Kavita Vemuri

dblp:165/3944 · DBLP profile ↗
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11ranked-venue papers
0as first author
7since 2021 · last 2025
0000-0003-4423-3896ORCID · corroborated

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

Artificial intelligence and machine learning · 8 · 6 since 2021Applied, interdisciplinary, general and emerging computing · 8 · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2025 Framing Perception: Exploring Camera Induced Objectification in Cinema
Parth Maradia, Ayushi Kumari Agrawal, Srija Krishna Bhupathiraju, Kavita Vemuri
CogSci4
2024 Objectifying Gaze: an empirical study with non-sexualized images
Ayushi Kumari Agrawal, Srija Krishna Bhupathiraju, Kavita Vemuri
CogSci3
2024 Visual Voyage of Stock Market Strategies: Eye-tracking Insights into Investor Choices
Tanvi Narsapur, Kavita Vemuri
CogSci2
2023 The Objectifying Gaze: Impact of Sexualized Media on Viewer Gaze Behavior towards (Non)Traditional Attire
Srija Krishna Bhupathiraju, Ayushi Kumari Agrawal, Kavita Vemuri
CogSci3
2022 Clickbait's Impact on Visual Attention - An Eye Tracker Study
Vivek Kaushal, Sawar Sagwal, Kavita Vemuri
CogSci3
2022 Exploring Empathy and a Range of Emotions Towards Protest Photographs
AadilMehdi J. Sanchawala, Adhithya Arun, Rahul Sajnani, Rohan Chacko, Kavita Vemuri
CogSci5
2022 Accepting Human-like Avatars in Social and Professional Roles
abstract
Humans report perceptions of unease or eeriness as humanoid/android robots and digital avatars approach human-like physical resemblance, a phenomenon alluded by the Uncanny Valley theory. This study extends the discussions on interactions and acceptance of digital avatars with findings from three experiments. In the first, perceptive evaluation of actors in clips from computer-generated animation and a live-action version of the same movie was examined. In the second experiment, we considered short clips with highly realistic digital avatars to measure recognition ability, the extent of eeriness, and specific physical features identified as unreal. The fixation area and pupil size variation recorded using an eye tracker were analyzed to infer attention to the body, face, and emotional response, respectively. Building on these findings, the third experiment looked at acceptance in roles requiring human skill, empathy, and cognitive ability. The results show that based on perceptions from physical attributes, the eeriness scores diverge from the uncanny valley theory as human-likeness increases. The realistic CGI and mocap technology could have helped cross the valley. Visual attention inferred from gaze behavior was similar for live-action and CGI. At the same time, we observe pupil size changes reflecting emotions like eeriness when the avatars either talked or smiled. Proficiency and acceptance scores were lower for roles requiring complex social cognition processes, such as friends and judicial decision-making. Interestingly, real-life stereotypes of gender roles were transferred to digital avatars too. The findings suggest an ambiguity in accepting human-like avatars in social and professional interactions, emphasizing the need for a multi-dimensional approach when applying the uncanny valley theory. A detailed and contextual examination is imperative as technological advancements have placed humans closer to co-existing with digital or physical android/humanoid robots.
Medha Sharma, Kavita Vemuri
ACM Trans. Hum. Robot Interact.2
2020 Unlocked: A Game On Human Trafficking
abstract
A behaviourally transformative experience via a strong theme, narrative, and gameplay is a powerful learning paradigm when presented coherently. The interplay of these factors facilitates learning and allows for an immersive experience. It enables players to explore their options and deliberate on the outcomes of their decisions. In this paper, we focus on the socially relevant theme of human trafficking. With Unlocked, we present a perspective that has not been addressed by similarly themed games so far. Understanding such an outlook is crucial to connect with the realities of human trafficking. Our game demonstrates the obstacles in real-life escapes and rescue operations while using well-established literature on learning as guiding principles to create an effective transformative experience. It allows the player to identify with victims and understand their mindset and thought processes. We measure our game's efficacy in educating players about factors like socio-economic and cultural predicaments, and latent conditions that influence these crimes. Such factors are often overlooked and are hard to understand until they are experienced first-hand. Our study attempts to show that transformative games can help recognize the role that these factors play by placing the player in the victim's position and building a strong narrative around it. We evaluate the learning process by having two phases of survey, pre-test, and post-test. The pre-test survey tests the player's knowledge about the current state of human trafficking. In the post-test survey, players rate the experience, gameplay, and effectiveness of the game in educating them about the trafficking scenario. The game was tested and validated by social activists who work to rescue trafficked women and children. They acknowledged the potential impact our game could have on raising awareness. Our findings establish that transformative games grounded with a strong narrative and built with a meticulous design guided by principles of transformation and learning prove to be highly effective in propagating social messages on the perils of human trafficking.
AadilMehdi J. Sanchawala, Adhithya Arun, Rahul Sajnani, Kavita Vemuri
CoG4
2020 Improving Spatio-Temporal Understanding of Particulate Matter using Low-Cost IoT Sensors
abstract
Current air pollution monitoring systems are bulky and expensive resulting in a very sparse deployment. In addition, the data from these monitoring stations may not be easily accessible. This paper focuses on studying the dense deployment based air pollution monitoring using IoT enabled low-cost sensor nodes. For this, total nine low-cost IoT nodes monitoring particulate matter (PM), which is one of the most dominant pollutants, are deployed in a small educational campus in Indian city of Hyderabad. Out of these, eight IoT nodes were developed at IIIT-H while one was bought off the shelf. A web based dashboard website is developed to easily monitor the real-time PM values. The data is collected from these nodes for more than five months. Different analyses such as correlation and spatial interpolation are done on the data to understand efficacy of dense deployment in better understanding the spatial variability and time-dependent changes to the local pollution indicators.
Rajashekar Reddy Chinthalapani, Tanmai Mukku, Ayush Kumar Dwivedi, Ashrit Rout, Sachin Chaudhari, Kavita Vemuri, Krishnan Sundara Rajan, Aftab M. Hussain
PIMRC6
2019 Experimental Study on the Decision Making process in a Centipede Game
Dhriti Goyal, Dhiraj Jagadale, Kavita Vemuri
CogSci3
2019 Analyzing Performance Differences in Artists and Engineers- An RPM Study
Sravya Vatsavayi, Priyanka Srivastava, Kavita Vemuri
CogSci3