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Thiru Annaswamy

dblp:159/0736 · also Thiru M. Annaswamy · DBLP profile ↗
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7ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0002-3969-9221ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.

Human-computer interaction and pervasive computing
3 papers
Health and well-being technologies · 76% Haptics and multimodal interaction · 12% Immersive interaction · 12%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health technology
mixed reality therapy
0.722019
Using Mr. MAPP for Lower Limb Phantom Pain Management · ACM Multimedia 2019
Mr.MAPP: Mixed Reality for MAnaging Phantom Pain · ACM Multimedia 2017
Health and well-being technologies › rehabilitation › neurorehabilitation
phantom limb pain management
0.722019
Using Mr. MAPP for Lower Limb Phantom Pain Management · ACM Multimedia 2019
Mr.MAPP: Mixed Reality for MAnaging Phantom Pain · ACM Multimedia 2017
Haptics and multimodal interaction
haptic rendering
0.312017
H-TIME: Haptic-enabled Tele-Immersive Musculoskeletal Examination · ACM Multimedia 2017
Immersive interaction › embodiment
virtual embodiment
0.222019
Using Mr. MAPP for Lower Limb Phantom Pain Management · ACM Multimedia 2019
Mr.MAPP: Mixed Reality for MAnaging Phantom Pain · ACM Multimedia 2017
Health and well-being technologies
telemedicine
0.112017
H-TIME: Haptic-enabled Tele-Immersive Musculoskeletal Examination · ACM Multimedia 2017
Immersive interaction
virtual reality
0.112017
H-TIME: Haptic-enabled Tele-Immersive Musculoskeletal Examination · ACM Multimedia 2017

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

mixed reality · 0.7motion capture · 0.4user study · 0.3inertial sensing · 0.3electromyography · 0.3bidirectional haptic rendering · 0.3
YearPublicationVenuePosition
2023 Performance and User Experience Studies of HILLES: Home-based Immersive Lower Limb Exergame System
abstract
Head-Mounted Devices (HMDs) have become popular for home-based immersive gaming. However, using lower limb motion in the immersive virtual environment is still restricted. This work introduces an RGB-D camera-based motion capture system alongside a standalone HMD for Home-based Immersive Lower Limbs Exergame Systems (HILLES) in a seated pose. With the advance of neural network models, camera-based 3D body tracking accuracy is increasing. Nevertheless, the high demand for computing resources on model inference may compromise the game engine's performance. Accordingly, HILLES applies a distributed architecture to leverage the resources effectively. The system performances, such as frames per second and latency, are compared with a centralized system. For an immersive exergame, a pet walking around could raise safety issues. Hence, we also showcase that the camera system can provide an additional safety feature by combining an object detection model. Besides, another challenge in games focusing on lower limb interactions is the safe reachability of different virtual objects from a seated pose. Accordingly, in the user study, a stomping game with two reachability enhancements, including leg extension and seated navigation, is implemented based on the HILLES to evaluate and explore the gaming experience. The result shows that the system motivates the leg exercise, and the added enhancements may adjust the game difficulty. However, the enhancements may also distract users from focusing on leg exertion. The derived insight could benefit the lower limb exergame design in the future.
Yu-Yen Chung, Thiru Annaswamy, B. Prabhakaran 0001
MMSys2
2022 Virtepex: Virtual Remote Tele-Physical Examination System
abstract
Remote strength assessment is critical for providing accessible rehabilitation, especially in the absence of in-person meetings due to the pandemic. In this paper, we introduce ”Virtepex”, an immersive exergame for remote strength assessment developed through participatory design principles. We bring out the design process starting with a needs assessment to highlight the challenges for physicians in telehealth, followed by the expert guidelines for iterative system refinement. Virtepex addresses the challenges for remote strength assessment through a marker-less and an easy-to-setup strength estimation pipeline. It utilizes an RGB-D camera for motion tracking and an inverse dynamics module for force estimation. The force estimates are used for VR object interaction and can be assessed by a physician synchronously or asynchronously for an objective evaluation. Validation by external experts shows that Virtepex produces reliable force estimates for upper body joints, indicating the potential of marker-less force estimation for future remote assessment designs.
Ninad Khargonkar, Kevin Desai, B. Prabhakaran 0001, Thiru Annaswamy
Conference on Designing Interactive Systems4
2019 Using Mr. MAPP for Lower Limb Phantom Pain Management
abstract
Phantom pain is a chronic pain that is experienced as a vivid sensation stemming from the missing limb. From traditional mirror box to virtual reality-based approaches, a wide spectrum of treatments using mimic feedback of the amputated limb have been developed for alleviating phantom limb pain. In our previous work, Mixed reality-based framework for MAnaging Phantom Pain (Mr.MAPP) was presented and used to generate a virtual phantom upper limb, in real time, to manage the phantom pain. However, amputation of the lower limb is more common than that of the upper limb. Hence, in this paper, on top of demonstrating the reproducibility of the Mr.MAPP framework for upper limb, we extend it to manage lower limb phantom pain as well. Unlike an upper limb amputee, a patient with lower limb amputated is constrained to perform the training procedure in a sitting posture. Accordingly, virtual training games are designed for lower limb exercises with sitting posture such as knee flexion and extension, ankle dorsiflexion and tandem coordinated movement. Finally, the technical details of the system setup for playing the training games are introduced.
Kanchan Bahirat, Yu-Yen Chung, Thiru Annaswamy, Gargi Raval, Kevin Desai, B. Prabhakaran 0001, Michael Riegler 0001
ACM Multimedia3
2017 Mr.MAPP: Mixed Reality for MAnaging Phantom Pain
abstract
Phantom Limb Pain or simply, Phantom Pain is a severe chronic pain that is experienced as a vivid sensation of the pain in missing body part. Epidemiological studies obtained from a large samples indicate that the short-term incidence rate of the phantom limb pain is 72% [13], while long-term incidence rate (6 months after amputation) is 67%, [5, 13]. A wide spectrum of treatments developed for alleviating phantom limb pain includes the traditional mirror box therapy as well as recently developed virtual reality-based methods. Most of the virtual reality-based methods rely on 3D CAD models of the virtual limb, animating them using the motion data acquired either from patient's existing anatomical limb or myoelectric activity at patient's stump (of the amputated limb). Since motion activity is typically captured using body sensors (Electromyography, EMG, or inertial sensors), these methods are considered as invasive approaches. Further, in the case of virtual reality-based methods, the dependency on the pre-built 3D models degrades the immersive experience due to a mismatch in the skin color, clothes, artificial and rigid look and misalignment of the phantom limb.
Kanchan Bahirat, Thiru Annaswamy, B. Prabhakaran 0001
ACM Multimedia2
2017 H-TIME: Haptic-enabled Tele-Immersive Musculoskeletal Examination
abstract
The current state-of-the-art tele-medicine applications only allow audiovisual communication between a doctor and the patient, necessitating a clinician to physically examine the patient. The doctor relies on the physical examination performed by the clinician, along with the audiovisual dialogue with the patient. In this paper, a Haptic-enabled Tele-Immersive Musculoskeletal Examination (H-TIME) system is introduced, that allows doctors to physically examine musculoskeletal conditions of the patients remotely, by looking at the 3D reconstructed model of the patient in the virtual world, and physically feeling the patient's range of mobility using a haptic device. The proposed bidirectional haptic rendering in H-TIME can allow the doctor to evaluate a patient who suffers from problems in their upper extremities, such as the shoulder, elbow, wrist, etc., and evaluate them remotely. Real world user study was performed, between the doctors and the patients, and it highlighted the potential of the proposed system. The study indicated a high degree of correlation between the in-person and H-TIME evaluations of the patient. Both the doctors and patients involved in the study, felt that the system could potentially replace in-person consultations, someday.
Yuan Tian 0002, Suraj Raghuraman, Thiru Annaswamy, Aleksander Borresen, Klara Nahrstedt, B. Prabhakaran 0001
ACM Multimedia3
2016 Augmented reality-based exergames for rehabilitation
abstract
Rehabilitation for stroke afflicted patients, through exercises tailored for individual needs, aims at relearning basic motor skills, especially in the extremities. Rehabilitation through Augmented Reality (AR) based games engage and motivate patients to perform exercises which, otherwise, maybe boring and monotonic. Also, mirror therapy allows users to observe one's own movements in the game providing them with good visual feedback. This paper presents an augmented reality based system for rehabilitation by playing four interactive, cognitive and fun Exergames (exercise and gaming).
Kevin Desai, Kanchan Bahirat, Sudhir Ramalingam, B. Prabhakaran 0001, Thiru Annaswamy, Una E. Makris
MMSys5
2014 Quantifying and Improving User Quality of Experience in Immersive Tele-Rehabilitation
abstract
3D Tele-Immersion (3DTI) environments are emerging as a new medium for human interactions and collaborations in the areas of education, sports training, physical medicine and rehabilitation. By adding a tactile element to a visually centered 3DTI environment, such applications can be made even more engaging. But it also opens up a few challenges in terms of fusing the visual and tactile data streams in a synchronous way. In this paper we describe a 3DTI Tele-Rehabilitation system with Microsoft Kinect cameras and hap tic devices. We describe some of the challenges we face in providing as well as quantifying a good quality of experience (QoE) in this system. We propose a set of solutions that: (i) improve the user's QoE (by using multi-modal prediction for handling latencies, better synchronization that accounts for the global state of the system, etc.), (ii) quantify the QoE (by designing a controlled virtual environment and by defining appropriate user QoE metrics for immersive tele-rehabilitation). The experimental results show a marked improvement in the performance of the system, consequently improving the user-experience. This is also verified by the results of the user performance study.
Karthik Venkatraman, Suraj Raghuraman, Yuan Tian 0002, B. Prabhakaran 0001, Klara Nahrstedt, Thiru Annaswamy
ISM6