Sanjay Chandrasekharan

dblp:02/3947 · DBLP profile ↗
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21ranked-venue papers
3as first author
6since 2021 · last 2024
0000-0001-9484-8675ORCID · corroborated

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

Applied, interdisciplinary, general and emerging computing · 16 · 2 first-author · 6 since 2021Artificial intelligence and machine learning · 8 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 4
YearPublicationVenuePosition
2024 Exploring Graph Slopes Through a Series of Embodied Learning Experiences
abstract
This study presents a sequence of embodied learning designed to help students understand the concepts of rate of change and slope. The sequence with an embodied exploration of proportion using the Mathematics Imagery Trainer. Building on this experience, two other learning systems were developed These generate graphs when learners walk in proportions. Through the second task learners are expected to get a sense of rate of change, by blending the walking experience with the graphs. In the third task, learners generate movements corresponding to given graphs. This sequence of embodied experiences is designed to help learners integrate and qualitative understandings of rate of change with the formal notion of slope, through the process of conceptual blending.
Priyadharshni Elangaivendan, Melwina Albuquerque, Shizuka Dara, Sanjay Chandrasekharan
ICCE4
2023 Attention in the mind's eye: using the Navon attention task to track the way the grammatical structure of text passages modulate mental simulation of perspective
Joseph Salve, Kamakshi Khosla, Shruti Jindal, Aamir sahil Chandroth, Mukesh Makwana, Sanjay Chandrasekharan
CogSci6
2023 Teacher Cognition: A Model of How Teachers Build Distributed and Enactive Narratives, to Generate and Finetune Mechanism Concepts in Student Minds
Pranshi Upadhyay, Joseph Salve, Mashood K. K., Sanjay Chandrasekharan
CogSci4
2023 Embodied Learning of Integer Operations Using a Multitouch Design: Touchy Pinchy Integers
abstract
We report the design and pilot testing of a digital application to help middle school children learn integers, Touchy-Pinchy Integers (TPI). The design rationale for this touchscreen-based learning system was based on a neutralization model of integers. To design this embodied mathematics learning system, we associated commonly used touchscreen interaction gestures with mathematical meaning related to integers. Users could manipulate two collinear towers of stacked positive and negative blocks, which together represent an integer expression. The learner could add either type of block, by tapping on the appropriate part of the screen. They could also subtract a desired number of either type of block, by slicing across the blocks. They could also neutralize a pair of positive and negative blocks, by pinching in. The pinch-out actions generated a new pair of positive and negative blocks. A flipping gesture reversed the polarity of the integer expression, which corresponded to a multiplication by -1. Results from a pilot study with grade 7s students indicated that the application helped students resolve deep conceptual issues related to negative numbers, through embodied learning. We present some of our observations from the study and interpret these episodes using embodied learning theory.
Priyadharshni Elangaivendan, Ashwin Ramaswamy, Melwina Albuquerque, Sanjay Chandrasekharan
ICCE4
2021 Learning to enact photosynthesis: Towards a characterization of the way academic language mediates concept formation
Joseph Salve, Ambar Narwal, Pranshi Upadhyay, Mashood K. K., Sanjay Chandrasekharan
CogSci5
2021 Embodied Learning in Makerspaces
Ravi Sinha, Geetanjali Date, Sanjay Chandrasekharan
ICCE3
2020 Unpacking students' modelling behaviour in the Sun-Earth system: Use of digital media tool-based epistemological resources
Hinal Kiri, Harshit Agrawal, Shanize Forte, Durgaprasad Karnam, Sanjay Chandrasekharan
ICCE5
2019 Hands in mind: learning to write with both hands improves inhibitory control, but not attention
Mukesh Makwana, Biswajit Boity, Prasanth Chandran, Amogh Sirnoorkar, Sanjay Chandrasekharan
CogSci5
2019 Recombinant building: the ability to generate and recombine navigation structures is difficult to acquire through just reinforcement learning
Ganesh Shinde, Harshit Agrawal, Sanjay Chandrasekharan
CogSci3
2018 'Touchy-Feely Vectors' changes students' understanding and modes of reasoning
Durgaprasad Karnam, Harshit Agrawal, Sanjay Chandrasekharan
ICCE3
2017 Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms
Priyanka Borar, Durgaprasad Karnam, Harshit Agrawal, Sanjay Chandrasekharan
INTERACT (4)4
2016 Geometry-via-Gestures: Design of a Gesture based Application to Teach 3D Geometry
T. G. Lakshmi, Soumya Narayanan, Prajish Prasad, Sahana Murthy, Sanjay Chandrasekharan
ICCE5
2016 Interactive Vectors For Model-based Reasoning
Durgaprasad Karnam, Harshit Agrawal, Dibyanshee Mishra, Sanjay Chandrasekharan
ICCE4
2016 Active Pathways: Using Active Tangibles and Interactive Tabletops for Collaborative Modeling in Systems Biology
abstract
We present Active Pathways, an active tangible and tabletop system that aims to support collaborative discovery and learning in biochemical modeling. Our work extends ideas from embodied cognition that suggest that interactive systems that support model building by coupling actions made with the motor system to the dynamic properties of external and internal models can enhance the potential for insight and discoveries. We describe the motivation for our work and the design and development of our system. We also present the results of a user study with pairs of novice modelers, which suggest that our system is not only easy to use and learn but also successful at facilitating an understanding of complex systems and supporting collaboration.
Meghna Mehta, Ahmed Sabbir Arif, Apurva Gupta, Sean DeLong, Roozbeh Manshaei, Graceline Williams, Manasvi Lalwani, Sanjay Chandrasekharan, Ali Mazalek
ISS8
2015 Eye to I: Males Recognize Own Eye Movements, Females Inhibit Recognition
Sanjay Chandrasekharan, Geetanjali Date, Prajakt Pande, Jeenath Rahaman, Rafikh Shaikh, Anveshna Srivastava, Nisheeth Srivastava, Harshit Agrawal
CogSci1
2014 How does representational competence develop? Explorations using a fully controllable interface and eye-tracking
Aditi Kothiyal, Rwitajit Majumdar, Prajakat Pande, Harshit Agarwal, Ajit Ranka, Sanjay Chandrasekharan
ICCE6
2014 Integration of multiple external representations in chemistry: a requirements-gathering study
Prajakt Pande, Sanjay Chandrasekharan
ICCE2
2011 Kinesthetic pathways: a tabletop visualization to support discovery in systems biology
abstract
We report on an ethnographic study of the work practice and discovery process in a systems biology lab, and outline a tabletop visualization that was developed based on this study, in collaboration with the researchers. The feedback from the researchers on the current prototype is presented, and ongoing revisions are outlined. We conclude with some of the challenges involved in developing such tangible visualizations for discovery.
Chih-Sung (Andy) Wu, Jung-Bin Yim, Eric Caspary, Ali Mazalek, Sanjay Chandrasekharan, Nancy J. Nersessian
Creativity & Cognition5
2011 Building Cognition: The Construction of External Representations for Discovery
Sanjay Chandrasekharan, Nancy J. Nersessian
CogSci1
2011 I'm in the game: embodied puppet interface improves avatar control
abstract
We have developed an embodied puppet interface that translates a player's body movements to a virtual character, thus enabling the player to have a fine grained and personalized control of the avatar. To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the performance of users controlling an avatar using the puppet interface was compared with users controlling the avatar using two other interfaces (Xbox controller, keyboard). Part 1 examined aiming movement accuracy in a virtual contact game. Part 2 examined changes of mental rotation abilities in users after playing the virtual contact game. Results from Part 1 revealed that the puppet interface group performed significantly better in aiming accuracy and response time, compared to the Xbox and keyboard groups. Data from Part 2 revealed that the puppet group tended to have greater improvement in mental rotation accuracy as well. Overall, these results suggest that the embodied mapping between a player and avatar, provided by the puppet interface, leads to important performance advantages.
Ali Mazalek, Sanjay Chandrasekharan, Michael Nitsche, Tim Welsh, Paul G. Clifton, Andrew Quitmeyer, Firaz Peer, Friedrich Kirschner, Dilip Athreya
TEI2
2005 The Advantages of the Signaling Strategy in a Dynamic Environment: Cognitive Modeling Using RoboCup
Sanjay Chandrasekharan, Babak Esfandiari, Tarek Hassan
RoboCup1