Creative Interfaces Lab

admin

Blogs, Updates

Visit to Embodied Media Lab at Keio University

Visit to Embodied Media Lab at Keio University Visiting the Embodied Media Lab at Keio University’s Graduate School of Media Design was an incredible experience. The lab is a hub of creativity and innovation, exploring new ways to connect design, technology, and human interaction. Led by Prof. Kouta Minamizawa, the lab showcases groundbreaking work that pushes the boundaries of how we experience and interact with technology. From immersive tools to tangible interfaces, each project highlighted the future potential of design and technology. We are deeply grateful to Prof. Minamizawa and the entire team at the lab for their warm hospitality. The discussions and exchange of ideas during our visit were truly inspiring and enriching. We look forward to future opportunities to connect and create together.Thank you to everyone at the Embodied Media Lab for making this visit so memorable!

Blogs, Updates

Creative Interfaces Lab at SIGGRAPH Asia 2024, Tokyo

The Creative Interfaces Lab had the privilege of attending SIGGRAPH Asia 2024, held in Tokyo, Japan, from December 3 to December 6, 2024. Representing the lab were Dr. Anmol Srivastava (IIITD) and Pranshu Anand (IIITB), who shared our latest research on “Curtain UI: Augmenting Curtains for Tangible Interactions”. This innovative work explores how everyday objects like curtains can be transformed into interactive interfaces, broadening the horizon of tangible interaction design. The paper was a collaborative effort, co-authored by Pranshu Anand (IIITB), Vishal Bharti (IIITD), and Dr. Anmol Srivastava (IIITD). It was met with great enthusiasm during the poster presentation, sparking insightful discussions and generating interest among the attendees. SIGGRAPH Asia 2024 provided an enriching platform to explore groundbreaking advancements in XR, emerging technologies, and the arts. The conference also facilitated invaluable networking opportunities, including meaningful conversations with distinguished researchers such as Prof. Mark Billinghurst and other pioneers in the field. The event was a testament to the growing impact of XR and tangible interaction design, and it was inspiring to witness the convergence of technology and creativity. The exposure and feedback we received will undoubtedly contribute to the further refinement of our work. We are excited to continue our journey of exploration and innovation. Stay tuned for more updates as we push the boundaries of interaction design! Read more about the poster here: https://dl.acm.org/doi/10.1145/3681756.3697935 #SIGGRAPHAsia2024 #CurtainUI #TangibleInteraction #CreativeInterfacesLab #XRInnovation #HCI #EmergingTech

Updates

Call for BTP/MTP – Only for IIITD students

🎓✨ Call for IIITD Students: BTP Positions Open ✨🎓 Are you looking for an opportunity to work on an exciting and impactful project for your Bachelor’s Thesis? Here’s your chance! We are opening positions for Bachelor’s Thesis Projects (BTP)/ Masters’ Thesis Projects (MTP) and are looking for motivated and enthusiastic UG/PG students to join us. 💡 Why Apply? 📋 What to Expect: This is your opportunity to make a difference and take your academic experience to the next level. Apply today! 🚀 For any questions or further information, feel free to reach out us at cilab@iiitd.ac.in For Apply Through given LINK

Interactive Curtain Interface
Updates

SIGGRAPH ASIA 2024 Poster Acceptance: Curtain UI

Thrilled to share that our project “Curtain UI: Augmenting Curtains for Tangible Interactions” has been accepted at SIGGRAPH Asia 2024 posters track! 🎉 Honored to bring our work on transforming everyday objects into interactive interfaces to this prestigious global stage. This work explores how everyday objects, like curtains, can be transformed into interactive interfaces, pushing the boundaries of tangible interaction in new and innovative ways. Cheers to Pranshu Anand (IIITB) and Vishal Bharti (IIITD) for the amazing work!

Updates

Workshop for NIFT Mumbai Students on Conceptualizing and Prototyping Wearable Technology

Conduced an online workshop on smart jewelry design for NIFT Mumbai students (Nov 08, 2024). Explored the exciting intersection of technology and fashion, focusing on how Human-Computer Interaction (HCI) research can inspire innovative, tech-integrated jewelry concepts. The session provided a comprehensive look at conceptualizing and implementing smart jewelry ideas, guiding students in the use of Lo-Fi prototyping tools for effective design and ideation. Through hands-on learning, students discovered how to creatively blend wearable technology with aesthetics, positioning smart jewelry as a future-forward accessory trend.

Updates

CI Lab @ India HCI 2024

Our talented student researchers from CI Lab showcased their incredible work through poster presentations and participation in the Student Research Consortium. It was an inspiring experience, with some of them even contributing as student volunteers! Proud to see their dedication and hard work in pushing the boundaries of HCI research.

Updates

ACM ISS 2024 Paper Acceptance: Tackling Glossophobia with Virtual Reality

Thrilled to share that our paper, “A Virtual Reality Approach to Overcome Glossophobia among University Students,” has been accepted at ACM ISS 2024 and will be published in the Proceedings of ACM in HCI Journal! Huge thanks to the students Aarav Balachandran and Prajna Vohra at Creative Interfaces Lab, IIIT Delhi for their incredible efforts and contributions!

Updates

NDIN Design Education Meet 2024 IISc, Aug 23, 2024

Presented my methodologies for teaching maker course at the NDIN design education meet. Also got a chance to interact with the amazing faculties from various Design schools. Pic (L to R): Dr. Anmol Srivastava (me), Dr. Srinivasan Venkataraman, Prof. Saleem Ahmed

Project

Developing learning modules for AR/VR

Developing learning modules for AR/VR The project aims to create comprehensive learning modules for developing immersive experiences on the Meta Quest platform using Unity alongside devices like Ultraleap and Logitech MX Ink, among others. These modules cover essential setup, object interactions, and manipulation techniques, enabling developers to leverage advanced input devices in AR/VR/XR applications. Dhyan Vimalkumar Patel Project Type – IP

Project

Absence

Absence This project focuses on the intersection between Tangible User Interfaces and Virtual Reality. It aims to create an interactive virtual environment inspired by an analog horror game. A kerosene lamp or lantern serves as the primary tangible, allowing players to control lighting in a nostalgic yet unsettling world. The project aims to design a visually immersive retro horror-inspired environment with an eerie atmosphere achieved through advanced shaders and lighting techniques. The objectives include: Virtual Environment Development Create an immersive atmosphere inspired by retro horror themes. Use lighting and shaders to enhance player immersion. Physical Interaction Element Design and fabricate a functional, user-safe lantern using techniques like 3D printing and laser cutting. Develop a DXF file for production. Integration of Physical and Virtual Components Connect the physical lantern to in-game lighting via a potentiometer. Incorporate hardware components (e.g., Arduino, ESP32) to enable seamless interaction in VR. Game Narrative Design Craft a suspenseful narrative emphasizing themes of isolation and danger. Develop puzzles (e.g., symbol decryption, combination locks) tied to earning fuel for the lantern. Amplify psychological tension using encroaching darkness to create urgency. This project combines physical and virtual elements to create a compelling and interactive horror experience. Anushka Korlapati, Virat Singh Project Type – IP

Project

SansAR

SansAR This project aims to teach Sanskrit using Augmented Reality (AR) and Virtual Reality (VR) technologies, creating immersive environments for enhanced learning. By gamifying the experience and developing virtual worlds, learners engage with Sanskrit in a fun, interactive way. The project also compares the effectiveness of AR versus VR in language retention. Swarnima Prasad, Bebandh Shrivastava (JUET Guna), Shivam Pandey (IIIT Vadodra) Project Type – IP

Project

DyslexiAR Phase II: Enhancing AR-based Dyslexia Screening through User Testing and Research

DyslexiAR Phase II continues the work of developing an AR-based dyslexia screening tool that could make the assessment process more engaging for children which was initiated in Phase I. The first phase focused on creating interactive, engaging games for young children to assess cognitive skills related to dyslexia. In Phase II, the project aims to gather insights through interviews to refine the tool’s usability and effectiveness. Aastha SinghProject Type – IP

Project

Metaverse in Education & GenZ

Metaverse in Education & Gen Z, explores how immersive virtual environments like the metaverse can transform educational experiences, particularly for Generation Z. By understanding the metaverse’s technological framework and conducting surveys, the project aims to assess its impact on learning preferences, engagement, and overall educational outcomes. Malav Patel; Co-Advisor: Dr. Vinish KathuriaProject Type – BTP

Project

SMART GYM SYSTEM

Smart Gym system incorporates machine learning (ML), computer vision (CV), and deep learning (DL) to transform traditional gym workouts into a more efficient and personalized experience. Ayush Sachan, Madhur Gupta, Lakshya SharanProject Type – BTP

Project

Immersive Experience Design in Museums for Supporting Indian Cultural Learning among Young Children

This project designs an interactive museum exhibit for children aged 5-9, emphasizing cultural learning. The exhibit features a child-sized screen showcasing a folktale, with interactive elements and supplementary materials for further exploration. Prioritizing accessibility and diverse learning styles, the exhibit aims to spark curiosity about different cultures and foster deeper understanding. Ankush Gupta, Biswasmita Mishra, Sameer BudhirajaProject Type – BTP

Project

Augmented Reality-based Screening Test for Dyslexia in Children

Augmented Reality (AR) has emerged as a transformative technology reshaping how we interact with technology and the real world. Our tool aims to transform thescreening of Dyslexia into an engaging, playful experience. Adhering to Child Computer Interaction principles, the app transcends traditional methods, offering interactive AR games that captivate young minds while assessing their learning patterns and cognitive skills. Read more Sahil Deshpande, Rahul Ajith, Yaksh PatelProject Type – IP

Project

Course Compass

Course Compass is a website designed to help students make informed decisions about the elective courses they take during their academic career. The website provides a user-friendly interface that allows students to search, compare, and select elective courses based on their interests, academic requirements, and personal preferences. Mohit GuptaProject Type – IP

Project

ScentWeb

ScentWeb is an innovative web-based platform that explores integrating digital olfactory experiences with online content. This project primarily focuses on developing a web interface that can interact with a digital olfactory device-a hardware component capable of generating various scents. The goal is to enhance user experience by adding a scent dimension to digital content. Kartikeya SainiProject Type – IP

Project

Enhancing Immersive Virtual Reality Experience with Olfactory Interface in India

Introducing olfaction, or the sense of smell, into virtual environments opens up a whole new realm of possibilities for enhancing immersion and creating captivating experiences. The sense of smell is intricately connected to memory and emotion, with scents often triggering vivid recollections and evoking powerful emotional responses. By incorporating olfactory cues corresponding to specific in- game events or locations, developers can tap into this direct link between smell and memory, deepening the sense of presence and forging more memorable userexperiences. Aarav Balachandran, Prajna Vohra, Kratika GuptaProject Type – IP

Project

SafAR: Reimagining Cultural Heritage Tourism with Augmented

afAR uses augmented reality (AR) to enhance visitor experiences at historical sites like Qutub Minar, emphasizing storytelling and accessibility. User testing and studies offer insights and guidelines for AR application design in India, paving the way for future innovations in cultural heritage exploration. Cyrus Monteiro, Ipsita Rajasekar, Prakhar BhargavaProject Type – BTP

Project

AnatoVR- VR based animal dissection for training medical students

In response to the UGC ban on physical dissection, AnatoVR offers a comprehensive and immersive VR dissection training environment. Combining the benefits of traditional hands-on frog dissection with VR technology, it provides students with a detailed and engaging learning experience, merging the strengths of both methods. Mrishika Nair, Co-Advisor: Sundareswaran LoganathanProject Type – BTP

Augmented reality sand table human computer interaction design
Project

Extended Reality Sand Table: A Novel Approach to World Building in War Games

This project merges physical and digital environments in wargaming using a sand table and World Building techniques. By integrating tangible user interfaces with advanced technologies like machine learning and computer vision, it creates immersive digital combat scenarios for enhanced strategic depth. Ambuj Bhaskar Tiwari, Deep Sharma, Devansh TripatibProject Type – BTP

Blogs

Metaverse

The concept of the metaverse has been gaining traction in recent years, evolving from science fiction into a fast-approaching reality. Tech companies, investors, and innovators alike are racing toward creating this next frontier of the internet. But what exactly is the metaverse, and how could it change the way we live, work, and interact with one another? What is the Metaverse? The metaverse can be described as a collective virtual space, created by the convergence of virtually enhanced physical spaces, augmented reality (AR), virtual reality (VR), and the internet. Essentially, it is a shared digital environment where people can engage with each other and their surroundings in a way that mimics the real world, but with enhanced, immersive capabilities. Imagine putting on a VR headset and being transported into a completely new universe. This world is filled with digital avatars, endless landscapes, interactive experiences, and even commerce. It could be as simple as a game-like environment, or as complex as a fully-fledged virtual economy where people can buy, sell, and create. Key Technologies Driving the Metaverse A fully realized metaverse depends on a confluence of technologies, including: Applications of the Metaverse The metaverse isn’t just a playground for gamers. Its potential reaches far beyond entertainment. Here are a few industries that could be transformed: Challenges and Ethical Considerations With all its possibilities, the metaverse also presents challenges. Issues like privacy, data security, digital addiction, and the digital divide are critical concerns that need to be addressed. Additionally, with tech giants vying for control of the metaverse, there are worries about monopolization and whether it will remain a decentralized, open space. There’s also the question of governance. Who will regulate the metaverse? How will laws be enforced in a space that transcends national borders?

Updates

Welcome Hermehar!

We are delighted to have Hermehar Pal Singh Bedi join our lab as a PhD scholar. He will be jointly supervised by Dr. Anmol Srivastava and Dr. Kalpana Shankhwar (PI: ETDM Lab). We wish him all the best and look forward to doing exciting work together.

Updates

Welcome Md. Zubair!

We are delighted to have Zubair join our lab as a PhD scholar. We wish him all the best and look forward to doing exciting work together.

Scroll to Top