Suranga Nanayakkara

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Suranga Nanayakkara
Suranga with EyeRing.jpeg
Nanayakkara working with EyeRing
Born1981 (age 4344)
Alma mater National University of Singapore(B.Eng.)
National University of Singapore(PhD)
MIT Media Lab(Postdoc)
Royal College, Colombo(Secondary)
Known forInventor of FingerReader, SPARSH, StickEar and HapticChair
Scientific career
Institutions University of Auckland
Doctoral advisor Lonce Wyse, Elizabeth Taylor and SH Ong
Other academic advisors Pattie Maes
Website www.suranga.info

Suranga Nanayakkara (born 1981) is a Sri Lankan born computer scientist and inventor. [1] As of 2021, he is the director of Augmented Human Lab and associate professor at the National University of Singapore. Before moving to Auckland in 2018, he was an assistant professor at Singapore University of Technology and Design. He is best known for his work on FingerReader [2] [3] [4] [5] and Haptic Chair. [6] His research interests include Wearable Computing, Assistive Technology, Ubiquitous computing, AI, Collective intelligence and Robotics. MIT Technology Review honored Nanayakkara as one of the Innovators Under 35 for Asia Pacific Region 2014. [7] [8]

Contents

Education and research

Suranga is from Piliyandala, in Colombo District, Sri Lanka. Having received his secondary education from Royal College, Colombo, [9] [10] [11] he completed bachelor's degree in electrical and computer engineering from the National University of Singapore in Singapore. He holds a PhD in Engineering from National University of Singapore. Suranga spent half a year at University of Birmingham and half a year at University of Southern California under student exchange program. Later he was a postdoctoral researcher with Pattie Maes's Fluid Interfaces Group at MIT Media Lab. [12] [13]

Career

Inventions

Suranga is best known for his work EyeRing - A finger-worn interface for seamless interactions [2] [3] [4] [5] Haptic Chair - Audio visual system to provide a more satisfying musical experience to deaf people [6] and StickEars – a sound-based sticky note like device to make everyday objects more accessible. [16] [17] [18] Among some of his other work, Suranga has invented SPARSH – a way to copy-paste data between digital devices; FingerDraw - way to extract colours and textures from nature and bring them into digital drawings.

Awards and achievements

Related Research Articles

Ubiquitous computing is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include the Internet, advanced middleware, kernels, operating systems, mobile codes, sensors, microprocessors, new I/Os and user interfaces, computer networks, mobile protocols, global navigational systems, and new materials.

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<span class="mw-page-title-main">Haptic technology</span> Any form of interaction involving touch

Haptic technology is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word haptic, from the Ancient Greek: ἁπτικός (haptikos), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels.

<span class="mw-page-title-main">MIT Media Lab</span> Research laboratory at the Massachusetts Institute of Technology

The MIT Media Lab is a research laboratory at the Massachusetts Institute of Technology, growing out of MIT's Architecture Machine Group in the School of Architecture. Its research does not restrict to fixed academic disciplines, but draws from technology, media, science, art, and design. As of 2014, Media lab's research groups include fetus, biologically inspired fabrication, socially engaging robots, emotive computing, bionics, and hyperinstruments.

<span class="mw-page-title-main">Computer-mediated reality</span> Ability to manipulate ones perception of reality through the use of a computer

Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.

<span class="mw-page-title-main">Tangible user interface</span>

A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.

Sensory substitution is a change of the characteristics of one sensory modality into stimuli of another sensory modality.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

Haptic perception means literally the ability "to grasp something", and is also known as stereognosis. Perception in this case is achieved through the active exploration of surfaces and objects by a moving subject, as opposed to passive contact by a static subject during tactile perception. Haptic perception involves the cutaneous receptors of touch, and proprioceptors that sense movement and body position. The inability for haptic perception is known as astereognosis.

<span class="mw-page-title-main">SixthSense</span> Gesture-based wearable computer system

SixthSense is a gesture-based wearable computer system developed at MIT Media Lab by Steve Mann in 1994 and 1997, and 1998, and further developed by Pranav Mistry, in 2009, both of whom developed both hardware and software for both headworn and neckworn versions of it. It comprises a headworn or neck-worn pendant that contains both a data projector and camera. Headworn versions were built at MIT Media Lab in 1997 that combined cameras and illumination systems for interactive photographic art, and also included gesture recognition.

<span class="mw-page-title-main">Desney Tan</span> Singaporean computer scientist (born 1976)

Desney Tan is vice president and managing director of Microsoft Health Futures, a cross-organizational incubation group that serves as Microsoft's Health and Life Science "moonshot factory". He also holds an affiliate faculty appointment in the Department of Computer Science and Engineering at the University of Washington, serves on the Board of Directors for ResMed, is senior advisor and chief technologist for Seattle-based life science incubator IntuitiveX, advises multiple startup companies, and is an active startup and real estate investor.

Affective haptics is an area of research which focuses on the study and design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch. The research field is originated with the Dzmitry Tsetserukou and Alena Neviarouskaya papers on affective haptics and real-time communication system with rich emotional and haptic channels. Driven by the motivation to enhance social interactivity and emotionally immersive experience of users of real-time messaging, virtual, augmented realities, the idea of reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner was proposed. Four basic haptic (tactile) channels governing our emotions can be distinguished:

  1. physiological changes
  2. physical stimulation
  3. social touch
  4. emotional haptic design.

Sound and music computing (SMC) is a research field that studies the whole sound and music communication chain from a multidisciplinary point of view. By combining scientific, technological and artistic methodologies it aims at understanding, modeling and generating sound and music through computational approaches.

Adam Ezra Cohen is a Professor of Chemistry, Chemical Biology, and Physics at Harvard University. He has received the Presidential Early Career Award for Scientists and Engineers and been selected by MIT Technology Review to the TR35 list of the world's top innovators under 35.

Ajit Narayanan is the inventor of FreeSpeech, a picture language with a deep grammatical structure. He's also the inventor of Avaz, India's first Augmentative and Alternative Communication device for children with disabilities. He is a TR35 awardee (2011) and an awardee of the National Award for Empowerment of Persons with Disabilities by the President of India (2010). He is currently employed by Google, as a part of the accessibility team.

Visuo-haptic mixed reality (VHMR) is a branch of mixed reality that has the ability of merging visual and tactile perceptions of both virtual and real objects with a collocated approach. The first known system to overlay augmented haptic perceptions on direct views of the real world is the Virtual Fixtures system developed in 1992 at the US Air Force Research Laboratories. Like any emerging technology, the development of the VHMR systems is accompanied by challenges that, in this case, deal with the efforts to enhance the multi-modal human perception with the user-computer interface and interaction devices at the moment available. Visuo-haptic mixed reality (VHMR) consists of adding to a real scene the ability to see and touch virtual objects. It requires the use of see-through display technology for visually mixing real and virtual objects and haptic devices necessary to provide haptic stimuli to the user while interacting with the virtual objects. A VHMR setup allows the user to perceive visual and kinesthetic stimuli in a co-located manner, i.e., the user can see and touch virtual objects at the same spatial location. This setup overcomes the limits of the traditional one, i.e, display and haptic device, because the visuo-haptic co-location of the user's hand and a virtual tool improve the sensory integration of multimodal cues and makes the interaction more natural. But it also comes with technological challenges in order to improve the naturalness of the perceptual experience.

<span class="mw-page-title-main">Jeffrey Heer</span> American computer scientist

Jeffrey Michael Heer is an American computer scientist best known for his work on information visualization and interactive data analysis. He is a professor of computer science & engineering at the University of Washington, where he directs the UW Interactive Data Lab. He co-founded Trifacta with Joe Hellerstein and Sean Kandel in 2012.

Dhairya Dand is an Indian-American inventor and artist based in New York City.

<span class="mw-page-title-main">Chris Harrison (computer scientist)</span> American computer scientist

Chris Harrison is a British-born, American computer scientist and entrepreneur, working in the fields of human–computer interaction, machine learning and sensor-driven interactive systems. He is a professor at Carnegie Mellon University and director of the Future Interfaces Group within the Human–Computer Interaction Institute. He has previously conducted research at AT&T Labs, Microsoft Research, IBM Research and Disney Research. He is also the CTO and co-founder of Qeexo, a machine learning and interaction technology startup.

Niklas Elmqvist is a Swedish-American computer scientist. He is currently a professor in the Department of Computer Science at Aarhus University, and a Villium Investigator. He is the Director of the Center for Anytime Anywhere Analytics at Aarhus University, a research center on augmented reality and extended reality (AR/XR) for data visualization.

References

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  3. 1 2 "EyeRing helps visually impaired point, press, and hear information". PHYS.ORG. Retrieved 2014-06-19.
  4. 1 2 "With the Camera-Equipped "EyeRing" You Can Point at an Object and Take a Photo". Inhabitat. Retrieved 2014-06-19.
  5. 1 2 "Camera-toting EyeRing could help blind people to "see" objects". Gizmag. 13 August 2012. Retrieved 2014-06-19.
  6. 1 2 "New technology to help the deaf enjoy music". official website. National University of Singapore College of Engineering. Retrieved 2014-06-14.
  7. 1 2 "MIT TR35". MIT TR35. Retrieved 2014-06-19.
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  13. "about Suranga Nanayakkara". suranga.info. Retrieved 2014-06-14.
  14. "Augmented Human Lab". ahlab.org. Archived from the original on 2015-04-18. Retrieved 2014-06-14.
  15. "Uni welcomes world leader in human-computer interaction". Scoop. Retrieved 2021-09-05.
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