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Dive into the research topics where Abhijit Karnik is active.

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Featured researches published by Abhijit Karnik.


human factors in computing systems | 2013

Morphees: toward high "shape resolution" in self-actuated flexible mobile devices

Anne Roudaut; Abhijit Karnik; Markus Löchtefeld; Sriram Subramanian

We introduce the term shape resolution, which adds to the existing definitions of screen and touch resolution. We propose a framework, based on a geometric model (Non-Uniform Rational B-splines), which defines a metric for shape resolution in ten features. We illustrate it by comparing the current related work of shape changing devices. We then propose the concept of Morphees that are self-actuated flexible mobile devices adapting their shapes on their own to the context of use in order to offer better affordances. For instance, when a game is launched, the mobile device morphs into a console-like shape by curling two opposite edges to be better grasped with two hands. We then create preliminary prototypes of Morphees in order to explore six different building strategies using advanced shape changing materials (dielectric electro active polymers and shape memory alloys). By comparing the shape resolution of our prototypes, we generate insights to help designers toward creating high shape resolution Morphees.


human factors in computing systems | 2015

Opportunities and Challenges for Data Physicalization

Yvonne Jansen; Pierre Dragicevic; Petra Isenberg; Jason Alexander; Abhijit Karnik; Johan Kildal; Sriram Subramanian; Kasper Hornbæk

Physical representations of data have existed for thousands of years. Yet it is now that advances in digital fabrication, actuated tangible interfaces, and shape-changing displays are spurring an emerging area of research that we call Data Physicalization. It aims to help people explore, understand, and communicate data using computer-supported physical data representations. We call these representations physicalizations, analogously to visualizations -- their purely visual counterpart. In this article, we go beyond the focused research questions addressed so far by delineating the research area, synthesizing its open challenges and laying out a research agenda.


human factors in computing systems | 2015

Exploring Interactions with Physically Dynamic Bar Charts

Faisal Taher; John G. Hardy; Abhijit Karnik; Christian Weichel; Yvonne Jansen; Kasper Hornbæk; Jason Alexander

Visualizations such as bar charts help users reason about data, but are mostly screen-based, rarely physical, and almost never physical and dynamic. This paper investigates the role of physically dynamic bar charts and evaluates new interactions for exploring and working with datasets rendered in dynamic physical form. To facilitate our exploration we constructed a 10x10 interactive bar chart and designed interactions that supported fundamental visualisation tasks, specifically; annotation, filtering, organization, and navigation. The interactions were evaluated in a user study with 17 participants. Our findings identify the preferred methods of working with the data for each task i.e. directly tapping rows to hide bars, highlight the strengths and limitations of working with physical data, and discuss the challenges of integrating the proposed interactions together into a larger data exploration system. In general, physical interactions were intuitive, informative, and enjoyable, paving the way for new explorations in physical data visualizations.


human computer interaction with mobile devices and services | 2011

Kick: investigating the use of kick gestures for mobile interactions

Teng Han; Jason Alexander; Abhijit Karnik; Pourang Irani; Sriram Subramanian

In this paper we describe the use of kick gestures for interaction with mobile devices. Kicking is a well-st udied leg action that can be harnessed in mobile contexts where the hands are busy or too dirty to interact with the phone. In this paper we examine the design space of kicki ng as an interaction technique through two user studies. The first study investigated how well users were able to control the direction of their kicks. Users were able to aim their kicks best when the movement range is divided into segments of at least 24°. In the second study we looked at the velocity of a kick. We found that the users are able to kick with at least two varying velocities. However, they also often undershoot the target velocity. Finally, we propose some specific applications in which kicks can prove beneficial.


human factors in computing systems | 2014

SensaBubble: a chrono-sensory mid-air display of sight and smell

Sue Ann Seah; Diego Martinez Plasencia; Peter Bennett; Abhijit Karnik; Vlad Stefan Otrocol; Jarrod Knibbe; Andy Cockburn; Sriram Subramanian

We present SensaBubble, a chrono-sensory mid-air display system that generates scented bubbles to deliver information to the user via a number of sensory modalities. The system reliably produces single bubbles of specific sizes along a directed path. Each bubble produced by SensaBubble is filled with fog containing a scent relevant to the notification. The chrono-sensory aspect of SensaBubble means that information is presented both temporally and multimodally. Temporal information is enabled through two forms of persistence: firstly, a visual display projected onto the bubble which only endures until it bursts; secondly, a scent released upon the bursting of the bubble slowly disperses and leaves a longer-lasting perceptible trace of the event. We report details of SensaBubbles design and implementation, as well as results of technical and user evaluations. We then discuss and demonstrate how SensaBubble can be adapted for use in a wide range of application contexts -- from an ambient peripheral display for persistent alerts, to an engaging display for gaming or education.


BMC Bioinformatics | 2013

SDM-Assist software to design site-directed mutagenesis primers introducing “silent” restriction sites

Abhijit Karnik; Rucha Karnik; Christopher Grefen

BackgroundOver the past decades site-directed mutagenesis (SDM) has become an indispensable tool for biological structure-function studies. In principle, SDM uses modified primer pairs in a PCR reaction to introduce a mutation in a cDNA insert. DpnI digestion of the reaction mixture is used to eliminate template copies before amplification in E. coli; however, this process is inefficient resulting in un-mutated clones which can only be distinguished from mutant clones by sequencing.ResultsWe have developed a program - ‘SDM-Assist’ which creates SDM primers adding a specific identifier: through additional silent mutations a restriction site is included or a previous one removed which allows for highly efficient identification of ‘mutated clones’ by a simple restriction digest.ConclusionsThe direct identification of SDM clones will save time and money for researchers. SDM-Assist also scores the primers based on factors such as Tm, GC content and secondary structure allowing for simplified selection of optimal primer pairs.


user interface software and technology | 2012

PiVOT: personalized view-overlays for tabletops

Abhijit Karnik; Diego Martinez Plasencia; Walterio W. Mayol-Cuevas; Sriram Subramanian

We present PiVOT, a tabletop system aimed at supporting mixed-focus collaborative tasks. Through two view-zones, PiVOT provides personalized views to individual users while presenting an unaffected and unobstructed shared view to all users. The system supports multiple personalized views which can be present at the same spatial location and yet be only visible to the users it belongs to. The system also allows the creation of personal views that can be either 2D or (auto-stereoscopic) 3D images. We first discuss the motivation and the different implementation principles required for realizing such a system, before exploring different designs able to address the seemingly opposing challenges of shared and personalized views. We then implement and evaluate a sample prototype to validate our design ideas and present a set of sample applications to demonstrate the utility of the system.


human factors in computing systems | 2012

MUSTARD: a multi user see through AR display

Abhijit Karnik; Walterio W. Mayol-Cuevas; Sriram Subramanian

We present MUSTARD, a multi-user dynamic random hole see-through display, capable of delivering viewer dependent information for objects behind a glass cabinet. Multiple viewers are allowed to observe both the physical object(s) being augmented and their location dependent annotations at the same time. The system consists of two liquid-crystal (LC) panels within which physical objects can be placed. The back LC panel serves as a dynamic mask while the front panel serves as the data. We first describe the principle of MUSTARD and then examine various functions that can be used to minimize crosstalk between multiple viewer positions. We compare different conflict management strategies using PSNR and the quality mean opinion score of HDR-VDP2. Finally, through a user-study we show that users can clearly identify images and objects even when the images are shown with strong conflicting regions; demonstrating that our system works even in the most extreme of circumstances.


international conference on robotics and automation | 2016

Cubimorph: Designing modular interactive devices

Anne Roudaut; Diana Krusteva; Mike McCoy; Abhijit Karnik; Karthik Ramani; Sriram Subramanian

We introduce Cubimorph, a modular interactive device that accommodates touchscreens on each of the six module faces, and that uses a hinge-mounted turntable mechanism to self-reconfigure in the users hand. Cubimorph contributes toward the vision of programmable matter where interactive devices reconfigure in any shape that can be made out of a chain of cubes in order to fit a myriad of functionalities, e.g. a mobile phone shifting into a console when a user launches a game. We present a design rationale that exposes user requirements to consider when designing homogeneous modular interactive devices. We present our Cubimorph mechanical design, three prototypes demonstrating key aspects (turntable hinges, embedded touchscreens and miniaturization), and an adaptation of the probabilistic roadmap algorithm for the reconfiguration.


interaction design and children | 2012

Group interaction on interactive multi-touch tables by children in India

Izdihar Jamil; Mark Perry; Kenton O'Hara; Abhijit Karnik; Mark T. Marshall; Swathi Jha; Sanjay Gupta; Sriram Subramanian

Interactive tables provide multi-touch capabilities that can enable children to collaborate face-to-face simultaneously. In this paper we extend existing understanding of childrens use of interactive tabletops by examining their use by school children in a school in Delhi, India. In the study, we explore how the school children exhibit particular types of collaboration strategies and touch input techniques when dealing with digital objects. In particular, we highlight a number of behaviours of interest, such as how the children would move the same digital object on the table together. We also discuss how the children work in close proximity to each other and dynamically organize their spatial positions in order to work together, as well as establish territory and control. We go on to examine some of the finger-based interaction and manipulation strategies that arise in these contexts. Finally, the paper considers the implications of such behaviours for the deployment of tabletop applications in these particular educational contexts.

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Mark Perry

Brunel University London

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Mark T. Marshall

Sheffield Hallam University

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