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 Sanjay Chandrasekharan

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Bibliometrics: publication history
Average citations per article3.55
Citation Count39
Publication count11
Publication years2006-2016
Available for download5
Average downloads per article350.40
Downloads (cumulative)1,752
Downloads (12 Months)171
Downloads (6 Weeks)10

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September 2017 16th IFIP TC 13 International Conference on Human-Computer Interaction --- INTERACT 2017 - Volume 10516
Publisher: Springer-Verlag New York, Inc.
Citation Count: 0

This work discusses the affordances of the textbook in current classroom scenarios, and identifies the need to design learning media that support dynamism and enaction, specifically in science education. We illustrate this by a learning tool we've developed - Vector canvas, an AR based application linked with the textbook and ...
Keywords: Dynamic systems, Enaction, AR, Science education, Mixed media

2 published by ACM
November 2016 ISS '16: Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces
Publisher: ACM
Citation Count: 0
Downloads (6 Weeks): 3,   Downloads (12 Months): 89,   Downloads (Overall): 121

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We present Active Pathways , an active tangible and tabletop system that aims to support collaborative discovery and learning in biochemical modeling. Our work extends ideas from embodied cognition that suggest that interactive systems that support model building by coupling actions made with the motor system to the dynamic properties ...
Keywords: computational science, tabletop, collaboration, modeling, systems biology, tangibles

December 2014 T4E '14: Proceedings of the 2014 IEEE Sixth International Conference on Technology for Education
Publisher: IEEE Computer Society
Citation Count: 0

Eye-tracking technology is being increasingly used in science, technology, engineering and mathematics (STEM) education research. However, most available eye-tracking devices are oriented towards research problems focusing on attention, particularly in areas such as advertising, linguistics, human factors, human-computer interaction, training simulators, sports and virtual reality. Problems in these areas are ...
Keywords: eye-tracking, gaze patterns, STEM education, eyemovements, manipulation, cognition

December 2014 T4E '14: Proceedings of the 2014 IEEE Sixth International Conference on Technology for Education
Publisher: IEEE Computer Society
Citation Count: 0

We seek to extend the idea of technology for education beyond digital interfaces, to include the practice of building technological devices in the classroom, to integrate complex concepts, and values such as sustainability. We provide a brief overview of the discipline of Design and Technology Education, where the process of ...
Keywords: building, case study, concept integration, design, engineering, grassroots innovators, real-world problems, values

December 2014 T4E '14: Proceedings of the 2014 IEEE Sixth International Conference on Technology for Education
Publisher: IEEE Computer Society
Citation Count: 0

Representational competence (RC), defined as "the ability to simultaneously process and integrate multiple external representations (MERs) in a domain", is a marker of expertise in science and engineering. However, the cognitive mechanisms underlying this ability and how this ability develops in learners, is poorly understood. In this paper, we report ...
Keywords: multiple external representations, representational competence, distributed cognition, embodied cognition, equations, graphs

6 published by ACM
November 2011 C&C '11: Proceedings of the 8th ACM conference on Creativity and cognition
Publisher: ACM
Citation Count: 7
Downloads (6 Weeks): 5,   Downloads (12 Months): 22,   Downloads (Overall): 166

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We report on an ethnographic study of the work practice and discovery process in a systems biology lab, and outline a tabletop visualization that was developed based on this study, in collaboration with the researchers. The feedback from the researchers on the current prototype is presented, and ongoing revisions are ...
Keywords: pathways, kinesthetic interaction, systems biology, HCI, simulation, tabletop, modeling, tangible user interface

7 published by ACM
September 2010 Fun and Games '10: Proceedings of the 3rd International Conference on Fun and Games
Publisher: ACM
Citation Count: 3
Downloads (6 Weeks): 2,   Downloads (12 Months): 14,   Downloads (Overall): 290

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Recent work in neuroscience suggests that there is a common coding in the brain between perception, imagination and execution of movement. Further, this common coding is considered to allow people to recognize their own movements when presented as abstract representations, and coordinate with these movements better. We are investigating how ...
Keywords: common coding, puppet, video game, tangible user interface, body memory, virtual character, creativity

8 published by ACM
January 2010 TEI '11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Publisher: ACM
Citation Count: 13
Downloads (6 Weeks): 4,   Downloads (12 Months): 38,   Downloads (Overall): 804

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We have developed an embodied puppet interface that translates a player's body movements to a virtual character, thus enabling the player to have a fine grained and personalized control of the avatar. To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the ...
Keywords: creativity, common coding, embodied interface, puppet, video game, tangible user interface, body memory, virtual character

September 2009 Cognitive Systems Research: Volume 10 Issue 3, September, 2009
Publisher: Elsevier Science Publishers B. V.
Citation Count: 1

Analogies are ubiquitous in science, both in theory and experiments. Based on an ethnographic study of a research lab in neural engineering, we focus on a case of conceptual innovation where the cross-breeding of two types of analogies led to a breakthrough. In vivo phenomena were recreated in two analogical ...
Keywords: Simulation, Visual reasoning, Conceptual innovation, Hybrid analogies, Engineering sciences

10 published by ACM
August 2009 Sandbox '09: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Publisher: ACM
Citation Count: 8
Downloads (6 Weeks): 2,   Downloads (12 Months): 7,   Downloads (Overall): 347

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We investigate the cognitive connection players create between their own bodies and the virtual bodies of their game avatars through tangible interfaces. The work is driven by experimental results showing that execution, perception and imagination of movements share a common coding in the brain, which allows people to recognize their ...
Keywords: game avatar, common coding, puppet, video game, tangible user interface, body memory, virtual character

September 2007 Adaptive Behavior - Animals, Animats, Software Agents, Robots, Adaptive Systems: Volume 15 Issue 3, September 2007
Publisher: Sage Publications, Inc.
Citation Count: 2

Organisms across species use the strategy of generating structures in their environment to lower cognitive complexity. Examples include pheromones, markers, color codes, etc. We provide a model of how such structures originate, and present a simulation where organisms with only reactive behavior learn, within their lifetime, to add such structures ...
Keywords: representation, epistemic structure, situated cognition, distributed cognition, extended mind, simulation theory

January 2006 RoboCup 2005: robot Soccer World Cup IX
Publisher: Springer-Verlag
Citation Count: 0

We report a cognitive modeling experiment where the RoboCup simulation environment was used to study the advantages provided by signals. We used the passing problem in RoboCup as our test problem and soccer-players' 'yells' of their 'passability' values as the task-specific signals. We found that yells improve pass completion – ...

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