Ashwin Ram 0002

dblp:r/AshwinRam-2 · DBLP profile ↗
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10ranked-venue papers
1as first author
10since 2021 · last 2026
0000-0003-1430-8770ORCID · verified

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

Human-computer interaction and ubiquitous computing · 9 · 1 first-author · 9 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Beyond Descriptions: A Generative Scene2Audio Framework for Blind and Low-Vision Users to Experience Vista Landscapes
abstract
Current scene perception tools for Blind and Low Vision (BLV) individuals rely on spoken descriptions but lack engaging representations of visually pleasing distant environmental landscapes (Vista spaces). Our proposed Scene2Audio framework generates comprehensible and enjoyable nonverbal audio using generative models informed by psychoacoustics, and principles of scene audio composition. Through a user study with 11 BLV participants, we found that combining the Scene2Audio sounds with speech creates a better experience than speech alone, as the sound effects complement the speech making the scene easier to imagine. A mobile app “in-the-wild” study with 7 BLV users for more than a week further showed the potential of Scene2Audio in enhancing outdoor scene experiences. Our work bridges the gap between visual and auditory scene perception by moving beyond purely descriptive aids, addressing the aesthetic needs of BLV users.
Chitralekha Gupta, Ashwin Ram 0002, Shreyas Sridhar, Christophe Jouffrais, Suranga Nanayakkara
CHI3
2026 Navigation beyond Wayfinding: Robots Collaborating with Visually Impaired Users for Environmental Interactions
abstract
Robotic guidance systems have shown promise in supporting blind and visually impaired (BVI) individuals with wayfinding and obstacle avoidance. However, most existing systems assume a clear path and do not support a critical aspect of navigation—environmental interactions that require manipulating objects to enable movement. These interactions are challenging for a human–robot pair because they demand (i) precise localization and manipulation of interaction targets (e.g., pressing elevator buttons) and (ii) dynamic coordination between the user’s and robot’s movements (e.g., pulling out a chair to sit). We present a collaborative human–robot approach that combines our robotic guide dog’s precise sensing and localization capabilities with the user’s ability to perform physical manipulation. The system alternates between two modes: lead mode, where the robot detects and guides the user to the target, and adaptation mode, where the robot adjusts its motion as the user interacts with the environment (e.g., opening a door). Evaluation results show that our system enables navigation that is safer, smoother, and more efficient than both a traditional white cane and a non-adaptive guiding system, with the performance gap widening as tasks demand higher precision in locating interaction targets. These findings highlight the promise of human–robot collaboration in advancing assistive technologies toward more generalizable and realistic navigation support.
Shaojun Cai, Nuwan Janaka, Ashwin Ram 0002, Janidu Shehan, Yingjia Wan, Kotaro Hara, David Hsu
HRI3
2025 Curious Shorts: Curiosity-Driven Exploration and Learning on Short-Form Video Platforms
Felicia Fang-Yi Tan, Ashwin Ram 0002, Moritz Messerschmidt, Hasini Amanda Dissanayake, Suranga Nanayakkara
CHI2
2025 From Simple to Polychromatic: An Empirical Study on Optimal Color Schemes for Optical See-Through Head-Mounted Displays
abstract
Optical see-through head-mounted displays (OHMDs) blend digital content with the physical world, presenting unique color management challenges. Previous literature suggests using green as the main color, but this severely limits creative freedom. To address this, we conducted an empirical study with 30 participants, evaluating 216 colors under various OHMD usage conditions. Based on the results, we propose color guidelines indicating each hue's clear and comfortable saturation and brightness ranges, along with clarity and comfort scores across hues for different devices and lighting conditions. Our color guidelines expand the usable color palette, offering designers a wider range of color options. These guidelines were used and iteratively refined through feedback in a workshop with 12 designers, integrating them into practical design workflows. The resulting comprehensive color guide provides a valuable resource for OHMD interface designers, enhancing both the aesthetic possibilities and functional effectiveness of augmented reality experiences.
Runze Cai, Ashwin Ram 0002, Haimo Zhang, Shengdong Zhao 0001
IEEE Trans. Vis. Comput. Graph.3
2024 GlassMail: Towards Personalised Wearable Assistant for On-the-Go Email Creation on Smart Glasses
abstract
Optical See-through Head-Mounted Displays (OHMDs) offer new opportunities for completing complex information processing tasks on the go. We introduce GlassMail, a Large Language Models (LLMs)-based wearable assistant on OHMDs for mobile email creation. Our formative study identified two challenges of the LLM-based wearable email assistant: (i) achieving efficient and accurate understanding of user intentions, and (ii) ensuring effective information presentation for email processes. Through two empirical studies, we developed a "Single Turn with Optional Clarification " approach for accurate user intention recognition and a "Fade Context with Optional Audio " mode for effective email processing. An observation study then evaluated GlassMail ’s feasibility in composing formal and semi-formal emails, supporting the usefulness and effectiveness of GlassMail in simple scenarios and yielding insights into potential future improvements for complex scenarios. We further discuss the design implications for the future development of wearable AI-enabled assistants.
Ashwin Ram 0002, Can Liu 0003, Yun Huang 0003, Wei Tsang Ooi, Shengdong Zhao 0001
Conference on Designing Interactive Systems3
2024 Navigating Real-World Challenges: A Quadruped Robot Guiding System for Visually Impaired People in Diverse Environments
abstract
Blind and Visually Impaired (BVI) people find challenges in navigating unfamiliar environments, even using assistive tools such as white canes or smart devices. Increasingly affordable quadruped robots offer us opportunities to design autonomous guides that could improve how BVI people find ways around unfamiliar environments and maneuver therein. In this work, we designed RDog, a quadruped robot guiding system that supports BVI individuals’ navigation and obstacle avoidance in indoor and outdoor environments. RDog combines an advanced mapping and navigation system to guide users with force feedback and preemptive voice feedback. Using this robot as an evaluation apparatus, we conducted experiments to investigate the difference in BVI people’s ambulatory behaviors using a white cane, a smart cane, and RDog. Results illustrated the benefits of RDog-based ambulation, including faster and smoother navigation with fewer collisions and limitations, and reduced cognitive load. We discuss the implications of our work for multi-terrain assistive guidance systems.
Shaojun Cai, Ashwin Ram 0002, Zhengtai Gou, Mohd Alqama Wasim Shaikh, Yu-An Chen, Yingjia Wan, Kotaro Hara, Shengdong Zhao 0001, David Hsu
CHI2
2024 AudioXtend: Assisted Reality Visual Accompaniments for Audiobook Storytelling During Everyday Routine Tasks
abstract
The rise of multitasking in contemporary lifestyles has positioned audio-first content as an essential medium for information consumption. We present AudioXtend, an approach to augment audiobook experiences during daily tasks by integrating glanceable, AI-generated visuals through optical see-through head-mounted displays (OHMDs). Our initial study showed that these visual augmentations not only preserved users’ primary task efficiency but also dramatically enhanced immediate auditory content recall by 33.3% and 7-day recall by 32.7%, alongside a marked improvement in narrative engagement. Through participatory design workshops involving digital arts designers, we crafted a set of design principles for visual augmentations that are attuned to the requirements of multitaskers. Finally, a 3-day take-home field study further revealed new insights for everyday use, underscoring the potential of assisted reality (aR) to enhance heads-up listening and incidental learning experiences.
Felicia Fang-Yi Tan, Peisen Xu, Ashwin Ram 0002, Wei Zhen Suen, Shengdong Zhao 0001, Yun Huang 0003, Christophe Hurter
CHI3
2023 Mindful Moments: Exploring On-the-go Mindfulness Practice On Smart-glasses
abstract
Mindfulness technologies have gained research interest in recent years. We explore the use of smart-glasses (Optical Head Mounted Displays or OHMDs) for breath-based mindfulness practice as a well-being technology for everyday users. Since OHMDs do not occlude the wearer’s view, practitioners can access the digital environment while performing daily activities. Through our pilot series, we identified suitable visual and auditory attributes for OHMD mindfulness sessions in casual walking settings, and combined user-preferred features into our proposed Mindful Moments design. Results on physiological, sustained attention and self-reported mindfulness measures suggest that Mindful Moments facilitates higher state mindfulness than the Control. Its results proved comparable to the state-of-the-art Walking Meditation, while also being more accessible, convenient, and easy for novice practitioners to implement in everyday environments. We further evaluate Mindful Moments in a realistic setting, enhancing current understanding of mindfulness practice on OHMDs, thereby contributing a technique for improved health and well-being.
Felicia Fang-Yi Tan, Ashwin Ram 0002, Chloe Dolma Si Ying Haigh, Shengdong Zhao 0001
Conference on Designing Interactive Systems2
2022 Does Dynamically Drawn Text Improve Learning? Investigating the Effect of Text Presentation Styles in Video Learning
abstract
Dynamically drawn content (e.g., handwritten text) in learning videos is believed to improve users’ engagement and learning over static powerpoint-based ones. However, evidence from existing literature is inconclusive. With the emergence of Optical Head-Mounted Displays (OHMDs), recent work has shown that video learning can be adapted for on-the-go scenarios. To better understand the role of dynamic drawing, we decoupled dynamically drawn text into two factors (font style and motion of appearance) and studied their impact on learning performance under two usage scenarios (while seated with desktop and walking with OHMD). We found that although letter-traced text was more engaging for some users, most preferred learning with typeface text that displayed the entire word at once and achieved better recall (46.7% higher), regardless of the usage scenarios. Insights learned from the studies can better inform designers on how to present text in videos for ubiquitous access.
Ashwin Ram 0002, Shengdong Zhao 0001
CHI1
2021 Ubiquitous Interactions for Heads-Up Computing: Understanding Users' Preferences for Subtle Interaction Techniques in Everyday Settings
abstract
In order to satisfy users’ information needs while incurring minimum interference to their ongoing activities, previous studies have proposed using Optical Head-mounted Displays (OHMDs) with different input techniques. However, it is unclear how these techniques compare against one another in terms of being comfortable and non-intrusive to a user’s everyday tasks. Through a wizard-of-oz study, we thus compared four subtle interaction techniques (feet, arms, thumb-index-fingers, and teeth) in three daily hands-busy tasks under different settings (giving a presentation–sitting, carrying bags–walking, and folding clothes–standing). We found that while each interaction technique has its niche, thumb-index-finger interaction has the best overall balance and is most preferred as a cross-scenario subtle interaction technique for smart glasses. We provide further evaluation of thumb-index-finger interaction with an in-the-wild study with 8 users. Our results contribute to an enhanced understanding of user preferences for subtle interaction techniques with smart glasses for everyday use.
Shardul Sapkota, Ashwin Ram 0002, Shengdong Zhao 0001
MobileHCI2