Are You Still Watching?": Exploring Unintended User Behaviors and Dark Patterns on Video Streaming Platforms
abstract
Dark patterns in UI promote addictive behaviors. We explore how the effects of dark patterns in video streaming applications can be exacerbated by a range of temporal and contextual factors. Previous work has shown that excessive watching is potentially detrimental to physical and mental health. We conduct a diary study with 22 viewers over 228 sessions to gain insight into users’ states of mind and to identify users’ emotions while interacting with 4 popular streaming platforms. We analyze users during both the selection phase and the completion phase, finding meaningful correlations between user mood and contextual behaviors that highlight how particular individual characteristics and viewing situations can lead to negative behaviors. We discuss the implications of our findings, highlighting important UI design considerations to enhance digital wellbeing. Furthermore, we collect artifacts of problematic UIs, and present a novel taxonomy of dark patterns found in popular video streaming platforms from a user-centric perspective.
Akash Chaudhary, Jaivrat Saroha, Kyzyl Monteiro, Angus G. Forbes, Aman Parnami
Conference on Designing Interactive Systems5
2021 Soma-noti: Delivering Notifications Through Under-clothing Wearables
abstract
Different form factors of wearable technology provide unique opportunities for output based on how they are connected to the human body. In this work, we investigate the idea of delivering notifications through devices worn on the underside of a user’s clothing. A wearable worn in such a manner is in direct contact with the user’s skin. We leverage this proximity to test the performance of 10 on-skin sensations (Press, Poke, Pinch, Heat, Cool, Blow, Suck, Vibrate, Moisture and Brush) as methods of notification delivery. We developed prototypes for each stimulus and conducted a user study to evaluate them across 6 locations commonly covered by upper body clothing. Results indicate significant differences in reaction time, error rates and comfort which may influence the design of future under-clothing wearables.
Arpit Bhatia, Dhruv Kundu, Suyash Agarwal, Varnika Kairon, Aman Parnami
CHI5
2021 Verbose : Designing a Context-based Educational System for Improving Communicative Expressions
abstract
ESL (English as a second language) speakers tend to follow the tone structure of their first language, making their speech difficult to understand for native speakers, thereby limiting their opportunities for education and employment. To address this problem, we build an interactive smartphone-based educational mobile application using the user-centered design process. This application teaches English intonations based on globally consistent pitch patterns through conversations with a trained chat assistant, which inculcates expert linguists’ teaching principles. After co-designing the application’s parameters with primary stakeholders and expert visual designers, we assess its effectiveness by measuring the pre and post-performance of the users after the system usage, using various quantitative measures, like intonation scores, SEQ, and SUS. Feedback from users suggests that ESL speakers find significant improvement in the perception of their vocal expressions, thereby highlighting the necessity of such a system in improving the quality of conversations that people have in general.
Akash Chaudhary, Manshul Belani, Naman Maheshwari, Aman Parnami
MobileHCI4
2020 Exploring the Design Space of Badge Based Input
abstract
In this paper, we explore input with wearables that can be attached and detached at will from any of our regular clothes. These wearables do not cause any permanent effect on our clothing and are suitable to be worn anywhere, thus making them very similar to badges we wear. To explore this idea of non-permanent badge input, we studied various methods to fasten objects to our clothing and organise them in the form of a design space. We leverage this synthesis, along with literature and existing products to present possible interaction gestures these badge-based wearables can enable.
Arpit Bhatia, Yajur Ahuja, Suyash Agarwal, Aman Parnami
Proc. ACM Hum. Comput. Interact.4
2019 Gehna: Exploring the Design Space of Jewelry as an Input Modality
abstract
Jewelry weaves into our everyday lives as no other wearable does. It comes in many wearable forms, is fashionable, and can adorn any part of the body. In this paper, through an exploratory, Research through Design (RtD) process, we tap into this vast potential space of input interaction that jewelry can enable. We do so by first identifying a small set of fundamental structural elements --- called Jewelements --- that any jewelry is composed of, and then defining their properties that enable the interaction. We leverage this synthesis along with observational data and literature to formulate a design space of jewelry-enabled input techniques. This work encapsulates both the extensions of common existing input methods (e.g., touch) as well as new ones inspired by jewelry. Furthermore, we discuss our prototypical sensor-based implementations. Through this work, we invite the community to engage in the conversation on how jewelry as a material can help shape wearable-based input.
Jatin Arora 0003, Kartik Mathur, Aryan Saini, Aman Parnami
CHI4
2019 VirtualBricks: Exploring a Scalable, Modular Toolkit for Enabling Physical Manipulation in VR
abstract
Often Virtual Reality (VR) experiences are limited by the design of standard controllers. This work aims to liberate a VR developer from these limitations in the physical realm to provide an expressive match to the limitless possibilities in the virtual realm. VirtualBricks is a LEGO based toolkit that enables construction of a variety of physical-manipulation enabled controllers for VR, by offering a set of feature bricks that emulate as well as extend the capabilities of default controllers. Based on the LEGO platform, the toolkit provides a modular, scalable solution for enabling passive haptics in VR. We demonstrate the versatility of our designs through a rich set of applications including re-implementations of artifacts from recent research. We share a VR Integration package for integration with Unity VR IDE, the CAD models for the feature bricks, for easy deployment of VirtualBricks within the community.
Jatin Arora 0003, Aryan Saini, Nirmita Mehra, Varnit Jain, Shwetank Shrey, Aman Parnami
CHI6
2015 Leveraging Context to Support Automated Food Recognition in Restaurants
abstract
The pervasiveness of mobile cameras has resulted in a dramatic increase in food photos, which are pictures reflecting what people eat. In this paper, we study how taking pictures of what we eat in restaurants can be used for the purpose of automating food journaling. We propose to leverage the context of where the picture was taken, with additional information about the restaurant, available online, coupled with state-of-the-art computer vision techniques to recognize the food being consumed. To this end, we demonstrate image-based recognition of foods eaten in restaurants by training a classifier with images from restaurant's online menu databases. We evaluate the performance of our system in unconstrained, real-world settings with food images taken in 10 restaurants across 5 different types of food (American, Indian, Italian, Mexican and Thai).
Vinay Bettadapura, Edison Thomaz, Aman Parnami, Gregory D. Abowd, Irfan A. Essa
WACV3
2013 Technological approaches for addressing privacy concerns when recognizing eating behaviors with wearable cameras
abstract
First-person point-of-view (FPPOV) images taken by wearable cameras can be used to better understand people's eating habits. Human computation is a way to provide effective analysis of FPPOV images in cases where algorithmic approaches currently fail. However, privacy is a serious concern. We provide a framework, the privacy-saliency matrix, for understanding the balance between the eating information in an image and its potential privacy concerns. Using data gathered by 5 participants wearing a lanyard-mounted smartphone, we show how the framework can be used to quantitatively assess the effectiveness of four automated techniques (face detection, image cropping, location filtering and motion filtering) at reducing the privacy-infringing content of images while still maintaining evidence of eating behaviors throughout the day.
Edison Thomaz, Aman Parnami, Jonathan Bidwell, Irfan A. Essa, Gregory D. Abowd
UbiComp2