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Arjun Nagendran

dblp:84/4811 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2015
0000-0002-5318-2560ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorHuman-computer interaction and ubiquitous 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.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 77% Learning and educational technologies · 12% Health and well-being technologies · 12%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.212015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Virtual and augmented reality › augmented reality
projection-based augmented reality
0.212015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Interaction techniques and input › input sensing › touch sensing
multi-touch sensing
0.212015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Interaction techniques and input
touch interaction
0.212015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Health and well-being technologies
medical simulation
0.112015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Learning and educational technologies
medical training
0.112015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
YearPublicationVenuePosition
2015 Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training
abstract
We demonstrate a generalizable method for unified multitouch detection and response on a human head-shaped surface with a rear-projection animated 3D face. The method helps achieve hands-on touch-sensitive training with dynamic physical-virtual patient behavior. The method, which is generalizable to other non-parametric rear-projection surfaces, requires one or more infrared (IR) cameras, one or more projectors, IR light sources, and a rear-projection surface. IR light reflected off of human fingers is captured by cameras with matched IR pass filters, allowing for the localization of multiple finger touch events. These events are tightly coupled with the rendering system to produce auditory and visual responses on the animated face displayed using the projector(s), resulting in a responsive, interactive experience. We illustrate the applicability of our physical prototype in a medical training scenario.
Jason Hochreiter, Salam Daher, Arjun Nagendran, Laura González 0003, Greg Welch
VR3
2015 Symmetric telepresence using robotic humanoid surrogates
abstract
Abstract Telepresence involves the use of virtual reality technology to facilitate apparent physical participation in distant events, including potentially performing tasks, while creating a sense of being in that location. Traditionally, such systems are asymmetric in nature where only one side (participant) is “teleported” to the remote location. In this manuscript, the authors explore the possibility of symmetric three‐dimensional telepresence where both sides (participants) are “teleported” simultaneously to each other's location; the overarching concept of symmetric telepresence in virtual environments is extended to telepresence robots in physical environments. Two identical physical humanoid robots located in UK and the USA serve as surrogates while performing a transcontinental shared collaborative task. The actions of these surrogate robots are driven by capturing the intent of the participants controlling them in either location. Participants could communicate verbally but could not see the other person or the remote location while performing the task. The effectiveness of gesturing along with other observations during this preliminary experiment is presented. Results reveal that the symmetric robotic telepresence allowed participants to use and understand gestures in cases where they would otherwise have to describe their actions verbally. Copyright © 2015 John Wiley & Sons, Ltd.
Arjun Nagendran, Anthony Steed, Brian Kelly
Comput. Animat. Virtual Worlds1
2013 Robotic Pre-manipulation - Real-Time Polynomial Trajectory Control for Dynamic Object Interception with Minimum Jerk
Arjun Nagendran, Remo Pillat
ICINCO (1)1
2013 AMITIES: avatar-mediated interactive training and individualized experience system
abstract
This paper presents an architecture to control avatars and virtual characters in remote interaction environments. A human-in-the-loop (interactor) metaphor provides remote control of multiple virtual characters, with support for multiple interactors and multiple observers. Custom animation blending routines and a gesture-based interface provide interactors with an intuitive digital puppetry paradigm. This paradigm reduces the cognitive and physical loads on the interactor while supporting natural bi-directional conversation between a user and the virtual characters or avatar counterparts. A multi-server-client architecture, based on a low-demand network protocol, connects the user environment, interactor station(s) and observer station(s). The associated system affords the delivery of personalized experiences that adapt to the actions and interactions of individual users, while staying true to each virtual character's personality and backstory. This approach has been used to create experiences designed for training, education, rehabilitation, remote presence and other-related applications.
Arjun Nagendran, Remo Pillat, Adam Kavanaugh, Greg Welch, Charles E. Hughes
VRST1