Ashkan Ganj
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Ashkan Ganj has a total of 4 co-authors. Here are the top co-authors by number of shared publications:
- Tian Guo
Worcester Polytechnic Institute, Worcester, MA, USA
4 shared publications - Yiqin Zhao
Rochester Institute of Technology, Rochester, USA
4 shared publications - Federico Galbiati
Worcester Polytechnic Institute, United States
1 shared publication - Hang Su
NVIDIA, Santa Clara, United States of America
1 shared publication
Latest Publications
- Open Access
- 4 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 72-83
AR as an Evaluation Playground: Bridging Metric and Visual Perception of Computer Vision Models
Quantitative metrics are central to evaluating computer vision (CV) models, but they often fail to capture real-world performance due to protocol inconsistencies and ground truth noise. While visual perception studies can complement these metrics, they often require end-to-end systems that are time-consuming to implement and setups that are difficult to reproduce. We systematically summarize key challenges in evaluating CV models and present the design of ARCADE1, an evaluation platform that leverages augmented reality (AR) to enable easy, reproducible, and human-centered CV evaluation. ARCADE uses a modular architecture that provides cross-platform data collection, pluggable model inference, and interactive AR tasks, supporting both metric and visual perception evaluation. We demonstrate ARCADE through a user study with 15 participants and case studies on two representative CV tasks, depth and lighting estimation, showing ARCADE can help reveal perceptual flaws in model quality that are often missed by traditional metrics. We also evaluate ARCADE's usability and performance, showing its flexibility as a reliable real-time platform.
- 4 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 72-83
Open AccessAR as an Evaluation Playground: Bridging Metric and Visual Perception of Computer Vision Models
Quantitative metrics are central to evaluating computer vision (CV) models, but they often fail to capture real-world performance due to protocol inconsistencies and ground truth noise. While visual perception studies can complement these metrics, they often require end-to-end systems that are time-consuming to implement and setups that are difficult to reproduce. We systematically summarize key challenges in evaluating CV models and present the design of ARCADE1, an evaluation platform that leverages augmented reality (AR) to enable easy, reproducible, and human-centered CV evaluation. ARCADE uses a modular architecture that provides cross-platform data collection, pluggable model inference, and interactive AR tasks, supporting both metric and visual perception evaluation. We demonstrate ARCADE through a user study with 15 participants and case studies on two representative CV tasks, depth and lighting estimation, showing ARCADE can help reveal perceptual flaws in model quality that are often missed by traditional metrics. We also evaluate ARCADE's usability and performance, showing its flexibility as a reliable real-time platform.
- Open Access
- 4 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 2091-2097
Towards In-context Environment Sensing for Mobile Augmented Reality
- 4 December 2024
- Published by Association for Computing Machinery (ACM)
- p. 2091-2097
Open AccessTowards In-context Environment Sensing for Mobile Augmented Reality
- Open Access
- 28 February 2024
- Published by Association for Computing Machinery (ACM)
- p. 21-26
Mobile AR Depth Estimation: Challenges & Prospects
Accurate metric depth can help achieve more realistic user interactions such as object placement and occlusion detection in mobile augmented reality (AR). However, it can be challenging to obtain metricly accurate depth estimation in practice. We tested four different state-of-the-art (SOTA) monocular depth estimation models on a newly introduced dataset (ARKitScenes) and observed obvious performance gaps on this real-world mobile dataset. We categorize the challenges to hardware, data, and model-related challenges and propose promising future directions, including (i) using more hardware-related information from the mobile device's camera and other available sensors, (ii) capturing high-quality data to reflect real-world AR scenarios, and (iii) designing a model architecture to utilize the new information.
- 28 February 2024
- Published by Association for Computing Machinery (ACM)
- p. 21-26
Open AccessMobile AR Depth Estimation: Challenges & Prospects
Accurate metric depth can help achieve more realistic user interactions such as object placement and occlusion detection in mobile augmented reality (AR). However, it can be challenging to obtain metricly accurate depth estimation in practice. We tested four different state-of-the-art (SOTA) monocular depth estimation models on a newly introduced dataset (ARKitScenes) and observed obvious performance gaps on this real-world mobile dataset. We categorize the challenges to hardware, data, and model-related challenges and propose promising future directions, including (i) using more hardware-related information from the mobile device's camera and other available sensors, (ii) capturing high-quality data to reflect real-world AR scenarios, and (iii) designing a model architecture to utilize the new information.
- Open Access
- 6 October 2023
- Published by Association for Computing Machinery (ACM)
- p. 237-246
Toward Scalable and Controllable AR Experimentation
To understand how well a proposed augmented reality (AR) solution works, existing papers often conducted tailored and isolated evaluations for specific AR tasks, e.g., depth or lighting estimation, and compared them to easy-to-setup baselines, either using datasets or resorting to time-consuming data capturing. Conceptually simple, it can be extremely difficult to evaluate an AR system fairly and in scale to understand its real-world performance. The difficulties arise for three key reasons: lack of control of the physical environment, the time-consuming data capturing, and the difficulties to reproduce baseline results. This paper presents our design of an AR experimentation platform, ExpAR, aiming to provide scalable and controllable AR experimentation. ExpAR is envisioned to operate as a standalone deployment or a federated platform; in the latter case, AR researchers can contribute physical resources, including scene setup and capturing devices, and allow others to time share these resources. Our design centers around the generic sensing-understanding-rendering pipeline and is driven by the evaluation limitations observed in recent AR systems papers. We demonstrate the feasibility of this vision with a preliminary prototype and our preliminary evaluations suggest the importance of further investigating different device capabilities to stream in 30 FPS.
- 6 October 2023
- Published by Association for Computing Machinery (ACM)
- p. 237-246
Open AccessToward Scalable and Controllable AR Experimentation
To understand how well a proposed augmented reality (AR) solution works, existing papers often conducted tailored and isolated evaluations for specific AR tasks, e.g., depth or lighting estimation, and compared them to easy-to-setup baselines, either using datasets or resorting to time-consuming data capturing. Conceptually simple, it can be extremely difficult to evaluate an AR system fairly and in scale to understand its real-world performance. The difficulties arise for three key reasons: lack of control of the physical environment, the time-consuming data capturing, and the difficulties to reproduce baseline results. This paper presents our design of an AR experimentation platform, ExpAR, aiming to provide scalable and controllable AR experimentation. ExpAR is envisioned to operate as a standalone deployment or a federated platform; in the latter case, AR researchers can contribute physical resources, including scene setup and capturing devices, and allow others to time share these resources. Our design centers around the generic sensing-understanding-rendering pipeline and is driven by the evaluation limitations observed in recent AR systems papers. We demonstrate the feasibility of this vision with a preliminary prototype and our preliminary evaluations suggest the importance of further investigating different device capabilities to stream in 30 FPS.