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Swayanshu Rout

dblp:415/7384 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0006-6585-5028ORCID · reported

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

Human-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
1 paper
Ubiquitous computing and smart environments · 61% Games and playful interaction · 30% Wearable and physiological sensing · 9%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › extended reality games
augmented reality games
1.012026
From Invisible to Actionable: Augmented Reality Interactions with Indoor CO2 · CHI 2026
Ubiquitous computing and smart environments
environmental sensing
1.012026
From Invisible to Actionable: Augmented Reality Interactions with Indoor CO2 · CHI 2026
Ubiquitous computing and smart environments › smart buildings
indoor air quality monitoring
1.012026
From Invisible to Actionable: Augmented Reality Interactions with Indoor CO2 · CHI 2026

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

user study · 1.0usability evaluation · 1.0
YearPublicationVenuePosition
2026 From Invisible to Actionable: Augmented Reality Interactions with Indoor CO2
abstract
Indoor carbon dioxide (CO2) can rapidly accumulate to form invisible pollution hotspots, posing significant health risks due to its odorless and colorless nature. Despite growing interest in wearable or stationary sensors for pollutant detection, effectively visualizing CO2 levels and engaging individuals remains an ongoing challenge. In this paper, we develop a portable wrist-sized pollution sensor that detects CO2 in real time at any indoor location and reveals CO2 bubbles by highlighting sudden spikes. In order to promote better ventilation habits and user awareness, we also develop a smartphone-based augmented reality (AR) game for users to locate and disperse these high-CO2 zones. A user study with 35 participants demonstrated increased engagement and heightened understanding of CO2’s health impacts. Our system’s usability evaluations yielded a median score of 1.88, indicating its strong practicality.
Prasenjit Karmakar, Manjeet Yadav, Swayanshu Rout, Swadhin Pradhan, Sandip Chakraborty 0001
CHI3