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Nilanjan Sarkar

Publications and source records attributed to Nilanjan Sarkar.

6 recordsLinked to original sources

Immersive and Wearable Thermal Rendering for Augmented Reality

We present a proof-of-concept palm-mounted thermal feedback prototype addressing thermal rendering challenges specific to augmented reality (AR), where users must interact with both real and virtual objects in their physical workspace. In contrast to thermal feedback systems developed for virtual reality, AR thermal feedback must preserve manual dexterity, maintain access to real-world thermal cues, and provide coherent virtual temperature sensations without obstructing natural object interaction. We propose three AR-specific design considerations, which our prototype implements: indirect feedback to preserve fingertip dexterity, active thermal passthrough to sense and render the temperature of contacted physical surfaces, and spatially and temporally varying thermal rendering across the palm. Human-subject experiments evaluated perceptual sensitivity, indirect feedback, active thermal passthrough, spatial pattern recognition, and moving thermal rendering during AR interaction. Results showed that although indirect feedback reduced perceived realism during visual contact at the fingertips, it did not reduce immersion or comfort; active thermal passthrough supported temperature discrimination between real and rendered surfaces; and spatiotemporal rendering significantly improved immersion and realism compared with static thermal stimulation. These findings suggest that our design considerations are viable design strategies for AR thermal haptics, while also clarifying tradeoffs for applications that require precise realism versus broader immersive thermal experience.

cs.HC

GSAC: Leveraging Gaussian Splatting for Photorealistic Avatar Creation with Unity Integration

Photorealistic avatars have become essential for immersive applications in virtual reality (VR) and augmented reality (AR), enabling lifelike interactions in areas such as training simulations, telemedicine, and virtual collaboration. These avatars bridge the gap between the physical and digital worlds, improving the user experience through realistic human representation. However, existing avatar creation techniques face significant challenges, including high costs, long creation times, and limited utility in virtual applications. Manual methods, such as MetaHuman, require extensive time and expertise, while automatic approaches, such as NeRF-based pipelines often lack efficiency, detailed facial expression fidelity, and are unable to be rendered at a speed sufficent for real-time applications. By involving several cutting-edge modern techniques, we introduce an end-to-end 3D Gaussian Splatting (3DGS) avatar creation pipeline that leverages monocular video input to create a scalable and efficient photorealistic avatar directly compatible with the Unity game engine. Our pipeline incorporates a novel Gaussian splatting technique with customized preprocessing that enables the user of "in the wild" monocular video capture, detailed facial expression reconstruction and embedding within a fully rigged avatar model. Additionally, we present a Unity-integrated Gaussian Splatting Avatar Editor, offering a user-friendly environment for VR/AR application development. Experimental results validate the effectiveness of our preprocessing pipeline in standardizing custom data for 3DGS training and demonstrate the versatility of Gaussian avatars in Unity, highlighting the scalability and practicality of our approach.

cs.GR

User-Centered Design of Socially Assistive Robotic Combined with Non-Immersive Virtual Reality-based Dyadic Activities for Older Adults Residing in Long Term Care Facilities

Apathy impairs the quality of life for older adults and their care providers. While few pharmacological remedies exist, current non-pharmacologic approaches are resource intensive. To address these concerns, this study utilizes a user-centered design (UCD) process to develop and test a set of dyadic activities that provide physical, cognitive, and social stimuli to older adults residing in long-term care (LTC) communities. Within the design, a novel framework that combines socially assistive robots and non-immersive virtual reality (SAR-VR) emphasizing human-robot interaction (HRI) and human-computer interaction (HCI) is utilized with the roles of the robots being coach and entertainer. An interdisciplinary team of engineers, nurses, and physicians collaborated with an advisory panel comprising LTC activity coordinators, staff, and residents to prototype the activities. The study resulted in four virtual activities: three with the humanoid robot, Nao, and one with the animal robot, Aibo. Fourteen participants tested the acceptability of the different components of the system and provided feedback at different stages of development. Participant approval increased significantly over successive iterations of the system highlighting the importance of stakeholder feedback. Five LTC staff members successfully set up the system with minimal help from the researchers, demonstrating the usability of the system for caregivers. Rationale for activity selection, design changes, and both quantitative and qualitative results on the acceptability and usability of the system have been presented. The paper discusses the challenges encountered in developing activities for older adults in LTCs and underscores the necessity of the UCD process to address them.

cs.HC

MicroXercise: A Micro-Level Comparative and Explainable System for Remote Physical Therapy

Recent global estimates suggest that as many as 2.41 billion individuals have health conditions that would benefit from rehabilitation services. Home-based Physical Therapy (PT) faces significant challenges in providing interactive feedback and meaningful observation for therapists and patients. To fill this gap, we present MicroXercise, which integrates micro-motion analysis with wearable sensors, providing therapists and patients with a comprehensive feedback interface, including video, text, and scores. Crucially, it employs multi-dimensional Dynamic Time Warping (DTW) and attribution-based explainable methods to analyze the existing deep learning neural networks in monitoring exercises, focusing on a high granularity of exercise. This synergistic approach is pivotal, providing output matching the input size to precisely highlight critical subtleties and movements in PT, thus transforming complex AI analysis into clear, actionable feedback. By highlighting these micro-motions in different metrics, such as stability and range of motion, MicroXercise significantly enhances the understanding and relevance of feedback for end-users. Comparative performance metrics underscore its effectiveness over traditional methods, such as a 39% and 42% improvement in Feature Mutual Information (FMI) and Continuity. MicroXercise is a step ahead in home-based physical therapy, providing a technologically advanced and intuitively helpful solution to enhance patient care and outcomes.

cs.LG

A Novel Loss Function Utilizing Wasserstein Distance to Reduce Subject-Dependent Noise for Generalizable Models in Affective Computing

Emotions are an essential part of human behavior that can impact thinking, decision-making, and communication skills. Thus, the ability to accurately monitor and identify emotions can be useful in many human-centered applications such as behavioral training, tracking emotional well-being, and development of human-computer interfaces. The correlation between patterns in physiological data and affective states has allowed for the utilization of deep learning techniques which can accurately detect the affective states of a person. However, the generalisability of existing models is often limited by the subject-dependent noise in the physiological data due to variations in a subject's reactions to stimuli. Hence, we propose a novel cost function that employs Optimal Transport Theory, specifically Wasserstein Distance, to scale the importance of subject-dependent data such that higher importance is assigned to patterns in data that are common across all participants while decreasing the importance of patterns that result from subject-dependent noise. The performance of the proposed cost function is demonstrated through an autoencoder with a multi-class classifier attached to the latent space and trained simultaneously to detect different affective states. An autoencoder with a state-of-the-art loss function i.e., Mean Squared Error, is used as a baseline for comparison with our model across four different commonly used datasets. Centroid and minimum distance between different classes are used as a metrics to indicate the separation between different classes in the latent space. An average increase of 14.75% and 17.75% (from benchmark to proposed loss function) was found for minimum and centroid euclidean distance respectively over all datasets.

cs.LG

Semi-Supervised Generative Adversarial Network for Stress Detection Using Partially Labeled Physiological Data

Physiological measurements involves observing variables that attribute to the normative functioning of human systems and subsystems directly or indirectly. The measurements can be used to detect affective states of a person with aims such as improving human-computer interactions. There are several methods of collecting physiological data, but wearable sensors are a common, non-invasive tool for accurate readings. However, valuable information is hard to extract from the raw physiological data, especially for affective state detection. Machine Learning techniques are used to detect the affective state of a person through labeled physiological data. A clear problem with using labeled data is creating accurate labels. An expert is needed to analyze a form of recording of participants and mark sections with different states such as stress and calm. While expensive, this method delivers a complete dataset with labeled data that can be used in any number of supervised algorithms. An interesting question arises from the expensive labeling: how can we reduce the cost while maintaining high accuracy? Semi-Supervised learning (SSL) is a potential solution to this problem. These algorithms allow for machine learning models to be trained with only a small subset of labeled data (unlike unsupervised which use no labels). They provide a way of avoiding expensive labeling. This paper compares a fully supervised algorithm to a SSL on the public WESAD (Wearable Stress and Affect Detection) Dataset for stress detection. This paper shows that Semi-Supervised algorithms are a viable method for inexpensive affective state detection systems with accurate results.

cs.LG