Prasanth Sasikumar
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Prasanth Sasikumar has a total of 46 co-authors. Here are the top co-authors by number of shared publications:
- Suranga Nanayakkara
Augmented Human Lab, National University of Singapore, Singapore, Singapore
10 shared publications - Dinithi Dissanayake
Augmented Human Lab, School of Computing, National University of Singapore, Singapore, Singapore
3 shared publications - Hannah Qiao
Augmented Human Lab, National University of Singapore, Singapore, Singapore
2 shared publications - Mark Billinghurst
Auckland Bioengineering Institute, The University of Auckland
2 shared publications - Soundarya Ramesh
School of Computing, National University of Singapore, Singapore, Singapore
2 shared publications - Takahiro Masuda
Asahi Quality & Innovations, Ltd., Moriya-shi, Ibaraki, Japan
2 shared publications
Latest Publications
- Open Access
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-9
HeadRoom: Lightweight, Edge-deployable Pipeline for Adaptive Notification Routing
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-9
Open AccessHeadRoom: Lightweight, Edge-deployable Pipeline for Adaptive Notification Routing
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Zenflow: Investigating MR Transitions for Enhancing Sleep and Relaxation
Stress and poor sleep remain pervasive challenges in modern life, yet traditional relaxation practices such as pranayama (breathing exercises) require guidance, discipline, and environments that are often difficult to sustain. VR–based relaxation tools have emerged as alternatives, but their abrupt immersion into fully virtual environments can feel disruptive and misaligned with the gradual nature of meditative practices. To address this gap, we collaborated with pranayama practitioners in a co-design process to develop Zenflow, an MR system that blends subtle visuals and breathing cues to gradually transform the user’s surroundings into a restorative virtual space. We evaluated the system in a 3 week within-subjects study (N=12), comparing traditional Pranayama with two variations of Zenflow. Results show that Zenflow transition design significantly improved self-reported sleep quality and objective measures of stress and sleep. Our work contributes design insights and evidence that gradual environmental transition can improve MR systems for stress management.
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Open AccessZenflow: Investigating MR Transitions for Enhancing Sleep and Relaxation
Stress and poor sleep remain pervasive challenges in modern life, yet traditional relaxation practices such as pranayama (breathing exercises) require guidance, discipline, and environments that are often difficult to sustain. VR–based relaxation tools have emerged as alternatives, but their abrupt immersion into fully virtual environments can feel disruptive and misaligned with the gradual nature of meditative practices. To address this gap, we collaborated with pranayama practitioners in a co-design process to develop Zenflow, an MR system that blends subtle visuals and breathing cues to gradually transform the user’s surroundings into a restorative virtual space. We evaluated the system in a 3 week within-subjects study (N=12), comparing traditional Pranayama with two variations of Zenflow. Results show that Zenflow transition design significantly improved self-reported sleep quality and objective measures of stress and sleep. Our work contributes design insights and evidence that gradual environmental transition can improve MR systems for stress management.
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Interrupting Autopilot: Evaluating Sensory Interventions for Momentary Self-Regulation
People have different temptations and habitual behaviors they wish to change, often imagining a better version of themselves. However, most existing behavior-change interventions rely on conscious self-regulation. Existing tools require users to notice a prompt, interpret it, and deliberately override an impulse, which is cognitively demanding and prone to failure when behavior becomes automatic. In this paper, we explore sensory interruptions as a way to bridge perception, cognition, and behavior. These interruptions aim to momentarily disrupt autopilot behavior and enable users to regain control. We evaluated four sensory interruptions: vibrotactile, heat, cold, and audio, with 11 participants. Our findings reveal clear subjective trade-offs: vibrotactile was often perceived as habituated, while heat was effective but generally disliked due to its punitive feel. Nevertheless, most interruptions produced a brief micro-pause that prompted participants to reconsider their behavior, highlighting the potential of physical modulation as a complementary approach to self-regulation.
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Open AccessInterrupting Autopilot: Evaluating Sensory Interventions for Momentary Self-Regulation
People have different temptations and habitual behaviors they wish to change, often imagining a better version of themselves. However, most existing behavior-change interventions rely on conscious self-regulation. Existing tools require users to notice a prompt, interpret it, and deliberately override an impulse, which is cognitively demanding and prone to failure when behavior becomes automatic. In this paper, we explore sensory interruptions as a way to bridge perception, cognition, and behavior. These interruptions aim to momentarily disrupt autopilot behavior and enable users to regain control. We evaluated four sensory interruptions: vibrotactile, heat, cold, and audio, with 11 participants. Our findings reveal clear subjective trade-offs: vibrotactile was often perceived as habituated, while heat was effective but generally disliked due to its punitive feel. Nevertheless, most interruptions produced a brief micro-pause that prompted participants to reconsider their behavior, highlighting the potential of physical modulation as a complementary approach to self-regulation.
- Open Access
- 16 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 733-736
Inbody Interactions
- 16 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 733-736
Open AccessInbody Interactions
- Open Access
- 16 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 754-757
EmoDrink: Embodied MR for Physiology-Informed Beverage Recommendation
Wearable devices increasingly capture physiological signals related to users’ affective and cognitive states, yet these signals are commonly presented through numerical dashboards that are difficult to interpret and act upon in everyday contexts. We present EmoDrink, a Mixed Reality (MR) research framework for communicating physiology-informed wellbeing recommendations through embodied representations. EmoDrink integrates smartwatch-derived signals with brief self-reports and contextual cues to generate a single beverage recommendation, then holds this recommendation constant while varying how it is presented: an abstract visualization, a generic embodied agent, and a personalized “future self” avatar. Through a walk-up-and-use MR experience, attendees can directly compare how embodiment shapes trust, comfort, and interpretability when engaging with identical wellbeing guidance.
- 16 March 2026
- Published by Association for Computing Machinery (ACM)
- p. 754-757
Open AccessEmoDrink: Embodied MR for Physiology-Informed Beverage Recommendation
Wearable devices increasingly capture physiological signals related to users’ affective and cognitive states, yet these signals are commonly presented through numerical dashboards that are difficult to interpret and act upon in everyday contexts. We present EmoDrink, a Mixed Reality (MR) research framework for communicating physiology-informed wellbeing recommendations through embodied representations. EmoDrink integrates smartwatch-derived signals with brief self-reports and contextual cues to generate a single beverage recommendation, then holds this recommendation constant while varying how it is presented: an abstract visualization, a generic embodied agent, and a personalized “future self” avatar. Through a walk-up-and-use MR experience, attendees can directly compare how embodiment shapes trust, comfort, and interpretability when engaging with identical wellbeing guidance.
- Open Access
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-7
VRSense: An Explainable System to Help Mitigate Cybersickness in VR Games
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-7
Open AccessVRSense: An Explainable System to Help Mitigate Cybersickness in VR Games
- Open Access
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Who is in Control? Understanding User Agency in AR-assisted Construction Assembly
- 25 April 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Open AccessWho is in Control? Understanding User Agency in AR-assisted Construction Assembly
- Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-17
Exploring an Extended Reality Floatation Tank Experience to Reduce the Fear of Being in Water
People with a fear of being in water rarely engage in water activities and hence miss out on the associated health benefits. Prior research suggested virtual exposure to treat fears. However, when it comes to a fear of being in water, virtual water might not capture water’s immersive qualities, while real water can pose safety risks. We propose extended reality to combine both advantages: We conducted a study (N=12) where participants with a fear of being in water interacted with playful water-inspired virtual reality worlds while floating inside a floatation tank. Our findings, supported quantitatively by heart rate variability and qualitatively by interviews, suggest that playful extended reality could mitigate fear responses in an entertaining way. We also present insights for the design of future systems that aim to help people with a fear of being in water and other phobias by using the best of the virtual and physical worlds.
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-17
Open AccessExploring an Extended Reality Floatation Tank Experience to Reduce the Fear of Being in Water
People with a fear of being in water rarely engage in water activities and hence miss out on the associated health benefits. Prior research suggested virtual exposure to treat fears. However, when it comes to a fear of being in water, virtual water might not capture water’s immersive qualities, while real water can pose safety risks. We propose extended reality to combine both advantages: We conducted a study (N=12) where participants with a fear of being in water interacted with playful water-inspired virtual reality worlds while floating inside a floatation tank. Our findings, supported quantitatively by heart rate variability and qualitatively by interviews, suggest that playful extended reality could mitigate fear responses in an entertaining way. We also present insights for the design of future systems that aim to help people with a fear of being in water and other phobias by using the best of the virtual and physical worlds.
- Open Access
- 2 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-8
SeEar: Tailoring Real-time AR Caption Interfaces for Deaf and Hard-of-Hearing (DHH) Students in Specialized Educational Settings
Deaf and hard-of-hearing (DHH) students often encounter challenges in their specialized educational settings, particularly in language literacy development, due to limited exposure to written and spoken language. We, therefore, collaborated with 8 DHH students and 2 Teachers of the Deaf (ToDs) from a School for Deaf in Sri Lanka to explore how to effectively utilize a real-time augmented reality (AR) caption interface in their classroom settings, aiming to enhance their learning experience. We adopted a User-Centered Design (UCD) process to develop and refine the prototype addressing the design challenges affecting the overall learning experience. User study with 12 DHH participants revealed a strong preference (91.66%) for our prototype and highlighted its potential to enhance the learning experiences. Our findings contribute to further exploration of the potential of tailored AR caption interfaces in addressing the educational challenges faced by DHH students and enhancing their learning experience in specialized educational settings.
- 2 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Open AccessSeEar: Tailoring Real-time AR Caption Interfaces for Deaf and Hard-of-Hearing (DHH) Students in Specialized Educational Settings
Deaf and hard-of-hearing (DHH) students often encounter challenges in their specialized educational settings, particularly in language literacy development, due to limited exposure to written and spoken language. We, therefore, collaborated with 8 DHH students and 2 Teachers of the Deaf (ToDs) from a School for Deaf in Sri Lanka to explore how to effectively utilize a real-time augmented reality (AR) caption interface in their classroom settings, aiming to enhance their learning experience. We adopted a User-Centered Design (UCD) process to develop and refine the prototype addressing the design challenges affecting the overall learning experience. User study with 12 DHH participants revealed a strong preference (91.66%) for our prototype and highlighted its potential to enhance the learning experiences. Our findings contribute to further exploration of the potential of tailored AR caption interfaces in addressing the educational challenges faced by DHH students and enhancing their learning experience in specialized educational settings.