Thenkurussi Kesavadas

dblp:k/ThenkurussiKesavadas · also T. Kesavadas, Thenkurussi Kesh Kesavadas · DBLP profile ↗
← Back
20ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0002-3770-9756ORCID · verified

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

Human-computer interaction and ubiquitous computing · 11 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8Systems, architecture and hardware · 7 · 2 first-authorArtificial intelligence and machine learning · 6 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 1 first-authorSecurity and privacy · 2

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.

Human-computer interaction and pervasive computing
7 papers
Learning and educational technologies · 33% Immersive interaction · 33% Health and well-being technologies · 15%
Computer graphics and multimedia
7 papers
Virtual and augmented reality · 54% Geometric modeling and processing · 29% Visualization and visual analytics · 17%
Interdisciplinary, comprehensive, and emerging computing
4 papers
Medical and health informatics · 86% Computational science and engineering · 14%

Topics — the 19 heaviest of 26, 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
Learning and educational technologies
medical education
0.412019
Efficacy Study on Interactive Mixed Reality (IMR) Software with Sepsis Prevention Medical Education · VR 2019
Visualization and visual analytics › scientific visualization › geometric visualization
mesh visualization
0.312018
Tetrahedral Mesh Visualization in a Game Engine · VR 2018
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
Human-robot interaction › human-robot interface
brain-robot interface
0.212014
Control of robot using a brain computer interface · VR 2014
Wearable and physiological sensing › electroencephalography
EEG decoding
0.212014
Control of robot using a brain computer interface · VR 2014
Geometric modeling and processing
collision detection
0.212013
A convex decomposition methodology for collision detection · VR 2013
Geometric modeling and processing › shape decomposition
convex decomposition
0.212013
A convex decomposition methodology for collision detection · VR 2013
Geometric modeling and processing
shape decomposition
0.212013
A convex decomposition methodology for collision detection · VR 2013
Medical and health informatics › medical simulation
surgical simulation
0.112018
Tetrahedral Mesh Visualization in a Game Engine · VR 2018
Geometric modeling and processing › mesh generation
tetrahedral mesh
0.112018
Tetrahedral Mesh Visualization in a Game Engine · VR 2018
Robotics › Robot manipulation › assembly
peg-in-hole insertion
0.112014
Control of robot using a brain computer interface · VR 2014
Computational science and engineering
computational steering
0.012000
Computational Steering in Simulation of Manufacturing Systems · ICRA 2000
Virtual and augmented reality
virtual environment
0.011998
Interactive Virtual Factory for Design of a Shopfloor Using Single Cluster Analysis · ICRA 1998
Robotics › Motion planning and robot control
path planning
0.012002
An Exploratory Haptic Based Robotic Path Planning and Training Tool · ICRA 2002
Computational science and engineering › manufacturing automation › manufacturing
smart manufacturing
0.011998
Interactive Virtual Factory for Design of a Shopfloor Using Single Cluster Analysis · ICRA 1998
Visualization and visual analytics
visual analytics
0.011998
Interactive Virtual Factory for Design of a Shopfloor Using Single Cluster Analysis · ICRA 1998

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

user study · 0.8system usability scale · 0.8demonstration · 0.8NASA-TLX · 0.8360-degree video · 0.8user survey · 0.7finite element analysis · 0.7neural network classifier · 0.4independent component analysis · 0.4approximate convex decomposition · 0.2haptic rendering · 0.1force model · 0.1interactive virtual environment · 0.1single cluster analysis · 0.0scene graph · 0.0discrete-event simulation · 0.0discrete event simulation · 0.0modified boolean matrix approach · 0.0
YearPublicationVenuePosition
2019 Smart Malware that Uses Leaked Control Data of Robotic Applications: The Case of Raven-II Surgical Robots
Key-whan Chung, Peicheng Tang, Zeran Zhu, Zbigniew T. Kalbarczyk, Ravishankar K. Iyer, Thenkurussi Kesavadas
RAID7
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
VR2
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
VR3
2019 Efficacy Study on Interactive Mixed Reality (IMR) Software with Sepsis Prevention Medical Education
abstract
Objective: In recent years, the training of novice medical professionals with simulated environments such as virtual reality (VR) and augmented reality (AR) has increased dramatically. However, the usability of these technologies is limited due to the complexity involved in creating the clinical content. To be comparable to a clinical environment, the simulation platform should include real-world learning parameters such as patient physiology, emotions, and clinical team behaviors. Incorporating such nondeterministic parameters has historically required faculty to possess advanced programming skills. Lack of effective software for instructors to easily develop VR curriculum content is a hurdle in developing VR based curriculum. Method: We address this challenge through a software platform that simplifies the creation of Interactive Mixed Reality (IMR) scenarios. Three educational components we were able to embed into an IMR scenario includes 1) integrated 360-degree video recording of a clinical encounter to provide a first-person perspective, 2) rich annotated knowledge content, and 3) assessment questionnaire. We developed a sepsis prevention education scenario using the IMR software to demonstrate the potential of enhancing simulated medical training by accelerating clinical exposure for novice students. Result: An IRB approved study was conducted with a group of 28 novice students to evaluate the efficacy of the IMR technology. The participants provided feedback by answering demographics, NASA-TLX and system usability scale questionnaires. Significance: Our software is a step towards improving VR based education content development process. Conclusion: The studies conducted here provide preliminary evidence that the IMR software is a usable technology based on the NASA-TLX and system usability studies conducted. Future work will compare our new educational strategy for medical training with live simulation scenarios inside a hospital room and a simple video-based curriculum.
Naveen Kumar Sankaran, Harris Nisar, Kyle Formella, Jennifer R. Amos, Lisa T. Barker, John Vozenilek, Steven M. LaValle, Thenkurussi Kesavadas
VR9
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
VR3
2018 Tetrahedral Mesh Visualization in a Game Engine
abstract
A tetrahedral mesh is used to perform finite element analysis (FEA) of surgical cuts in a medical simulator. Visualization of a tetrahedral mesh is an important challenge in the process of constructing a realistic simulator. As game engines become increasingly popular, many companies are beginning to develop their own engines, or using existing engines for software development. However, game engines such as Unity and Unreal do not accept volume mesh. What is more, during the cutting process, the topology of tetrahedral mesh will change, resulting in progressively difficult visualization. In this paper, we present a procedure to prepare a tetrahedral mesh for a surgery simulator. We will also show an example of cutting a sphere by deleting tetrahedral elements.
Kuocheng Wang, Kishore Adimulam, Thenkurussi Kesavadas
VR3
2016 Targeted Attacks on Teleoperated Surgical Robots: Dynamic Model-Based Detection and Mitigation
abstract
This paper demonstrates targeted cyber-physical attacks on teleoperated surgical robots. These attacks exploit vulnerabilities in the robot's control system to infer a critical time during surgery to drive injection of malicious control commands to the robot. We show that these attacks can evade the safety checks of the robot, lead to catastrophic consequences in the physical system (e.g., sudden jumps of robotic arms or system's transition to an unwanted halt state), and cause patient injury, robot damage, or system unavailability in the middle of a surgery. We present a model-based analysis framework that can estimate the consequences of control commands through real-time computation of robot's dynamics. Our experiments on the RAVEN II robot demonstrate that this framework can detect and mitigate the malicious commands before they manifest in the physical system with an average accuracy of 90%.
Homa Alemzadeh, Daniel Chen 0001, Thenkurussi Kesavadas, Zbigniew T. Kalbarczyk, Ravishankar K. Iyer
DSN4
2016 A hardware-in-the-loop simulator for safety training in robotic surgery
abstract
This paper presents a simulation-based safety training simulator for robot assisted surgery. While adverse events occur rarely during training, they could be fatal to the patients if they happen during real surgical procedures and are not handled properly by the surgical team. In this work we propose a hardware-in-the-loop robotic surgery simulator with high fidelity of the robot motion in a simulated environment, which is capable of reproducing adverse events during surgery. The proposed simulator is built upon the Raven-II open source surgical robot, integrated with a simulated surgeon console and a safety hazard injection engine, which automatically injects faults into modules of the robot control software. We simulate representative safety hazards seen in the adverse events, related to da Vinci™ robot, reported to the FDA MAUDE database. A novel haptic feedback strategy is provided to the operator when the underlying dynamics differ from the real robot states.
Homa Alemzadeh, Daniel Chen 0001, Zbigniew T. Kalbarczyk, Ravishankar K. Iyer, Thenkurussi Kesavadas
IROS6
2014 Control of robot using a brain computer interface
abstract
Summary form only given. In the video, experiments demonstrating the control of robot using a brain computer interface are shown. This is done using “actemes”. Actemes are fundamental units of action. The actemes can be combined to perform complex tasks. The user who performs the tasks imagines the complex actions as an ordered combination of actemes. The EEG of the user during the process is collected and classified in real-time using independent component analysis (ICA)[1, 2] and a neural network classifier[3, 4] to identify the actemes. This ordered set of actemes can be considered to be meaningful sentence in a language. The order in which the complex action is constructed is called the grammar. Two such tasks are demonstrated using these experiments. The first task involves insertion of round peg into a hole and rotating the peg inorder to simulate the insertion of a screw into threaded hole. The actemes involved are “insert” and “rotate”. The second task is a point-to-point movement of a peg in which the peg is to be moved from a circular zone at the bottom right to the circular zone centered at the cross hair at the top left of the screen. The representative image is shown in Fig 1.
Pramod Chembrammel, Naveen Kumar Sankaran, Thenkurussi Kesavadas
VR3
2013 A predictive model for haptic assistance in robot assisted trocar insertion
abstract
In this work we propose a new Prediction from Expert Demonstration (PED) methodology to provide haptic assistance in robot assisted trocar surgery. Data was collected from expert (clinician) demonstrations for the procedure of trocar insertion. We encode a set of force, torque and penetration trajectories by using a Gaussian Mixture Model (GMM). A generalization of these profiles and associated parameters are retrieved by Gaussian Mixture Regression (GMR). A haptic assistance mode was devised to help novices perform the procedure based on the proposed PED model. We validated the methodology for surgical assistance on (n= 15) participants. The PED haptic model was tested for instrument deviation, penetration force and penetration depth. Preliminary study results showed that participants with PED haptic assistance performed the task with more consistency and exerted lesser penetration force than subjects without assistance.
Ashirwad Joseph Chowriappa, Raul Wirz, Yong Won Seo, Aditya Reddy, Tushar Kesavadas, Peter D. Scott, Khurshid A. Guru, Thenkurussi Kesavadas
World Haptics8
2013 A convex decomposition methodology for collision detection
abstract
In this paper, a shape decomposition methodology to decompose the cervical spine using an approximate convex methodology is proposed. The proposed methodology identifies the most concave L-ring neighborhood in a decomposition of a surface (manifold-2) and partitions it in order to reduce its concavity. A close approximation of the original surface by a set of convex surfaces hulls is then produced.
Ashirwad Joseph Chowriappa, Raul Wirz, Aditya R. Ashammagari, Thenkurussi Kesavadas
VR4
2010 Generation of Handwriting by Active Shape Modeling and Global Local Approximation (GLA) Adaptation
abstract
The generation of handwriting is a complex task. In order to accommodate for the large variations involved in handwritten words deformable templates need to be used. In this paper we propose a handwriting model, based on Active shape modeling (ASM). In a two-step generation process, a template-based ASM generates characters and a Gaussian mixture regression (GMR) model concatenates the generated characters. For real time generation of cursive handwriting an adaptation of Global local approximation (GLA) methodology is used to fit the generated models.
Ashirwad Joseph Chowriappa, Ricardo Rodrigues 0004, Thenkurussi Kesavadas, Venu Govindaraju, Ann M. Bisantz
ICFHR3
2009 Modeling and Defining Expert Handwriting Behavior
abstract
Computer based training has become an increasingly attractive alternative to traditional training methods for skill acquisition, and the topic of skill modeling has become one of great interest. One of the key problems in computer-based training is automatic skill evaluation, which requires precise and accurate skill modeling. In order to evaluate and model human skills it is necessary to identify a relevant set of attributes by which skill can be measured, interpreted and evaluated by computers. In this paper we present our work on attributed skill transfer and focus on the specific task of writing. Identifying the central attributes associated with writing and analyzing the consistencies of these attributes within and among subjects determines whether one unique expert model can be derived from a pool of experts. In our study key attributes of hand writing were identified and statistical analysis on subject data was conducted. In our analysis we found experts' behavior can be modeled using the parameters and the same could be used to distinguish between experts and novices, lending itself as an evaluation tool.
Govindarajan Srimathveeravalli, Ashirwad Joseph Chowriappa, Neeraja Subrahmaniyan, Ann M. Bisantz, Thenkurussi Kesavadas
SMC5
2009 A Novel and Robust Algorithm to Model Handwriting Skill for Haptic Applications
abstract
A necessary step to building effective writing skill training system requires developing good methods for modeling human skill adequately. A number of groups have represented character information in various languages for writing skill based on trajectory information. These methods are often data intensive, tedious to implement and do not encode force information. To overcome these restrictions a novel present a novel modeling methodology that has good accuracy, robustness, flexibility and encodes force information involved in writing characters. This modeling methodology, based on Global-Local Approximation technique, has the capability to provide temporal force or position information independent of time, decoupling velocity information of the sample data used to capture skilled tasks. This modeling approach can be extended many human skilled tasks such as surgery, art and sports.
Govindarajan Srimathveeravalli, Puneet Singla, Thenkurussi Kesavadas
SMC4
2002 An Exploratory Haptic Based Robotic Path Planning and Training Tool
abstract
In this paper we present a concept of a versatile 'haptics' based robotic path planning and operator training tool. Some of the earlier work in the area of robotic path planning has been visited. A suitable force model has been developed and implemented to test the method. As a first step, a system for the training of machine operators and path planners is developed. Experiments are carried out to prove the hypothesis. Preliminary results from these experiments have been presented.
Arvind Balijepalli, Thenkurussi Kesavadas
ICRA2
2000 Computational Steering in Simulation of Manufacturing Systems
abstract
Traditional steps in a discrete event manufacturing simulation are to prepare input variables, select simulation parameters, run the simulation and review the results after the execution is completed. The main drawback in such systems is that complex "what if scenario" analysis would require several simulation cycles before they divulge interesting or valuable information. In an approach proposed here, we have utilized computational steering concepts along with an interactive virtual environment to obtain results of a manufacturing simulation on the fly thus allowing quick changes and instant feedback from the system. A simple conceptual system was implemented to study this approach. Initial results have provided several interesting observations.
Thenkurussi Kesavadas, Abhishek Sudhir
ICRA1
1999 Interactive Design of a Virtual Factory Using Cellular Manufacturing System
abstract
An interactive virtual factory testbed was developed as a part of a research to explore the applications of virtual environments in the area of manufacturing automation. This fully immersive factory built with special attention to details consists of a set of modular machines that a designer can drag and place in the factory to study issues such as plant layout, clusters and part flow analysis. The paper further discusses several cell formation and visualization techniques developed especially for the design of the virtual factory. A modified Boolean matrix approach algorithm was improved as an example of applying traditional factory design methods in developing virtual factories of the future. Finally a novel interactive part-machine matrix visualization interface was developed to provide a more intuitive view of the mathematical results.
M. Ernzer, Thenkurussi Kesavadas
ICRA2
1998 Interactive Virtual Factory for Design of a Shopfloor Using Single Cluster Analysis
abstract
An interactive virtual factory testbed was developed as a part of a research to explore the applications of virtual environments (VE) in the area of manufacturing automation. This fully immersive factory built with special attention to details consists of a set of modular machines that a designer can drag and place in the factory to study issues such as plant layout, clusters and part flow analysis. This paper further discusses several computational issues of developing such factories including the scene graph structures, frame based intersection detection and visual realism for creating a reliable virtual interface. Finally, a single cluster analysis algorithm is implemented as an example of applying traditional factory design methods in developing virtual factories of the future.
Lionel Lefort, Thenkurussi Kesavadas
ICRA2
1998 An object oriented model of behavior encoded virtual tools
abstract
We propose a model of attribute laden virtual tools to aid manipulation, interaction and navigation in a virtual manufacturing environment for controlling robots and machines. Fundamental to the concept of using such virtual tools, and other object-oriented virtual entities of this type generally (e.g. virtual obstacles, virtual workpieces, virtual machines etc.), is that each virtual entity represents both the graphical representation, and other physical plus "intellectual" attributes of the real entity. The aim of the virtual tool concept is to create the next generation of interface which will solve problems associated with multiple hierarchies of menu, information and other tasks such as interaction, and manipulation associated with cyberspace.
Thenkurussi Kesavadas, Hari V. Subramanium
SMC1
1996 Virtual tools with attributes for robotic based intermediate manufacturing processes
abstract
This paper describes an interactive system for specifying robotic tasks using virtual tools which allows an operator to reach into a live video scene and direct robots to use corresponding real tools in complex scenarios that involve integrating a variety of otherwise autonomous technologies. This attribute rich virtual tools concept provides a human-machine interface that is robust to unanticipated developments and tunable to the specific requirements of a particular task. This interactive specification concept is applied to intermediate manufacturing processes.
Thenkurussi Kesavadas, David J. Cannon
ICRA1