Number of co-authors:17
Number of publications with 3 favourite co-authors:Sriram Subramanian:5Walterio Mayol-Cuevas:2Yoshifumi Kitamura:1
Abhijit Karnik's 3 most productive colleagues in number of publications:Shahram Izadi:50Yoshifumi Kitamura:48Sriram Subramanian:46
The worst misstep one can make in design is to solve the wrong problem.
-- John Carroll, Cited by Malcolm McCullough in Digital Ground, 2004
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Publications by Abhijit Karnik (bibliography)
Karnik, Abhijit, Plasencia, Diego Martinez, Mayol-Cuevas, Walterio and Subramanian, Sriram (2012): PiVOT: personalized view-overlays for tabletops. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 271-280.
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.
© All rights reserved Karnik et al. and/or ACM Press
Jamil, Izdihar, O'Hara, Kenton, Perry, Mark, Karnik, Abhijit and Subramanian, Sriram (2011): The effects of interaction techniques on talk patterns in collaborative peer learning around interactive tables. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 3043-3052.
This paper presents the findings of a user study investigating conversational patterns across three conditions of table-based interaction (direct touch interactive table, pantograph interactive table and non-digital table) for different types of educational activities. Findings demonstrate that communication style is significantly affected by interaction techniques. The direct touch technique stimulated conversations based around the topic and pedagogical method. The pantograph technique promoted playfulness and had a higher number of directive utterances between participants, with fewer task-based, group-oriented utterances. The non-digital table promoted reflective forms of task-orientated utterance, encouraged group communication and fostered more equitable participation between members. The findings provide insights into the design of interactive tables to support particular forms of social interaction.
© All rights reserved Jamil et al. and/or their publisher
Karnik, Abhijit, Henderson, Archie, Dean, Andrew, Pang, Howard, Campbell, Thomas, Sakurai, Satoshi, Herrmann, Guido, Izadi, Shahram, Kitamura, Yoshifumi and Subramanian, Sriram (2011): VORTEX: design and implementation of an interactive volumetric display. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2017-2022.
True 3D display systems like volumetric displays allow generation of autostereoscopic, multi-view 3D content that has real physical dimensions. However their uptake as a research tool within the HCI community is limited largely due to difficulties in buying or building such displays. The choice of commercially available systems is limited and constrains the flexibility of their use in terms of interaction capabilities, display features and integration with multi-display environments (MDEs). In this paper we describe the steps involved in creating custom volumetric display from easily available components. By building a touch-enabled volumetric display we walk-through the steps involved in the process. This will enable us to explore various interactive systems, associated techniques and challenges related to integration of the device into a MDE.
© All rights reserved Karnik et al. and/or their publisher
Han, Teng, Alexander, Jason, Karnik, Abhijit, Irani, Pourang and Subramanian, Sriram (2011): Kick: investigating the use of kick gestures for mobile interactions. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 29-32.
In this paper we describe the use of kick gestures for interaction with mobile devices. Kicking is a well-studied 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 kicking 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.
© All rights reserved Han et al. and/or ACM Press
Karnik, Abhijit, Mayol-Cuevas, Walterio and Subramanian, Sriram (2011): MUST-D: multi-user see through display. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 77-78.
In this paper we present MUST-D, a multi-user see-through display that allows users to inspect objects behind a glass panel while projecting view-dependent information on the glass to the user. MUST-D uses liquid crystal panels to implement a multi-view see-through display space in front of physical objects.
© All rights reserved Karnik et al. and/or ACM Press
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