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Augmented Reality VibroAcoustic Helmet for Visually Impaired

An assistive aid for visually impaired people for navigation and performing simple day-to-day activities. It helps navigating in indoor and outdoor environments by providing vibro tactile and acoustic feedback based on the location of the obstacle. It can detect a 20 dollar bills, a bottle, and room numbers. Once the item is detected, a Text-to-Speech provides audio output to the user through headphones.

E-Bike with Regenerative Braking and Smart Helmet

A normal bike was converted into e-bike using by attaching it with an electric motor to the rear wheel. The e-bike is equipment with various sensors and displays to measure and display bike stats like distance travelled, speed, and track the location of stolen cycle. A smart helmet pairs with the bike which allows the bike to controlled using voice commands.

Implementation of High Dynamic Range (HDR) Imaging on a GPU

Implemented a High Dynamic Range(HDR) Composition on a GPU GTX980 by combining 10 differently exposed images to capture the dynamic range of the scene. The GPU implementation of the HDR achieved a speedup of 7708x compared to a CPU implementation of it.

Smart Jacket

This project was inspired by the Sixth sense device developed MIT media labs.The system has a projector, camera ,gesture sensor and touch sensor. The touch sensor is used to navigate between various option in the system. This system will allows to take pictures by a simple gesture , then view pictures using a projector projected onto the wall, get weather updates and play music.


Cuttistant is a smart cutting board, derived from Cutting and Assistant. It has various features which solves problems that people face while preparing their dishes. It has a weighing machine, timer , instruction for making dishes, container to collect the waste and control the music on your phone from the cutting board.


Do you find it cumbersome to keep track of things to buy in a grocery store? Smartshoppers can detect and keep track of shopping items using a NFC reader attached to your arm. Firstly, the users adds a list of items into an Android app. Then, the user taps a NFC tagged item onto the NFC reader to register its purchase and an LCD display shows the remaining item in the grocery list. In future, this system can be embedded into a smartwatch to make shopping easier.


Hapticclench: Squeezing sensations using shape memory alloys, UIST 2019
Aakar Gupta, Antony Albert Raj Irudayaraj, Ravin Balakrishnan

Vibrotactile feedback is the most common type of haptic feedback and commonly used in mobile and wearable devices. We investigated using shape memory to generate squeeze sensation on the wrist and finger. SMA's contract its length when heat or current supplied to it to generates the squeeze sensations.

PocketView: Through-Fabric Information Displays, UIST 2021
Antony Albert Raj Irudayaraj,Rishav Agarwal,Nikhita Joshi, Aakar Gupta, Omid Abari, Daniel Vogel

It is sometimes inconvenient to view information from your phone when it is stored away in a pocket or bag. This retrieval process can be cumbersome when holding a shopping bag and potentially dangerous while biking. So, we explore the idea of directly viewing information through the fabric of a pocket using low-resolution bright LED matrix displays.

Haptic Learning of Freehand Semaphoric Gestures, UIST 2016
Aakar Gupta, Antony Irudayaraj,Vimal Chandran, Goutham Palaniappan, Khai Troung, Ravin Balakrishnan

We studied on using haptic-based learning to teach semaphoric finger gestures. We attached vibration motor on the users finger. Different patterns were generated on the finger to correpond to a finger gesture. We conducted a two day study to test the recall rate of gesture learning using haptics and compared it with visual+haptic and audio methods.

Expanding Side Touch Input on Mobile Phones: Finger Reachability and Two-Dimensional Taps and Flicks using the Index and Thumb, ISS 2020
Yen-Ting Yeh, Quentin Roy, Antony Albert Raj Irudayaraj, Daniel Vogel

The edge of the phone can be used triggering touch input. An initial experiment studied the reachability of their fingers to different areas on the phone. Then, we ran two separate experiment to evaluate tapping performance and flicking gestures along the edge of phone performed using the thumb and index finger.


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