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Query: Khot_R* Results: 22 Sorted by: Date  Comments?
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[1] Jogging at CHI SIG Meetings / Mueller, Florian "Floyd" / Marshall, Joe / Khot, Rohit Ashok / Nylander, Stina / Tholander, Jakob Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1119-1122
ACM Digital Library Link
Summary: HCI is increasingly paying attention to sports, and more and more CHI attendees are aiming to maintain being physically active while attending CHI. In response, we offer a SIG on the topic of sports-HCI and conduct it in a sportive way: we will go out of the conference venue and jog around San Jose while discussing the role of HCI in relation to sports. The goal is to actively shape the future of the field of sports-HCI.

[2] TastyBeats: Designing Palatable Representations of Physical Activity Wellness & Wearables / Khot, Rohit Ashok / Lee, Jeewon / Aggarwal, Deepti / Hjorth, Larissa / Mueller, Florian 'Floyd' Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2933-2942
ACM Digital Library Link
Summary: In this paper, we introduce palatable representations that besides improving the understanding of physical activity through abstract visualization also provide an appetizing drink to celebrate the experience of being physically active. By designing such palatable representations, our aim is to offer novel opportunities for reflection on one's physical activities. We present TastyBeats, a fountain-based interactive system that creates a fluidic spectacle of mixing sport drinks based on heart rate data of physical activity, which the user can later consume to replenish the loss of body fluids due to the physical activity. We articulate our experiences in designing the system as well as learning gained through field deployments of the system in participants' homes for a period of two weeks. We found that our system increased participants' awareness of physical activity and facilitated a shared social experience, while the prepared drink was treated as a hedonic reward that motivated participants to exercise more. Ultimately, with this work, we aim to inspire and guide design thinking on palatable representations, which we believe opens up new interaction possibilities to support physical activity experience.

[3] EdiPulse: Turning Physical Activity Into Chocolates Interactivity / Khot, Rohit Ashok / Pennings, Ryan / Mueller, Florian 'Floyd' Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.331-334
ACM Digital Library Link
Summary: We present EdiPulse that creates 3D printed chocolates displaying cheerful messages using the heart rate data of physical activity. Our work expands the view on representing physical activity data through the use of edible materials such as chocolates, which additionally serves as a hedonic reward for doing the physical activity. Ultimately, with this work, we aim to inspire and guide design thinking on food printing, which we believe opens up new interaction possibilities to support the physical activity experience.

[4] Understanding Sports-HCI by Going Jogging at CHI SIG Meetings / Mueller, Florian Floyd / Marshall, Joe / Khot, Rohit Ashok / Nylander, Stina / Tholander, Jakob Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.869-872
ACM Digital Library Link
Summary: More and more technologies are emerging that aim to support sports activities, for example there are jogging apps, cycling computers and quadcopters for sportspeople to videorecord their actions. These new technologies appear to become more and more popular, yet interaction design knowledge how to support the associated exertion experiences is still limited. In order to bring practitioners and academics interested in sports-HCI together and examine the topic "in the wild", we propose to go outside and jog around the CHI venue while using and discussing some of these new technologies. The goal is to investigate and shape the future of the field of sports-HCI.

[5] EdiPulse: Supporting Physical Activity with Chocolate Printed Messages WIP Theme: Healthcare and Wellbeing / Khot, Rohit Ashok / Pennings, Ryan / Mueller, Florian 'Floyd' Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1391-1396
ACM Digital Library Link
Summary: Designing to support physical activity is a growing field of interest in interaction design. However, existing explorations in this area have mostly focused on using screens to graphically report physical activity data such as heart rate. The use of edible mediums such as 3D printed food for representing such data opens up new possibilities and challenges to push the field forward. Supporting this, we present EdiPulse that 3D prints in chocolates, personalized cheerful messages and emoticons, displaying heart rate data from physical activity session. By varying the thickness of the printed letters and emoticons, the system also supports abstract visualization of the heart rate data, while the printed chocolate incentivizes participation in physical activity. Ultimately, with this work, we aim to inspire and guide design thinking on food printing and edible quantified self representations, which we believe opens up new interaction possibilities to support the physical activity experience.

[6] TastyBeats: Celebrating Heart Rate Data with a Drinkable Spectacle Paper Demonstrations / Khot, Rohit Ashok / Lee, Jeewon / Hjorth, Larissa / Mueller, Florian 'Floyd' Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.229-232
ACM Digital Library Link
Summary: Visualizing heart rate on screen has become popular to measure physical activity performance and progress towards set health goals. However, we believe that this prevalent method of visualizing data often reduces the interaction to only reading of information. In response, we propose a new way of visualizing heart rate data through a public interactive water fountain installation we call, TastyBeats. TastyBeats engages participants in a fluidic spectacle by creating a personalized sports drink representing their heart rate data while serving the additional purpose of replenishing lost energy during physical activity. We present findings and three design strategies from the three exhibitions of this work to inform designers interested in using drinkable fluids to support the physical activity experience. Ultimately, with our work we aim to expand our understanding of the potential of interactive technology to support the energy-cycle when being physically active.

[7] Proxemics play: understanding proxemics for designing digital play experiences Body interaction / Mueller, Florian / Stellmach, Sophie / Greenberg, Saul / Dippon, Andreas / Boll, Susanne / Garner, Jayden / Khot, Rohit / Naseem, Amani / Altimira, David Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.533-542
ACM Digital Library Link
Summary: Digital games are increasingly profiting from sensing technologies. However, their focus is mostly on sensing limb movements. We propose that sensing capabilities could also be used to engage players with proxemics: the interpersonal distance between players. We further add that wireless networks offer complementary distance zones for designers, offering novel design resources for digital play. We use our own as well as other games to articulate a set of strategies on how designers can utilize both proxemics and the new wireless proxemics to facilitate novel play experiences. Ultimately, with our work, we aim to expand the range of digital play.

[8] Exploring material representations of physical activity Doctoral consortium / Khot, Rohit Ashok Companion Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.2 p.177-180
ACM Digital Library Link
Summary: Providing visual feedback plays an important role in motivating users towards a physical activity. To support user motivation, previous works in the field of HCI have focused on virtual representations of physical activity by providing different virtual visualization schemes. However, as being physically active happens in this physical world, I see an opportunity to explore alternate design strategy in representing physical activity in the form of material artifacts. This research contributes to the understanding of designing material representations of physical activity, by following a research through design approach: building and evaluating two systems that produce material representations as feedback and reward outcomes. I hope that this work will inspire designers to consider new possibilities afforded by digital fabrication to support user's experience with physical activity.

[9] Understanding physical activity through 3D printed material artifacts 3D printing and fabrication / Khot, Rohit Ashok / Hjorth, Larissa / Mueller, Florian 'Floyd' Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3835-3844
ACM Digital Library Link
Summary: In this paper, we advocate a novel approach of representing physical activity in the form of material artifacts. By designing such material representations, we aim to understand what these artifacts might offer in terms of reflecting upon physical activity. For example, what types of affect do material artifacts, representing ones' physical activity create for the user' In order to advance this understanding, we designed a system called SweatAtoms that transforms the physical activity data based on heart rate into 3D printed material artifacts. We conducted an 'in the wild study' by deploying our system in six households where participants were experiencing five different material representations of their physical activity for a period of two weeks each. We found that the material artifacts made participants more conscious about their involvement in physical activity and illustrated different levels of engagement with the artifacts. Along with reporting the gained insights from the deployments, we offer reflections on designing material representations for physical activity. We hope that our work will inspire designers to consider new possibilities afforded by digital fabrication to support user's experience with physical activity by utilizing interactive technologies at our disposal.

[10] SweatAtoms: understanding physical activity through material artifacts Video showcase presentations / Khot, Rohit Ashok / Lee, Jeewon / Hjorth, Larissa / Mueller, Florian 'Floyd' Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.173-174
ACM Digital Library Link
Summary: In this video, we present a novel approach of representing physical activity in the form of material artifacts. By designing such material representations, our aim is to understand what these artifacts might offer in terms of reflecting upon physical activity. For example, what types of affect do material artifacts, representing ones' physical activity over time create for the user? In order to advance this understanding, we have designed a system called SweatAtoms that transforms the physical activity data based on heart rate into 3D printed material artifacts and provides 5 different material representations of their physical activity. This video offers few reflections on designing material representations for physical activity. We hope that our work will inspire designers to consider new possibilities afforded by digital fabrication to support user's experience with physical activity by utilizing interactive technologies at our disposal.

[11] Tastybeats: making mocktails with heartbeats Interactivity / Khot, Rohit Ashok / Lee, Jeewon / Munz, Helmut / Aggarwal, Deepti / Mueller, Florian Floyd Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.467-470
ACM Digital Library Link
Summary: The heart not only represents love and emotions. Its measurement is also essential to evaluate fitness. However, visualizing heart rate so far has been limited to virtual screens with restrictive interaction, thus providing us an opportunity to develop a new interactive visualization scheme. With the PumpSpark Fountain Development Kit, we see an opportunity to create a personalized drink using the measured heartbeat data of an individual during physical activity. We describe a prototype system called TastyBeats where one or two participants engage themselves in a fluidic spectacle of creating a mocktail that matches their heartbeats. Our work expands the view of visualizing physical activity beyond virtual screen by providing a real-time and interactive visualization of heart beat data. The TastyBeats induces an active engagement of the player with representation of personal heartbeat in the form of a mocktail created by mixing different flavors together.

[12] Jogging with technology: interaction design supporting sport activities Special interest group: 111 / Mueller, Florian / Marshall, Joe / Khot, Rohit Ashok / Nylander, Stina / Tholander, Jakob Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1131-1134
ACM Digital Library Link
Summary: There has been a significant increase of interactive technologies to support sports activities. Examples are heart rate monitors for cyclists, jogging apps on mobile phones and GPS sports watches for extreme sports. Despite consumer popularity, there is little knowledge about how they should be designed in order to support the exertion activity. Based on CHI'13's success of conducting a special interest group outdoors, we propose jogging with technology to discuss sports-support interactive systems and investigate what future opportunities and challenges exist.

[13] SweatAtoms: materializing physical activity / Khot, Rohit Ashok / Mueller, Florian 'Floyd' / Hjorth, Larissa Proceedings of the 2013 Australasian Conference on Interactive Entertainment 2013-09-30 p.4
ACM Digital Library Link
Summary: Visualization plays an important role in motivating users towards physical activity. In this paper, we present a novel approach to represent physical activity in the form of material artifacts. We have designed a system called SweatAtoms that builds material artifacts using the measured heartbeat data during the physical activity. By crafting such material artifacts, our aim is to harness physical activity as a medium for self-expression and make the experience of participating in physical activity more engaging beyond screen-based feedback. This paper describes the implementation and design of the SweatAtoms system. We hope our work can inspire fellow interaction designers and researchers to consider the role of materiality while designing interactive technology to support physical activity.

[14] Power of friends: when friends guess about their friends' guess Social computing / Aggarwal, Deepti / Khot, Rohit A. / Choppella, Venkatesh Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.907-912
ACM Digital Library Link
Summary: Friendsourcing games aim to collect useful information about individuals by targeting their socially connected groups or friends. The current method of eliciting information is to pose direct questions to friends and expect a truthful response in return. However, such an approach not only becomes monotonous after some time but also suffers from problems like social awkwardness and reticence and thus, affecting the accuracy of the generated responses. In this paper, we present Power of Friends, a novel approach to friendsourcing games, which involves identifying the unanimous opinion of all the friends about a question related to an individual. We tested our proposed approach with seven different groups and were able to generate 47 facts about members of the selected groups. Participants particularly enjoyed the guesswork and interactive elements of the game. Based on the feedback obtained from the study, we propose four strategies for designing similar friendsourcing games.

[15] HCI with sports SIGs / Mueller, Florian / Khot, Rohit A. / Chatham, Alan D. / Pijnappel, Sebastiaan / Toprak, Cagdas "Chad" / Marshall, Joe Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2509-2512
ACM Digital Library Link
Summary: Recent advances in cheap sensor technology has made technology support for sports and physical exercise increasingly commonplace, which is evident from the growing popularity of heart rate monitors and GPS sports watches. This rise of technology to support sports activities raises many interaction issues, such as how to interact with these devices while moving and physically exerting. This special interest group brings together industry practitioners and researchers who are interested in designing and understanding human-computer interaction where the human is being physically active, engaging in exertion activities. Fitting with the theme, this special interest group will be "run" while running: participants will be invited to a jog together during which we will discuss technology interaction that is specific to being physically active whilst being physically active ourselves.

[16] Sweat-atoms: crafting physical objects with everyday exercise Student research competition / Khot, Rohit A. Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2701-2706
ACM Digital Library Link
Summary: In this paper, we introduce a novel idea of associating physical exercise with the creative process of crafting physical objects. Our aim is to harness physical exercise as a source for self-expression. We present Sweat-Atoms, a 3D modeling and printing system, which generates abstract 3D designs using the heart rate patterns of individuals engaged in a physical activity. The crafted physical objects can act as souvenirs and be testimony to the invested human efforts in performing the physical activity. The preliminary responses to the system have been encouraging. Participants liked the crafting of their exercise patterns and they were eager to experiment our system with different physical exercises.

[17] Sweat-atoms: turning physical exercise into physical objects Interactivity: research / Khot, Rohit Ashok / Mueller, Florian "Floyd" Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.3075-3078
ACM Digital Library Link
Summary: In this paper, we introduce a novel idea of crafting a physical object in tandem with the physical exercise using the heart rate patterns. Our aim is provide a new way of visualizing the exercise intensity. We present Sweat-Atoms, a 3D modeling and printing system, which generates abstract 3D designs using the heart rate patterns of individuals engaged in a physical activity. The crafted physical objects can act as souvenirs and be testimony to the human efforts invested in performing the physical activity. We believe the creative experience of crafting will help to change the monotonous nature of physical exercise.

[18] Game jam Workshop summaries / Chatham, Alan / Schouten, Ben A. M. / Toprak, Cagdas / Mueller, Florian / Deen, Menno / Bernhaupt, Regina / Khot, Rohit / Pijnappel, Sebastiaan Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.3175-3178
ACM Digital Library Link
Summary: Game Jams -- energized, fast-paced get-togethers of developers and artists to make digital games -- have recently emerged as a way to generate and inspire novel game ideas and new ways of thinking. We intend to introduce the CHI community to this collaborative, fast-paced method of design by holding a game jam with an emphasis on developing novel user inputs as a way to explore HCI and to connect participants from diverse backgrounds. This game jam will introduce a successful model from a related field to the HCI agenda while developing collaborations between the two growing areas.

[19] WYSWYE: shoulder surfing defense for recognition based graphical passwords / Khot, Rohit Ashok / Kumaraguru, Ponnurangam / Srinathan, Kannan Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.285-294
ACM Digital Library Link
Summary: Recognition based graphical passwords are inherently vulnerable to shoulder surfing attacks because of their visual mode of interaction. In this paper, we propose and evaluate two novel shoulder-surfing defense techniques for recognition based graphical passwords. These techniques are based on WYSWYE (Where You See is What You Enter) strategy, where the user identifies a pattern of password images within a presented grid of images and replicates it onto another grid. We conducted controlled laboratory experiments to evaluate the usability and security of the proposed techniques. Both the schemes had high login success rates with no failures in authentication. More than seventy percent of participants successfully logged on to the system in their first attempt in both the schemes. The participants were satisfied with the schemes and were willing to use it in public places. In addition, both the schemes were significantly secure against shoulder surfing than normal unprotected recognition based graphical passwords. The login efficiency improved with practice in one of the proposed scheme. We believe, WYSWYE strategy has considerable potential and can easily be extended to other types of authentication systems such as text passwords and PINS.

[20] MARASIM: a novel jigsaw based authentication scheme using tagging Authentication / Khot, Rohit Ashok / Srinathan, Kannan / Kumaraguru, Ponnurangam Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2605-2614
ACM Digital Library Link
Summary: In this paper we propose and evaluate Marasim, a novel Jigsaw based graphical authentication mechanism using tagging. Marasim is aimed at achieving the security of random images with the memorability of personal images. Our scheme relies on the human ability to remember a personal image and later recognize the alternate visual representations (images) of the concepts occurred in the image. These concepts are retrieved from the tags assigned to the image. We illustrate how a Jigsaw based approach helps to create a portfolio of system-chosen random images to be used for authentication. The paper describes the complete design of Marasim along with the empirical studies of Marasim that provide evidences of increased memorability. Results show that 93% of all participants succeeded in the authentication tests using Marasim after three months while 71% succeeded in authentication tests using Marasim after nine months. Our findings indicate that Marasim has potential applications, especially where text input is hard (e.g., PDAs or ATMs), or in situations where passwords are infrequently used (e.g., web site passwords).

[21] NAPTune: fine tuning graphical authentication Full paper / Khot, Rohit Ashok / Srinathan, Kannan / Khot, Rutuja Ashok Proceedings of IndiaHCI'11, the 3rd International Conference on Human Computer Interaction 2011-04-07 p.47-56
ACM Digital Library Link
Summary: Graphical passwords are considered to be a secure and memorable alternative to text passwords. Users of such systems, authenticate themselves by identifying a subset of images from the set of displayed images. However, despite the impressive results of user studies on experimental graphical passwords schemes, their overall commercial adaptations have been relatively low. In this paper, we investigate the reasons behind the low commercial acceptance of graphical passwords and present recommendations to overcome the same. Based on these recommendations, we design a simple graphical password scheme, which we call as NAPTune. NAPTune is aimed to work as a cued recognition based graphical authentication scheme that allows users to choose both text as well as images as their password with the same underlying design and interaction. In doing so, we blend the strengths of Numbers, Alphabets and Pictures (NAP) together to effectively defeat prevalent forms of social hacking. We conducted a user study with 35 participants to evaluate the viability of our proposed design. Results of the study are encouraging which indicates that our proposed design is potentially secure and usable method of authentication.

[22] PhotoSense: emergent semantics based approach to image annotation Work-in-progress, April 12-13 / Khot, Rohit Ashok / Srinathan, Kannan Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.3301-3306
Keywords: emergent semantics, image annotation, tagging
ACM Digital Library Link
Summary: Tagging of images using descriptive keywords (tags), contributed by ordinary users, is a powerful way of organizing them. However, due to the richness of the image content, it is often difficult to choose tags that best describe the content of the image to the viewing audience and ensure access to the image. In this paper, we present a novel tagging framework based on the theory of emergent semantics to assist the user in the tag selection process. Our idea is to enrich the current "looking at" experience of tagging with the "looking for" experience of searching. We describe the design of our approach along with a preliminary user study conducted with a prototype Flickr application.