EDBT 2026 Demo / reviewers in the wild / expert
Shwetha Rajaram
dblp:264/7136
· DBLP profile ↗
11ranked-venue papers
7as first author
10since 2021 · last 2025
0000-0001-7645-4488ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 7 first-author · 10 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Exploring the Design Space of Privacy-Driven Adaptation Techniques for Future Augmented Reality InterfacesabstractPeer Reviewed Shwetha Rajaram, Macarena Peralta, Janet G. Johnson, Michael Nebeling |
CHI | 1 |
| 2025 | Gesture and Audio-Haptic Guidance Techniques to Direct Conversations with Intelligent Voice InterfacesabstractPeer Reviewed Shwetha Rajaram, Hemant Bhaskar Surale, Codie McConkey, Carine Rognon, Hrim Mehta, Michael Glueck, Christopher Collins 0001 |
CHI | 1 |
| 2025 | Privacy Equilibrium: Balancing Privacy Needs in Dynamic Multi-User Augmented Reality ScenariosabstractEvaluation lkthrough with Privacy Experts manner?How can we optimize negotiations of AR sensing capabilities to balance multiple usersʼ UX and privacy needs in a fine-grained manner?How could we mediate negotiations of AR sensing capabilities to balance multiple individualsʼ UX and privacy needs in a fine-grained manner?Figure 1: Augmented reality glasses pose privacy risks for co-located individuals, but today, their use in public spaces is governed solely by the wearer.Our work explores how to facilitate multi-user negotiations of AR sensing capabilities, formulating this process as an optimization approach to maintain core AR functionality while achieving a balance, or Equilibrium, with privacy. Shwetha Rajaram, Jiasi Chen, Michael Nebeling |
UIST | 1 |
| 2025 | Exploring Collaborative GenAI Agents in Synchronous Group Settings: Eliciting Team Perceptions and Design Considerations for the Future of WorkabstractWhile generative artificial intelligence (GenAI) is finding increased adoption in workplaces, current tools are primarily designed for individual use. Prior work established the potential for these tools to enhance personal creativity and productivity towards shared goals; however, we don't know yet how to best take into account the nuances of group work and team dynamics when deploying GenAI in work settings. In this paper, we investigate the potential of collaborative GenAI agents to augment teamwork in synchronous group settings through an exploratory study that engaged 25 professionals across 6 teams in speculative design workshops and individual follow-up interviews. Our workshops included a mixed reality provotype to simulate embodied collaborative GenAI agents capable of actively participating in group discussions. Our findings suggest that, if designed well, collaborative GenAI agents offer valuable opportunities to enhance team problem-solving by challenging groupthink, bridging communication gaps, and reducing social friction. However, teams' willingness to integrate GenAI agents depended on its perceived fit across a number of individual, team, and organizational factors. We outline the key design tensions around agent representation, social prominence, and engagement and highlight the opportunities spatial and immersive technologies could offer to modulate GenAI influence on team outcomes and strike a balance between augmentation and agency. Janet G. Johnson, Macarena Peralta, Mansanjam Kaur, Ruijie Sophia Huang, Sheng Zhao 0001, Ruijian Hannah Guan, Shwetha Rajaram, Michael Nebeling |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2024 | SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene BlendingabstractThere is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today’s models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user’s physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users’ physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios. Nels Numan, Shwetha Rajaram, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, Andrew D. Wilson |
UIST | 2 |
| 2024 | BlendScape: Enabling End-User Customization of Video-Conferencing Environments through Generative AIabstractToday’s video-conferencing tools support a rich range of professional and social activities, but their generic meeting environments cannot be dynamically adapted to align with distributed collaborators’ needs. To enable end-user customization, we developed BlendScape, a rendering and composition system for video-conferencing participants to tailor environments to their meeting context by leveraging AI image generation techniques. BlendScape supports flexible representations of task spaces by blending users’ physical or digital backgrounds into unified environments and implements multimodal interaction techniques to steer the generation. Through an exploratory study with 15 end-users, we investigated whether and how they would find value in using generative AI to customize video-conferencing environments. Participants envisioned using a system like BlendScape to facilitate collaborative activities in the future, but required further controls to mitigate distracting or unrealistic visual elements. We implemented scenarios to demonstrate BlendScape’s expressiveness for supporting environment design strategies from prior work and propose composition techniques to improve the quality of environments. Shwetha Rajaram, Nels Numan, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, Andrew D. Wilson |
UIST | 1 |
| 2023 | Eliciting Security & Privacy-Informed Sharing Techniques for Multi-User Augmented RealityabstractThe HCI community has explored new interaction designs for collaborative AR interfaces in terms of usability and feasibility; however, security & privacy (S&P) are often not considered in the design process and left to S&P professionals. To produce interaction proposals with S&P in mind, we extend the user-driven elicitation method with a scenario-based approach that incorporates a threat model involving access control in multi-user AR. We conducted an elicitation study in two conditions, pairing AR/AR experts in one condition and AR/S&P experts in the other, to investigate the impact of each pairing. We contribute a set of expert-elicited interactions for sharing AR content enhanced with access control provisions, analyze the benefits and tradeoffs of pairing AR and S&P experts, and present recommendations for designing future multi-user AR interactions that better balance competing design goals of usability, feasibility, and S&P in collaborative AR. Shwetha Rajaram, Chen Chen 0108, Franziska Roesner, Michael Nebeling |
CHI | 1 |
| 2023 | Reframe: An Augmented Reality Storyboarding Tool for Character-Driven Analysis of Security & Privacy ConcernsabstractWhile current augmented reality (AR) authoring tools lower the technical barrier for novice AR designers, they lack explicit guidance to consider potentially harmful aspects of AR with respect to security & privacy (S&P). To address potential threats in the earliest stages of AR design, we developed Reframe, a digital storyboarding tool for designers with no formal training to analyze S&P threats. We accomplish this through a frame-based authoring approach, which captures and enhances storyboard elements that are relevant for threat modeling, and character-driven analysis tools, which personify S&P threats from an underlying threat model to provide simple abstractions for novice AR designers. Based on evaluations with novice AR designers and S&P experts, we find that Reframe enables designers to analyze threats and propose mitigation techniques that experts consider good quality. We discuss how Reframe can facilitate collaboration between designers and S&P professionals and propose extensions to Reframe to incorporate additional threat models. Shwetha Rajaram, Franziska Roesner, Michael Nebeling |
UIST | 1 |
| 2022 | Paper Trail: An Immersive Authoring System for Augmented Reality Instructional ExperiencesabstractPrior work has demonstrated augmented reality’s benefits to education, but current tools are difficult to integrate with traditional instructional methods. We present Paper Trail, an immersive authoring system designed to explore how to enable instructors to create AR educational experiences, leaving paper at the core of the interaction and enhancing it with various forms of digital media, animations for dynamic illustrations, and clipping masks to guide learning. To inform the system design, we developed five scenarios exploring the benefits that hand-held and head-worn AR can bring to STEM instruction and developed a design space of AR interactions enhancing paper based on these scenarios and prior work. Using the example of an AR physics handout, we assessed the system’s potential with PhD-level instructors and its usability with XR design experts. In an elicitation study with high-school teachers, we study how Paper Trail could be used and extended to enable flexible use cases across various domains. We discuss benefits of immersive paper for supporting diverse student needs and challenges for making effective use of AR for learning. Shwetha Rajaram, Michael Nebeling |
CHI | 1 |
| 2021 | XRStudio: A Virtual Production and Live Streaming System for Immersive Instructional ExperiencesabstractThere is increased interest in using virtual reality in education, but it often remains an isolated experience that is difficult to integrate into current instructional experiences. In this work, we adapt virtual production techniques from filmmaking to enable mixed reality capture of instructors so that they appear to be standing directly in the virtual scene. We also capitalize on the growing popularity of live streaming software for video conferencing and live production. With XRStudio, we develop a pipeline for giving lectures in VR, enabling live compositing using a variety of presets and real-time output to traditional video and more immersive formats. We present interviews with media designers experienced in film and MOOC production that informed our design. Through walkthrough demonstrations of XRStudio with instructors experienced with VR, we learn how it could be used in a variety of domains. In end-to-end evaluations with students, we analyze and compare differences of traditional video vs. more immersive lectures with XRStudio. Michael Nebeling, Shwetha Rajaram, Liwei Wu 0002, Yi Fei Cheng 0001, Jaylin Herskovitz |
CHI | 2 |
| 2020 | MRAT: The Mixed Reality Analytics ToolkitabstractSignificant tool support exists for the development of mixed reality (MR) applications; however, there is a lack of tools for analyzing MR experiences. We elicit requirements for future tools through interviews with 8 university research, instructional, and media teams using AR/VR in a variety of domains. While we find a common need for capturing how users perform tasks in MR, the primary differences were in terms of heuristics and metrics relevant to each project. Particularly in the early project stages, teams were uncertain about what data should, and even could, be collected with MR technologies. We designed the Mixed Reality Analytics Toolkit (MRAT) to instrument MR apps via visual editors without programming and enable rapid data collection and filtering for visualizations of MR user sessions. With MRAT, we contribute flexible interaction tracking and task definition concepts, an extensible set of heuristic techniques and metrics to measure task success, and visual inspection tools with in-situ visualizations in MR. Focusing on a multi-user, cross-device MR crisis simulation and triage training app as a case study, we then show the benefits of using MRAT, not only for user testing of MR apps, but also performance tuning throughout the design process. Michael Nebeling, Maximilian Speicher, Xizi Wang 0001, Shwetha Rajaram, Brian D. Hall, Zijian Xie, Alexander R. E. Raistrick, Michelle Aebersold, Edward G. Happ, Lotus Hanzi Zhang, Leah E. Ramsier, Rhea Kulkarni |
CHI | 4 |