Pavithra Rajeswaran

dblp:247/3939 · DBLP profile ↗
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4ranked-venue papers
3as first author
1since 2021 · last 2023
0009-0008-6441-9835ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-authorArtificial intelligence and machine learning · 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.

Artificial intelligence
1 paper
Graph learning · 87% Probabilistic and Bayesian machine learning · 13%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Bioinformatics and computational biology · 50% Computational social science and digital humanities · 50%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
3 papers
Learning and educational technologies · 34% Immersive interaction · 34% Health and well-being technologies · 33%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
1.132019
AirwayVR: Virtual Reality Trainer for Endotracheal Intubation · VR 2019
AirwayVR: Virtual Reality Trainer for Endotracheal Intubation-Design Considerations and Challenges · VR 2019
AirwayVR: Learning Endotracheal Intubation in Virtual Reality · VR 2018
Machine learning › Graph learning
graph neural network
0.712023
AMAG: Additive, Multiplicative and Adaptive Graph Neural Network For Forecasting Neuron Activity · NeurIPS 2023
Machine learning › Graph learning › graph neural network
message passing
0.712023
AMAG: Additive, Multiplicative and Adaptive Graph Neural Network For Forecasting Neuron Activity · NeurIPS 2023
Computational social science and digital humanities
forecasting
0.712023
AMAG: Additive, Multiplicative and Adaptive Graph Neural Network For Forecasting Neuron Activity · NeurIPS 2023
Bioinformatics and computational biology › computational neuroscience
neural population dynamics
0.712023
AMAG: Additive, Multiplicative and Adaptive Graph Neural Network For Forecasting Neuron Activity · NeurIPS 2023
Learning and educational technologies
medical training
0.312018
AirwayVR: Learning Endotracheal Intubation in Virtual Reality · VR 2018
Immersive interaction › virtual reality
virtual reality simulation
0.312018
AirwayVR: Learning Endotracheal Intubation in Virtual Reality · VR 2018
Health and well-being technologies
medical simulation
0.222019
AirwayVR: Virtual Reality Trainer for Endotracheal Intubation · VR 2019
AirwayVR: Virtual Reality Trainer for Endotracheal Intubation-Design Considerations and Challenges · VR 2019
Machine learning › Probabilistic and Bayesian machine learning › structured models
latent variable model
0.212023
AMAG: Additive, Multiplicative and Adaptive Graph Neural Network For Forecasting Neuron Activity · NeurIPS 2023

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

multiplicative message passing · 1.3additive message passing · 1.3adaptive graph learning · 1.3user study · 0.8demonstration · 0.8user survey · 0.7
YearPublicationVenuePosition
2023 AMAG: Additive, Multiplicative and Adaptive Graph Neural Network For Forecasting Neuron Activity
abstract
Latent Variable Models (LVMs) propose to model the dynamics of neural populations by capturing low-dimensional structures that represent features involved in neural activity. Recent LVMs are based on deep learning methodology where a deep neural network is trained to reconstruct the same neural activity given as input and as a result to build the latent representation. Without taking past or future activity into account such a task is non-causal. In contrast, the task of forecasting neural activity based on given input extends the reconstruction task. LVMs that are trained on such a task could potentially capture temporal causality constraints within its latent representation. Forecasting has received less attention than reconstruction due to recording challenges such as limited neural measurements and trials. In this work, we address modeling neural population dynamics via the forecasting task and improve forecasting performance by including a prior, which consists of pairwise neural unit interaction as a multivariate dynamic system. Our proposed model---Additive, Multiplicative, and Adaptive Graph Neural Network (AMAG)---leverages additive and multiplicative message-passing operations analogous to the interactions in neuronal systems and adaptively learns the interaction among neural units to forecast their future activity. We demonstrate the advantage of AMAG compared to non-GNN based methods on synthetic data and multiple modalities of neural recordings (field potentials from penetrating electrodes or surface-level micro-electrocorticography) from four rhesus macaques. Our results show the ability of AMAG to recover ground truth spatial interactions and yield estimation for future dynamics of the neural population.
Leo Scholl, Trung Le 0002, Pavithra Rajeswaran, Amy L. Orsborn, Eli Shlizerman
NeurIPS4
2019 AirwayVR: Virtual Reality Trainer for Endotracheal Intubation-Design Considerations and Challenges
abstract
Endotracheal Intubation is a lifesaving procedure in which a tube is passed through the mouth into the trachea (windpipe) to maintain an open airway and facilitate artificial respiration. It is a complex psychomotor skill, which requires significant training and experience to prevent complications. The current methods of training, including manikins and cadaver, have limitations in terms of their availability for early medical professionals to learn and practice. These training options also have limitations in terms of presenting high risk/ difficult intubation cases for experts to mentally plan their approach in high-risk scenarios prior to the procedure. In this paper, we present the design considerations and challenges of AirwayVR: virtual reality-based simulation trainer for intubation training for two different target audience (medical professionals) with two different objectives. The first one is to use AirwayVR as an introductory platform to learn and practice intubation in virtual reality for novice learners (Medical students and residents). The second objective is to utilize this technology as a Just-in-time training platform for experts to mentally prepare for a complex case prior to the procedure.
Pavithra Rajeswaran, Thenkurussi Kesavadas, Priti Jani
VR1
2019 AirwayVR: Virtual Reality Trainer for Endotracheal Intubation
abstract
Endotracheal Intubation is a lifesaving procedure in which a tube is passed through the mouth into the trachea (windpipe) to maintain an open airway and facilitate artificial respiration. It is a complex psychomotor skill, which requires significant training and experience to prevent complications. The current methods of training, including manikins and cadaver, have limitations in terms of their availability for early medical professionals to learn and practice. These training options also have limitations in terms of presenting high risk/difficult intubation cases for experts to mentally plan their approach in high-risk scenarios prior to the procedure. In this demo, we present AirwayVR: virtual reality-based simulation trainer for intubation training. Our goal is to utilize virtual reality platform for intubation skills training for two different target audience (medical professionals) with two different objectives. The first one is to use AirwayVR as an introductory platform to learn and practice intubation in virtual reality for novice learners (Medical students and residents). The second objective is to utilize this technology as a Just-in-time training platform for experts to mentally prepare for a complex case prior to the procedure.
Pavithra Rajeswaran, Jeremy Varghese, Thenkurussi Kesavadas, John Vozenilek
VR1
2018 AirwayVR: Learning Endotracheal Intubation in Virtual Reality
abstract
Endotracheal intubation is a procedure in which a tube is passed through the mouth into the trachea (windpipe) to maintain an airway and provide artificial respiration. This lifesaving procedure, utilized in many clinical situations, requires complex psychomotor skills. Healthcare providers need significant training and experience to acquire skills necessary for a quick and atraumatic endotracheal intubation to prevent complications. However, medical professionals have limited training platforms and opportunities to be trained on this procedure. In this poster, we present a virtual reality-based simulation trainer for intubation training. This VR based intubation trainer provides an environment for healthcare professionals to assimilate these complex psychomotor skills while also allowing a safe place to practice swift and atraumatic intubation. User survey results are presented demonstrating that VR is a promising platform to train medical professionals effectively for this procedure.
Pavithra Rajeswaran, Na-Teng Hung, Thenkurussi Kesavadas, John Vozenilek
VR1