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Kishan Patel

dblp:26/11458 · DBLP profile ↗
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6ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 4Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Computer networks · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1

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.

Databases, data mining, and information retrieval
1 paper
Data mining · 50% Graph data management · 50%
Human-computer interaction and pervasive computing
3 papers
Human-AI interaction · 33% Ubiquitous computing and smart environments · 22% Learning and educational technologies · 22%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Data mining › structured data mining › graph mining
evolving graph analysis
0.512021
TEGRA: Efficient Ad-Hoc Analytics on Evolving Graphs · NSDI 2021
Graph data management › graph analytics
real-time graph analytics
0.512021
TEGRA: Efficient Ad-Hoc Analytics on Evolving Graphs · NSDI 2021
Human-AI interaction › AI-assisted creativity
AI-assisted design
0.212016
Interface Design Optimization as a Multi-Armed Bandit Problem · CHI 2016
Learning and educational technologies
educational games
0.212013
Optimizing challenge in an educational game using large-scale design experiments · CHI 2013
Games and playful interaction › social play
co-located social play
0.012013
The power of play: design lessons for increasing the lifespan of outdated computers · CHI 2013

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

multi-armed bandit algorithms · 0.2experimental comparison · 0.2multi-factor design · 0.2large-scale online experiments · 0.2household observation study · 0.2
YearPublicationVenuePosition
2021 TEGRA: Efficient Ad-Hoc Analytics on Evolving Graphs
Anand Padmanabha Iyer, Qifan Pu, Kishan Patel, Joseph Gonzalez 0001, Ion Stoica
NSDI3
2016 Interface Design Optimization as a Multi-Armed Bandit Problem
abstract
"Multi-armed bandits" offer a new paradigm for the AI-assisted design of user interfaces. To help designers understand the potential, we present the results of two experimental comparisons between bandit algorithms and random assignment. Our studies are intended to show designers how bandits algorithms are able to rapidly explore an experimental design space and automatically select the optimal design configuration. Our present focus is on the optimization of a game design space. The results of our experiments show that bandits can make data-driven design more efficient and accessible to interface designers, but that human participation is essential to ensure that AI systems optimize for the right metric. Based on our results, we introduce several design lessons that help keep human design judgment in the loop. We also consider the future of human-technology teamwork in AI-assisted design and scientific inquiry. Finally, as bandits deploy fewer low-performing conditions than typical experiments, we discuss ethical implications for bandits in large-scale experiments in education.
Derek Lomas, Jodi Forlizzi, Nikhil Poonwala, Nirmal Patel, Sharan Shodhan, Kishan Patel, Kenneth R. Koedinger, Emma Brunskill
CHI6
2016 Motion planning for persistent traveling solar-powered unmanned ground vehicles
abstract
This paper examines a mission planning problem for a solar-powered unmanned ground vehicle (UGV) which requires the vehicle to visit a series of objective points in minimal time subject to a strict net-energy change constraint. Though related to the Traveling Salesperson Problem, the mission planning problem discussed herein imposes further complexity through additional coupled mixed-variable sets and the strict energy constraint. A scalar field representing the solar radiation of the mission environment is first characterized from a visual-spectrum image. A cascaded particle swarm optimization algorithm, coupled with the integer linear programming technique, is used to generate a time-optimized motion plan and power schedules for the UGV, which guides it to visit the assigned objective points with optimized sequence and paths, and then return to its starting location and orientation while guaranteeing compliance with the net energy gain constraint.
Adam Kaplan, Nathaniel Kingry, Justin Van Den Top, Kishan Patel, Ran Dai, David J. Grymin
IROS4
2013 The power of play: design lessons for increasing the lifespan of outdated computers
abstract
One consequence of rapid advances in computer technology is the obsolescence of hundreds of millions of computers each year. This paper explores strategies for increasing the reuse of outdated computers through an investigation of an 8-bit home computer that is still popular in developing countries. We observed the use of the computers in 16 households in Ahmedabad and Bangalore, India in order to gain insight into the contextual factors that support the continued popularity of the device. While most computers become obsolete in less than a decade, this 30-year-old computer technology remains useful because it provides exciting, multi-user family entertainment. While having minimal processing power and virtually no connectivity, the 8-bit computer supports input and output channels that are especially suited for co-located social game play. In contrast, PCs are primarily designed for individual use. Therefore, we offer low-cost design recommendations that would enable outdated PCs to support greater shared use and increased utility within the constrained material context of low-income households. These simple interventions, if adopted by computer refurbishment industries, have the potential to significantly extend the useful lifespan of PCs.
Derek Lomas, Kishan Patel, Dixie Ching, Meera Lakshmanan, Matthew Kam, Jodi Forlizzi
CHI3
2013 Optimizing challenge in an educational game using large-scale design experiments
abstract
Online games can serve as research instruments to explore the effects of game design elements on motivation and learning. In our research, we manipulated the design of an online math game to investigate the effect of challenge on player motivation and learning. To test the \'1cInverted-U Hypothesis\'1d, which predicts that maximum game engagement will occur with moderate challenge, we produced two large-scale (10K and 70K subjects), multi-factor (2x3 and 2x9x8x4x25) online experiments. We found that, in almost all cases, subjects were more engaged and played longer when the game was easier, which seems to contradict the generality of the Inverted-U Hypothesis. Troublingly, we also found that the most engaging design conditions produced the slowest rates of learning. Based on our findings, we describe several design implications that may increase challenge-seeking in games, such as providing feedforward about the anticipated degree of challenge.
Derek Lomas, Kishan Patel, Jodi Forlizzi, Kenneth R. Koedinger
CHI2
2012 The Effects of Adaptive Sequencing Algorithms on Player Engagement within an Online Game
Derek Lomas, John C. Stamper, Ryan Muller, Kishan Patel, Kenneth R. Koedinger
ITS4