Ananya Ipsita

Ananya Ipsita

Ananya Ipsita is a Master's student in the School of Mechanical Engineering at Purdue University since Fall 2018. She received her Bachelor's degree in Electronics and Communication Engineering from National Institute of Technology, Rourkela, India. Prior to joining Purdue, she worked as a software engineer in SAP Labs, India where she designed and developed analytical business solutions. Her research interest includes computer vision, robotic systems, Augmented Reality (AR) and Human-Computer Interaction (HCI).
Adopting Backward Design into a Constructionist Curriculum Design for IoT Skill Development in High Schoolers

Adopting Backward Design into a Constructionist Curriculum Design for IoT Skill Development in High Schoolers

Ananya Ipsita, Terrell Kendall Glenn, Disha Ajay Bhagwat, Nielsen Pereira, Kylie A Peppler, Karthik Ramani
In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, pp. 1-8. 2025.

Despite the growing demand for experienced Internet of Things (IoT) professionals across industrial establishments, most secondary education institutions do not offer a curriculum to empower students’ knowledge and skills in IoT. Enrichment...

Virtual Reality in Manufacturing Education: A Scoping Review Indicating State-of-the-Art, Benefits, and Challenges Across Domains, Levels, and Entities

Virtual Reality in Manufacturing Education: A Scoping Review Indicating State-of-the-Art, Benefits, and Challenges Across Domains, Levels, and Entities

Ananya Ipsita, Ramesh Kaki, Ziyi Liu, Mayank Patel, Runlin Duan, Lakshmi Deshpande, Lin-Ping Yuan, Victoria Lowell, Ashok Maharaj, Kylie Peppler, Steven Feiner, Karthik Ramani
Preprint submitted to Elsevier

To address the shortage of a skilled workforce in the U.S. manufacturing industry, immersive Virtual Reality (VR)-based training solutions hold promising potential. To effectively utilize VR to meet workforce demands, it is important to understand...

ImpersonatAR: Using Embodied Authoring and Evaluation to Prototype Multi-Scenario Use cases for Augmented Reality Applications

ImpersonatAR: Using Embodied Authoring and Evaluation to Prototype Multi-Scenario Use cases for Augmented Reality Applications

Meng-Han Wu, Ananya Ipsita, Gaoping Huang, Karthik Ramani, Alexander J Quinn
in ASME. J. Comput. Inf. Sci. Eng.

Prototyping use cases for Augmented Reality (AR) applications can be beneficial to elicit the functional requirements of the features early-on, to drive the subsequent development in a goal-oriented manner. Doing so would require designers to...

The Design of a Virtual Prototyping System for Authoring Interactive Virtual Reality Environments From Real-World Scans

The Design of a Virtual Prototyping System for Authoring Interactive Virtual Reality Environments From Real-World Scans

Ananya Ipsita*, Runlin Duan*, Hao Li*, Subramanian Chidambaram, Yuanzhi Cao, Min Liu, Alex Quinn, Karthik Ramani
in ASME. J. Comput. Inf. Sci. Eng. March 2024

Domain users (DUs) with a knowledge base in specialized fields are frequently excluded from authoring virtual reality (VR)-based applications in corresponding fields. This is largely due to the requirement of VR programming expertise needed to...

EditAR: A Digital Twin Authoring Environment for Creation of AR/VR and Video Instructions from a Single Demonstration

EditAR: A Digital Twin Authoring Environment for Creation of AR/VR and Video Instructions from a Single Demonstration

Subramanian Chidambaram, Sai Swarup Reddy, Matthew Rumple, Ananya Ipsita, Ana Villanueva, Thomas Redick, Wolfgang Stuerzlinger, Karthik Ramani
In 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)

Augmented/Virtual reality and video-based media play a vital role in the digital learning revolution to train novices in spatial tasks. However, creating content for these different media requires expertise in several fields. We present EditAR, a...

StretchAR: Exploiting Touch and Stretch as a Method of Interaction for Smart Glasses Using Wearable Straps

StretchAR: Exploiting Touch and Stretch as a Method of Interaction for Smart Glasses Using Wearable Straps

Luis Paredes, Ananya Ipsita, Juan C. Mesa, Ramses V. Martinez Garrido, Karthik Ramani
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 6(3), 1-26

Over the past decade, augmented reality (AR) developers have explored a variety of approaches to allow users to interact with the information displayed on smart glasses and head-mounted displays (HMDs). Current interaction modalities such as...

ScalAR: Authoring Semantically Adaptive Augmented Reality Experiences in Virtual Reality

ScalAR: Authoring Semantically Adaptive Augmented Reality Experiences in Virtual Reality

Xun Qian, Fengming He, Xiyun Hu, Tianyi Wang, Ananya Ipsita, and Karthik Ramani
In the Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems

Augmented Reality (AR) experiences tightly associate virtual contents with environmental entities. However, the dissimilarity of different environments limits the adaptive AR content behaviors under large-scale deployment. We propose ScalAR, an...

Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable Training

Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable Training

Ananya Ipsita, Levi Erickson, Yangzi Dong, Joey Huang, Alexa Bushinski, Sraven Saradhi, Ana Villanueva, Kylie Peppler, Thomas Redick, and Karthik Ramani
In the Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems

The US manufacturing industry is currently facing a welding workforce shortage which is largely due to inadequacy of widespread welding training. To address this challenge, we present a Virtual Reality (VR)-based training system aimed at...

VRFromX: From Scanned Reality to Interactive Virtual Experience with Human-in-the-Loop

VRFromX: From Scanned Reality to Interactive Virtual Experience with Human-in-the-Loop

Ananya Ipsita, Hao Li, Runlin Duan, Yuanzhi Cao, Subramanian Chidambaram, Min Liu, Karthik Ramani
In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems

There is an increasing trend of Virtual-Reality (VR) applications found in education, entertainment, and industry. Many of them utilize real world tools, environments, and interactions as bases for creation. However, creating such applications is...