About
38
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Introduction
Full texts of most of my publications are accessible from here: http://www.lancaster.ac.uk/staff/karnik/publications.html
My research focuses on building novel interactive systems that deliver customized content for multiple users simultaneously. Over the last two years, I have focused on the design of serious games as research tools.
Current institution
Additional affiliations
October 2013 - present
October 2009 - August 2013
Education
September 2009 - August 2013
November 2000 - June 2004
Publications
Publications (38)
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 pro...
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...
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)...
Background
Over 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. c...
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 phy...
The topic of consent within interpersonal relationships is sensitive and complex. A serious game can provide a safe medium for the exploration of the topic of consent. In this paper, we aim to alleviate the challenges of designing a serious game artefact with the implicit goal of exploring the topic of consent. The resulting artefact, “Case By Case...
Deployable kinematic structures can transform themselves from a small closed configuration to a large deployed one. These structures are widely used in many engineering fields including aerospace, architecture, robotics and to some extent within HCI. In this paper, we investigate the use of a symmetric spherical deployable structure and its applica...
Virtual Reality (VR), as part of the wider Technology Enhanced Learning (TEL) space, presents novel opportunities for enhancing inquiry-based learning in education. VR provides an immersive 3D space for the reflective process of individuals to emerge unhindered in the form of spatial patterns. Abstract reflective tasks like mind mapping are central...
Likert-style questionnaires and surveys are commonly used tools for research. To alleviate survey-fatigue, researchers have explored gamification routes to increase engagement and lower drop-outs. However, these attempts still rely on direct use of questionnaire text and focus on creating engagement around the actual activity and do not fully allev...
Virtual Reality (VR) can mediate remote collaborative learning and can support pedagogical processes like paragogy. Within education, methods such as spaced repetition and memory palaces exist to support the cognitive process of remembering. We identify an opportunity to enhance learner-led collaborative paragogy involving these methods through imm...
Virtual Reality (VR) can mediate remote collaborative learning and can support pedagogical processes like paragogy. Within education, methods such as spaced repetition and memory palaces exist to support the cognitive process of remembering. We identify an opportunity to enhance learner-led collaborative paragogy involving these methods through imm...
COVID-19 exposed the need to identify newer tools to understand perception of information, behavioral conformance to instructions and model the effects of individual motivation and decisions on the success of measures being put in place. We approach this challenge through the lens of serious games. Serious games are designed to instruct and inform...
The objective of this study was to demonstrate a haptic-audio based system which could enable the blind to shop online independently. The goal was to find out whether a web design with haptic and audio modality, speech recognition and speech synthesizer are usable for shopping and product evaluation. The results showed that an active framed three-s...
We present a study of children collaborating around interactive tabletops in three different countries: India, the United Kingdom and Finland. Our data highlights the key distinctive physical strategies used by children when performing collaborative tasks during this study. Children in India employ dynamic positioning with frequent physical contact...
The rapid expansion of the Internet and electronic commerce has encouraged many consumers to buy a variety of products online. However, due to the poor accessibility of online websites, visually impaired do not shop online or if they do, they often request help from sighted people. An online store prototype which has shopping features such as produ...
As more and more retailers offer their products for sale online, their web-based content is becoming increasingly visual and complex for visually impaired persons to access, navigate, and interpret when using current accessibility technologies such as screen reader, voice browser and Braille display. This hindered their independence to go online to...
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...
Physical representations of data have existed for thousands of years. However, it is only now that advances in digital fabrication, actuated tangible interfaces, and shape-changing displays can support the emerging area of 'Data Physicalization' [6]: the study of computer-supported, physical representations of data and their support for cognition,...
As digital fabrication and digital design become more pervasive, the physical tools we use in conjunction will have to catch up. With the Internet of Things, cyberphysical systems, and Industry 4.0 in our midst, connecting and integrating measurement tools into design processes is a logical step. Here, the authors describe the first steps in that d...
The physical tools used when designing new objects for digital fabrication are mature, yet disconnected from their virtual accompaniments. SPATA is the digital adaptation of two spatial measurement tools, that explores their closer integration into virtual design environments. We adapt two of the traditional measurement tools: calipers and protract...
Reflective optical combiners like beam splitters and two way mirrors are used in AR to overlap digital contents on the users’ hands or bodies. Augmentations are usually unidirectional, either reflecting virtual contents on the user’s body (Situated Augmented Reality) or augmenting user’s reflections with digital contents (AR mirrors). But many othe...
We present Portallax, a clip-on technology to retrofit mobile devices with 3D display capabilities. Available technologies (e.g. Nintendo 3DS or LG Optimus) and clip-on solutions (e.g. 3DeeSlide and Grilli3D) force users to have a fixed head and device positions. This is contradictory to the nature of a mobile scenario, and limits the usage of inte...
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 notificat...
Full-text URL: http://www.research.lancs.ac.uk/portal/services/downloadRegister/62155058/Interact_2013_Tovi_Open_Access_Version.pdf
Stereoscopic displays and volumetric 3D displays capable of delivering 3D views have in use for many years. These standalone displays have been investigated in detail for their impact on users’ viewing experiences. Eff...
We present a study of how children demonstrate physicality during collaboration around interactive tables at school. Our results show that children tend to dynamically position themselves around the tabletop area to effect particular social outcomes. These movements around the tabletop allow them to enact coordination strategies in their social int...
SDM-Assist is a stand-alone application which allows SDM primer design in just 3 clicks without the need for an internet connection and will work on almost any Mac/Windows machine.
Interactive tables provide multi-touch capabilities that can enable children to collaborate face-to-face simultaneously. In this paper we extend existing understanding of children's 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...
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.
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...
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 const...
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 inter...
Questions
Question (1)
In a camera (photography), the depth of field/view describes a volume within which objects are acceptably in-focus. Can this behaviour be reversed for a projector to allow the same focal setting to project sharp images on screens at slightly different depths? If so, how (i.e. add more optics to expand the DoF of the projector)?