ProcessAR: An augmented reality-based tool to create in-situ procedural 2D/3D AR Instructions

ProcessAR: An augmented reality-based tool to create in-situ procedural 2D/3D AR Instructions

Subramanian Chidambaram, Hank Huang, Fengming He, Xun Qian, Ana M Villanueva, Thomas S Redick, Wolfgang Stuerzlinger, Karthik Ramani
In Proceedings of the Designing Interactive Systems Conference

Augmented reality (AR) is an efficient form of delivering spatial information and has great potential for training workers. However, AR is still not widely used for such scenarios due to the technical skills and expertise required to create...

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FabHandWear : An End-to-End Pipeline from Design to Fabrication of Customized Functional Hand Wearables

FabHandWear : An End-to-End Pipeline from Design to Fabrication of Customized Functional Hand Wearables

Luis Paredes, Sai Swarup Reddy, Subramanian Chidambaram, Devashri Vagholkar, Yunbo Zhang, Bedrich Benes, Karthik Ramani
In Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies

Current hand wearables have limited customizability, they are loose-fit to an individual's hand and lack comfort. The main barrier in customizing hand wearables is the geometric complexity and size variation in hands. Moreover, there are different...

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Towards modeling of human skilling for electrical circuitry using augmented reality applications

Towards modeling of human skilling for electrical circuitry using augmented reality applications

Ana Villanueva, Ziyi Liu, Yoshimasa Kitaguchi, Zhengzhe Zhu, Kylie Peppler, Thomas Redick, Karthik Ramani
International Journal of Educational Technology in Higher Education

Augmented reality (AR) is a unique, hands-on tool to deliver information. However, its educational value has been mainly demonstrated empirically so far. In this paper, we present a modeling approach to provide users with mastery of a skill, using...

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RobotAR: An Augmented Reality Compatible Teleconsulting Robotics Toolkit for Augmented Makerspace Experiences

RobotAR: An Augmented Reality Compatible Teleconsulting Robotics Toolkit for Augmented Makerspace Experiences

Ana Villanueva, Zhengzhe Zhu, Ziyi Liu, Xin Du, Joey Huang, Kylie Peppler, Karthik Ramani
In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Distance learning is facing a critical moment finding a balance between high quality education for remote students and engaging them in hands-on learning. This is particularly relevant for project-based classrooms and makerspaces, which typically...

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LightPaintAR: Assist Light Painting Photography with Augmented Reality

LightPaintAR: Assist Light Painting Photography with Augmented Reality

Tianyi Wang, Xun Qian, Fengming He, Karthik Ramani
In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems

Light painting photos are created by moving light sources in mid-air while taking a long exposure photo. However, it is challenging for novice users to leave accurate light traces without any spatial guidance. Therefore, we present LightPaintAR, a...

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AdapTutAR: An Adaptive Tutoring System for Machine Tasks in Augmented Reality

AdapTutAR: An Adaptive Tutoring System for Machine Tasks in Augmented Reality

Gaoping Huang*, Xun Qian*, Tianyi Wang, Fagun Patel, Maitreya Sreeram, Yuanzhi Cao, Karthik Ramani, and Alexander J. Quinn
In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems

Modern manufacturing processes are in a state of flux, as they adapt to increasing demand for flexible and self-configuring production. This poses challenges for training workers to rapidly master new machine operations and processes, i.e. machine...

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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...

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