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Note: This page showcases upto and including my master's research only.

Online Communities Analysis of online communities:Bix.com - An online competition site. Members of Bix upload original content such as dancing, karaoke, or lip-syncing videos, photography, writing, etc. Bix is unique in that large numbers of people upload very personal media that they have created, for the entertainment of other members of the site. Contests and contest categories are natural sites where users are likely to encounter each other over and over again, and thus build a bond -- especially if they comment on each other's entries. At the same time, users are also engaged in self-promotion and building an audience for themselves out of other Bix users (as well as friends outside of the site). This negotiation between participating in a community, and building an audience at the same time, is likely to be interesting. Bix also encourages users to bring in an outside audience (for example, a feature on the site will automatically advertise an entry on a MySpace profile), and it would be interesting to know about the practices users engage in when creating an audience and promoting their entry or contest.

 

Wall Wigglestick: A Social Navigation System for Next-generation Smart Phones(Spring '07) Wigglestick is a prototype software application being developed by the Mobile Technology Group of Georgia Institute of Technology, for use on next generation smart phones. Its name is slang for a divining rod used to find water or precious gems. Taking advantage of these phones' awareness of their location, Wigglestick enables users to drop media at specific spots, have their location visible to approved friends, and find their way to desired places.
Click here for more

 

Presented at Pervasive 2007

Presented at the Georgia Tech Graduate Student Symposium 2007

Wall Studying Socio-technical Intersections around a Multi-touch Wall-sized Display (Summer '06) As an intern at Accenture Technology Labs, Chicago, with Kelly Dempski and Brandon Harvey, I spent the summer exploring the issues that arise when a group of unacquainted people uses a large, multi-touch, multi-user software surface to accomplish varying independent goals. We asked users to perform browsing tasks within a structured collection of camera information on a ten-foot-wide touchscreen. With multiple users trying to accomplish their different tasks at the same time, we studied patterns of cooperation, competition, and other social protocols.

 

 

WallI performed user research, interaction/interface design, usability studies and qualitative analysis of user interaction. The application contained information about forty-five cameras, arranged in hierarchical panels showing increasing level of detail. Fifty-seven subjects, of varying technical exposure, age, gender, were chosen to participate in this study. They were first surveyed for their social use of technology and then were alloted tasks in groups of six-seven.

 

 

 

SNAPSimple Navigation and Access Platform (Spring 2006): Implementation of ICT solutions in developing countries is fraught with several challenges be they environmental, infrastructural or cultural. Apart form the various issues of bad connectivity, spectrum management and policy hurdles there is also the challenge of making the applications easy to use for users with little or no computing experience and with low literacy levels. This issue is further compounded by the fact that the since social and cultural norms differ between various cultural groups, there is usually a mismatch between the conceptual models the users have about their world and the interaction metaphors of traditional Windows Icons Menu Pointer (WIMP) interfaces. For an independent study with Dr.Michael Best, a team of HCI students designed and developed a simplified cross-cultural software platform based on an alternate interaction metaphor free from western WIMP tradition. We created a proof-of-concept application allowing the user autonomy, explorabitlity, state tracking, increased user efficiency versus system efficiency, error forgiveness and adaptability to most hardware and software conditions. The interaction metaphor was based off of zoomable user interfaces, the application was designed for a wide range of input and output modalities, storage and communication was made a combination of stand-alone or networked modes facilitating access to Information and Communication Technologies for rural users in Tamil Nadu with variable literacy and little/no computing experience. The authentication method was based on a pictorial solution, cutting across different literacy levels. The interface was desgned in Tamil, a native south-Indian language.

 

SNAPThe application was tested among expert users using cognitive walkthroughs, the results of which were incorporated into the application. We did not have the privelage to test the application among end users. We hope that this acts as a roadmap for thinking about HCI in cross-cultural contexts. This work also resulted in a workshop proposal for CHI '07 with Dr.Michael Best, Dr.Susan Dray, Dr.John Thomas, Dr.Andrew Dearden and Dr.Ann Light

CHI 07 Workshop (User-centered Design and International Development) at San Jose

View the website here

Also to appear in the Information Technologies and International Development 2007 journal

View the paper here

Swiki    Project Space   Report

Ethnography2Designing for epistemological challenges in instructional labs (Spring 2006)
For an independent study with Dr.Wendy Newstetter, I observed students in a bio-medical engineering instructional lab setting. Acquainted with phenomenology and epistemology, I was looking for externalization of knowledge, as embodied action, specifically for cases when the experiments would fail. I spent time in the lab sessions and later interviewed the students. I triangulated this data with head and asistant teaching assistants to understand the knowledge-building practices and the transfer of knowledge from lectures to the lab sessions. Additional ethnographic analysis revealed how the gap between lectures and labs impeded the goal of transferring knowledge, need for better incentives etc.

View the report here

Ethnography1Cognitive-Historical Analysis of problem solving strategies in a Bio-medical lab (Fall 2006)
With Dr.Nancy Nersessian, I am performing a cognitive-historical analysis of the data gathered from the above-mentioned research. Viewing scientific and engineering thinking as a complex system encompassing cognitive, social, cultural  and material aspects of practice, several aspects come into play: embodied action, tools, materials, representations, social arrangements and their situated historical connections and drawing epistemic connections with past lectures and the existing knowledge bank as well as the use of abstraction in analogy. I am interested in studying the problem-solving practices of the students, including analogous comparisions considering social, cognitive and cultural dimensions. Combining ethnography and cognitive-historical analysis, using the mixed-method approach; the ethnographic observations and analysis should help uncover embodied action, situated action, interpretive frameworks and the world view of the participants,  as well as the ontology and epistemology of the knowledge setting. The results would be analyzed using Cognitive-Historical analysis which would help in looking at the physical re-arrangement of artifacts in response to problems, the evolving nature of the models and concepts.  

GVU Technical Report

Qualitative methods 2Qualitative study of Amyotrophic Lateral Sclerosis(ALS) patients
Advised by Dr.Melody Moore, I am studying the locked-in ALS patient community in the United States to understand their lifestyles better, as part of my master's project. People involved will include caregivers, nursing community, doctors, friends and families of patients and patients. The implications will be directed towards creating guidelines for a neurally-controlled browser. Activity theory will be used.

 

 

Qualitative methods1Design of Technology for Meetings (Spring 2005)
With Dr.Beki Grinter, Sabina Karkin and I performed a qualitative study of meeting locations. We observed how people used technological artefacts in meetings in academic settings. We observed a low-tech, whiteboard-only student group meeting and contrasted with a very high-tech, computing-centric research group meeting. The observations were coded using open, selective and axial coding by using grounded theory. The analysis revealed that technology was used as a tool for portraying preference and for recalling information, pet tools were common, there was constant recognition of shared space and hence negotiation and that certain tools were unobtrusive to meeting progress.

View the report here


myConciergeMyConcierge (Fall 2005) Making entertainment plans is often thought of as a very organic process, the steps of which are quite dependent on opportunistic variables. Oftentimes, the opportunities are based on being in the right place at the right time to receive the necessary logistical information. To our knowledge, there is not a system currently in place which manages all of the multiple aspects of entertainment plan creation and action. Web sites are a key resource for making plans in various stages such as by offering overall information about a city's entertainment, businesses, restaurants, etc., allowing users to search for and buy tickets to an event, search for and buy tickets to movies exclusively, help find locations and offer directions, offering opportunities for social networking etc. Our system addressed these difficulties to lessen their impact, streamlining the plan-making process so that all necessary logistical aspects are presented to the user, enabling him/her to not only make arrangements, but also get to a chosen event in as direct and hassle-free a manner as possible.

 

screenWe designed the system in four stages: studying the user population, gathering requirements and studying the existing system . Once the problem was formulated, we proposed four major designs - a mobile phone solution, a bracelet solution, an mp3 player solution, and a kiosk solution to address the challenge. Our poster could be found here. Based on the voted results and feedback, we decided to prototype a mixture of kiosk and mobile solutions. In order to assess the success of our design in each of those key areas, we performed heuristic evaluations and cognitive walkthroughs with human factors experts, and performed think-aloud evaluations with real system users. We discovered areas for improvement and iterated back to the design process, incorporating the changes.

Project website

 

StrategyshopperStrategyShopper (Fall 2005) For the Introduction to Human Factors class, we choose to redesign the existing shopping process in in medium to large grocery stores a more efficient and less frustrating process. Our team identified limitations in computerized devices that can assist grocery shoppers with finding items in a store; we did this in various steps. We analyzed the user characteristics and environment variables in the existing process. Then we modelled the functional flow, decision-action sequence, operational sequence, and control flow of current shopping process, based on which we created the hierarchical task analysis, interface and workload analysis.

 

 

ScrapOnce the problems were identified, we re-designed the interface and the capabilities of the system. We proposed a web-based interface for building the shopping list online and a tablet device for the shopping cart, which provided a means to create an electronic shopping list that is automatically categorized, organized, ordered; an optimal path through the store based on their shopping list; and the ability to look up the location and availability of specific items using the shopping cart device.

Swiki  

 

 

EVSTranspace (Fall 2005): The purpose for this project was to create a prototype game space that explored new territory in the way people interact with real-time, 3D digital environments. The project was to use the Virtools development platform to assemble 3D environments, created in Maya, with innovative interactive functionality that advanced to our understanding of virtual 3D spaces.Specifically, we wanted to focus on interstitial spaces created when a player moves between environments. Spatial transitions are commonplace in video games, but they most frequently occur as discontinuities. We viewed transitioning between interactive spaces as an interesting design challenge. Introducing interactivity to the transitions between the primary game spaces increases the player’s agency in the game, which may result in a more meaningful and immediate game experience. We also seeked to understand how raising the significance of the transitions may affect perception of the primary game spaces.

 

EVS
  Report


XMSonicTouch (Spring 2005) For the Experimental Media class, we designed a multi-touch music composition tool emphasizing on direct manipulation, collaboration, large size and touchability. We designed a collaborative sound drawing system, what we call as WYSIWYH(What You See Is What You Hear). Based on the squiggle waveform drawn by the user, from which we gathered the frequency, time period and amplitude, the corresponding sound parameter such as tempo, pitch, volume would be varied.

This was designed using Frustrated Total Internal Reflection by Chris Simpkins, using off-the-shelf components for sensing and display. After detecting the blob, we performed various operations such as offset correction, slope detection, standard deviation etc to generate the output sound.
Website    Swiki   Blog

CS1

Casablanca Digital Critical Film Edition (Fall-Spring 2005) : Graduate Research Assistant with School of Literature, Communication and Culture and American Film Institute
Construction and maintenance of a web application that streams film commentary, annotations, scripts, reports, memos and other archival material from an AFI site, and integrates it with local DVD content. By pulling the extra information, that is context-sensitive and dynamic, users can access information provided by film critics, scholars and researchers.

 

 

 

CS2The Casablanca project advances interactive television by providing the user with contextual information from a central database, which could be extended to other films thus creating a rich user experience. We demonstrated the application to film academia and researchers in LCC Demo Days of Fall and Spring 05-06. I was involved in interaction design, information architecture and application development.

Demonstrated at the LCC Demo Day in Fall '05 and Spring '06



StrategyshopperBrainLab website (Fall 2006) Design and development of the Georgia Tech BrainLab website for the BrainLab research group. Includes information architecture, visual design and interaction design.

Website

 

 

 

AarohiAarohi (Fall 2006): Design and development of the Aarohi website. Aarohi is the Indian classical music association of Georgia Tech.

Website

 

 



B.E. Electronics and Communication Engineering (2001-2005)

Steganography and Steganalysis under JPEG Compression (Dec 2004-April 2005)
Computer Science and Automation, Indian Institute of Science
Professor, Dr.CE Veni Madhavan (Dec 2004- March 2005) :
Towards Bachelor of Engineering degree
Understanding and Implementation of Image Compression techniques such as Discrete Cosine Transform values, Quantization, Huffman tables. Implementation of Steganography tool (Data hiding) and Steganalysis tool (Data detection).
Many lossless and lossy compression techniques are used for storage and transmission of digital speech and image information. These techniques are usually analysed with respect to many  requirements pertaining to fidelity, perceptual quality, storage and transmission capacities. Additional requirements arise in the context of secure communication using cryptographic and steganographic methodologies. The aim of the project was to study, implement and analyse a few select techniques of compression and their impact on encryption and image steganography/steganalysis.

Report

Optimization Techniques using Neural Networks in Production of Bio-degradable Plastic using Azotobacter Vinelandii :Dept of Industrial Biotechnology, Anna University
Vice-principal and Head, Dr. MRV Krishnan
National Conference on Modeling and Analysis of Manufacturing Systems, Trichy, India, 2004
Artificial Neural Networks, Bio-degradable Plastic, Optimization methods, Engineering methods, Experiment design
(Selected for second round of ITalent by Confederation of Indian Industry and TATA Consultancy Services)
Plastic has become an integral part of our lives because of its desirable properties like durability, resistance to degradation. Ranging from pens to aircraft frames, they have become inevitable. Biodegradable plastic (BDP1) is natural, biodegradable polyester synthesized by numerous microorganisms as an energy reserve material. BDP1s have tremendous potential as substitutes for bulk thermoplastics. The following paper discusses a method to synthesize BDP1 using Azotobacter vinelandii2 bacterium. It uses the method of Plackett-Burman3 optimization for simultaneous evaluation of the performances of the fermentation4 system using Neural Networks. Neural Networks speed the evaluation; hence the whole experimentation process is completed in a very short span of time, adding accuracy and ease of implementation to the production process. This optimization technique was necessitated since the process involves a minimum of 15 sensitive variables (such as the feed material, temperature, aeration, PH…etc.). Also it might take long periods of experimentation (even months), analysis. This technique is very elegant and effectively uses C language for global optimization. The technique trains the Neural Network to identify the individual optima of each parameter and subsequently identifies the global optimum of  all the parameters.


Paper

Towards a Novel Pocketable Dialyser: Dept of Industrial Biotechnology, Anna University
Nithya Sambasivan, Vega Peter, Dr.M R V Krishnan
First prize at National Level Technical Symposium on Electronics and Communications Systems, Chennai, India, 2004
The function of the kidney is to purify the impure blood from the artery and send it
back into the vein. In case of failure of the kidney, the dialysis process is done outside the human body with the help of a dialyser. Dialysers have now been used for almost 35 years to treat patients with renal failure. The dialysers can be used for short terms or periods if the patients have acute renal failure due to specific poisoning or circulatory shocks. In cases where there is permanent renal failure, the dialyser can be used for many years at a time. But the dialysers now in use have many limitations in the engineering design. In this technical report, a modified approach for a portable dialyser is discussed. This reduces the time period of hospitalization, cost and discomfort to the patient.

Paper

Smart Surgical Probe {Remote Emergency Medical Surgery}
Nithya Sambasivan, Vega Peter, Dr.M R V Krishnan
APOGEE, 2005
Information technologies to assist astronaut-physician in responding to medical
emergencies during space flights are being employed for the improvement of women’s health. This technology, initially developed for neurosurgery applications, not only has enormous potential for the diagnosis and treatment of breast cancer, but broad applicability to a wide range of medical challenges. For the breast cancer, the smart surgical probe is designed to “see” a suspicious lump, determine whether it is cancerous and predict how the disease may progress. The smart surgical probe makes use of adaptive intelligence software (fuzzy logic/neural networks) with the most advanced physiologic sensors to provide real-time in vivo tissue characterization for the detection, diagnosis and treatment of tumors, including determination of tumor microenvironment and tumor margins. The smart software solutions and tools from these medical applications will lead to the development of better real-time minimally invasive surgical probes for emergency medical care and treatment of astronauts on long space flights.

Paper

Synthesis of Nanomedicine and its applications in cure of Glioma Tumor
Nithya Sambasivan, Vega Peter, Dr.M R V Krishnan
National-level Technical Symposium on  on Communication Systems (Third Prize), 2004
The effect of colloidal nanosize Iron Oxide as well as Carbon nanotubes on the growth of pathogenic bacteria and cancerous cell is studied in this paper. Inactivation of E.Coli occurs when colloidal Fe2O3 or Carbon nanotubes are illuminated with visible light. Neither  Fe2O3 nor Carbon nanotubes are carcinogenic to human beings and since their Band Gap lies within the visible light, one not need UV light(as is being used in commercial units) to kill bacteria.  Fe2O3 and Carbon nanotubes being fine powder, they can also be used as a simple filter to remove any suspended dust particle present in drinking water. Since these materials work with visible light, it is possible to design the water purification unit utilizing solar radiation, which would mean that it can be used in areas where electricity is not available.

Paper

 

 

    ______________________________________ In my room, I talk
    to my invisible guests:
    they do not argue, but wait

    Till I am exhausted,
    then they slip away
    with inscrutable faces.

    I lack the means to change
    their amiable ways,
    although I love their gods.

    It's the language really
    separates, whatever else
    is shared. On the other hand,

    Everyone understands
    Mother Theresa; her guests
    die visibly in her arms.

    It's not the mythology
    or the marriage customs
    that you need to know,

    It's the will to pass
    through the eye of a needle
    to self-forgetfulness.

    The guests depart, dissatisfied;
    they will never give up
    their mantras, old or new.

    And you, uneasy
    orphan of their racial
    memories, merely

    Polish up your alien
    techniques of observation,
    while the city burns.
    ~nissim ezekiel