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Arthi Kanchana Manohar

dblp:85/8672 · also Arthi Manohar · DBLP profile ↗
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6ranked-venue papers
0as first author
3since 2021 · last 2024
0000-0002-9279-3604ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 3Security and privacy · 1Software engineering, systems software and programming languages · 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.

Network and information security
1 paper
Authentication and access control · 44% Privacy and data protection · 44% Blockchain and cryptocurrency security · 13%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 77% Design research and methods · 23%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Authentication and access control › identity management
digital identity
0.612022
TAPESTRY: A De-Centralized Service for Trusted Interaction Online · IEEE Trans. Serv. Comput. 2022
Design research and methods › design ethics
human values in technology design
0.112018
Making Sense of Blockchain Applications: A Typology for HCI · CHI 2018

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

hybrid on-chain and off-chain storage · 0.6deep learning · 0.6typology construction · 0.3
YearPublicationVenuePosition
2024 Envisioning the future of virtual production in filmmaking: A remote co-design study
abstract
Abstract Virtual Production is a new process in the audiovisual industry, taking advantage of emerging technologies and attracting a significant degree of interest in academic and industrial research. This article documents a research process focusing on co-design of innovative solutions for Virtual Production relying on immersive technologies. Two remote collaborative workshops were organized involving audiovisual professionals covering different roles in different phases of the making process of audiovisual production. A range of innovative design concepts was generated as part of the research following group-based iterative discussion and evaluation. The study has contributed a set of innovative design solutions in relation to applications of immersive technologies in the audiovisual industry. The authors argue that the methods adopted have the potential to serve as a blueprint for design and implementation of future remote collaborative co-design processes in relation to audiovisual studies and, more generally, across disciplinary boundaries.
Aimone Bodini, Arthi Kanchana Manohar, Federico Colecchia, David Harrison, Vanja Garaj
Multim. Tools Appl.2
2023 Using immersive technologies to facilitate location scouting in audiovisual media production: a user requirements study and proposed framework
abstract
In common with many industries, the audiovisual sector is likely to be transformed by real-time graphic engines in combination with immersive technologies such as Virtual Reality and Augmented Reality. This technological mix enables what is presently known as Virtual Production, introducing a new process to the audiovisual professional, capable of fostering creativity, collaboration, and decision making, while at the same time increasing efficiency. The potential for Virtual Production to transform workflows and creative processes within large-scale productions in the audiovisual sector is significant and includes the prospective introduction of new capabilities for remote co-creation of content. However, barriers to democratisation need to be overcome, particularly in relation to adoption of the technology by small and medium independent productions that generally have limited access to resources and technical knowledge. Following an extensive study of the current literature and involvement in the research of professionals working in the field through online interviews, this article documents a first step towards filling this gap by investigating Virtual Production adoption scenarios for small and medium independent productions. The primary aim is to design intuitive, engaging, and effective solutions to address the needs of Directors, Cinematographers, and Producers. Thanks to the valuable time and experience of industry professionals, this study has gathered user requirements for a Virtual Production design solution capable of facilitating location scouting and pre-production. A novel framework for remote exploration of target locations within immersive environments, co-created with relevant stakeholders, is presented to lay the foundations of future co-design work.
Aimone Bodini, Federico Colecchia, Arthi Kanchana Manohar, David Harrison, Vanja Garaj
Multim. Tools Appl.3
2022 TAPESTRY: A De-Centralized Service for Trusted Interaction Online
abstract
We present a novel de-centralised service for proving the provenance of online digital identity, exposed as an assistive tool to help non-expert users make better decisions about whom to trust online. Our service harnesses the digital personhood (DP); the longitudinal and multi-modal signals created through users’ lifelong digital interactions, as a basis for evidencing the provenance of identity. We describe how users may exchange trust evidence derived from their DP, in a granular and privacy-preserving manner, with other users in order to demonstrate coherence and longevity in their behaviour online. This is enabled through a novel secure infrastructure combining hybrid on- and off-chain storage combined with deep learning for DP analytics and visualization. We show how our tools enable users to make more effective decisions on whether to trust unknown third parties online, and also to spot behavioural deviations in their own social media footprints indicative of account hijacking.
Daniel Cooper, John P. Collomosse, Constantin Catalin Dragan, Mark Manulis, Jamie Steane, Arthi Kanchana Manohar, Jo Briggs, Helen S. Jones, Wendy Moncur
IEEE Trans. Serv. Comput.7
2018 Making Sense of Blockchain Applications: A Typology for HCI
abstract
Blockchain is an emerging infrastructural technology that is proposed to fundamentally transform the ways in which people transact, trust, collaborate, organize and identify themselves. In this paper, we construct a typology of emerging blockchain applications, consider the domains in which they are applied, and identify distinguishing features of this new technology. We argue that there is a unique role for the HCI community in linking the design and application of blockchain technology towards lived experience and the articulation of human values. In particular, we note how the accounting of transactions, a trust in immutable code and algorithms, and the leveraging of distributed crowds and publics around vast interoperable databases all relate to longstanding issues of importance for the field. We conclude by highlighting core conceptual and methodological challenges for HCI researchers beginning to work with blockchain and distributed ledger technologies.
Chris Elsden, Arthi Kanchana Manohar, Jo Briggs, Mike Harding, Chris Speed, John Vines
CHI2
2018 TAPESTRY: Visualizing Interwoven Identities for Trust Provenance
abstract
In this paper we report our study involving an early prototype of TAPESTRY, a service to support people and businesses to connect safely online through the use of a Machine Learning generated visualization. Establishing the veracity of the person or business behind a pseudonomized identity, online, is a challenge for many people. In the burgeoning digital economy, finding ways to support good decision-making in potentially risky online exchanges is of vital importance. In this paper, we propose a Machine Learning method to extract temporal patterns from data on individuals' behavioral norms in their online activity. This monitors and communicates the coherence of these activities to others, especially those who are about to disclose personal information to the individual, in a visualization. We report findings from a user trial that examined how people accessed and interpreted the TAPESTRY visualization to inform their decisions on who to back in a mock crowdfunding campaign to evaluate its efficacy. The study proved the protocol of the Machine Learning method and qualitative insights are informing iterations of the visualization design to enhance user experience and support understanding.
John P. Collomosse, Arthi Kanchana Manohar, Jo Briggs, Jamie Steane
VizSEC3
2010 Storytelling within an Internet of Things
Chris Speed, Arthi Kanchana Manohar
ICIDS2