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Yoones A. Sekhavat

dblp:05/7463 · also Yoones Asgharzadeh Sekhavat · DBLP profile ↗
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19ranked-venue papers
15as first author
6since 2021 · last 2023
0000-0003-3654-9583ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-author · 3 since 2021Databases, data management, data science and information retrieval · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 3 · 2 first-author · 2 since 2021Security and privacy · 3 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Databases, data mining, and information retrieval
2 papers
Data integration and cleaning · 100%
Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 77% Games and playful interaction · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 50% Visual content generation and editing · 50%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › rehabilitation
hand rehabilitation
0.712023
Exergames for hand rehabilitation in elders using Leap Motion Controller: A feasibility pilot study · Int. J. Hum. Comput. Stud. 2023
Data integration and cleaning
data exchange
0.522017
SEDEX: Scalable Entity Preserving Data Exchange · ICDE 2017
SEDEX: Scalable Entity Preserving Data Exchange · IEEE Trans. Knowl. Data Eng. 2016
Data integration and cleaning
schema mapping
0.322017
SEDEX: Scalable Entity Preserving Data Exchange · IEEE Trans. Knowl. Data Eng. 2016
SEDEX: Scalable Entity Preserving Data Exchange · ICDE 2017
Virtual and augmented reality › augmented reality
augmented reality applications
0.312017
Privacy Preserving Cloth Try-On Using Mobile Augmented Reality · IEEE Trans. Multim. 2017
Visual content generation and editing
virtual try-on
0.312017
Privacy Preserving Cloth Try-On Using Mobile Augmented Reality · IEEE Trans. Multim. 2017
Games and playful interaction
exergames
0.212023
Exergames for hand rehabilitation in elders using Leap Motion Controller: A feasibility pilot study · Int. J. Hum. Comput. Stud. 2023
Computer vision › 3D vision › human body modeling
3d human modeling
0.112017
Privacy Preserving Cloth Try-On Using Mobile Augmented Reality · IEEE Trans. Multim. 2017

Methods — techniques the papers use, named apart from their topics

leap motion controller · 0.7face generation · 0.6body customization · 0.63d model selection · 0.6schema-level and data-level integration · 0.3relation tree similarity · 0.2
YearPublicationVenuePosition
2023 Learning coordinated emotion representation between voice and face
Zhen Liu 0002, Chih-Chieh Hung, Yoones A. Sekhavat, Tingting Liu 0002
Appl. Intell.4
2023 Exergames for hand rehabilitation in elders using Leap Motion Controller: A feasibility pilot study
Erfan Pirbabaei, Zahra Amiri, Yoones A. Sekhavat, Sakineh Goljaryan
Int. J. Hum. Comput. Stud.3
2022 Sonification and interaction design in computer games for visually impaired individuals
Yoones A. Sekhavat, Mohammad Reza Azadehfar, Hossein Zarei, Samad Roohi
Multim. Tools Appl.1
2022 Play With One's Feelings: A Study on Emotion Awareness for Player Experience
abstract
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions of their teammates or opponents as they can directly observe their behavioral patterns, facial expressions, head pose, body stance, and so on. Players of online video games, however, are not generally aware of the other players’ emotions given the limited channels of direct interaction among them (e.g., via emojis or chat boxes). It also turns out that the impact of real-time emotion-awareness on play is still unexplored in the space of online digital games. Motivated by this lack of empirical knowledge on the role of the affect of others to one’s gameplay performance, in this article, we investigate the degrees to which the expression of manifested emotions of an opponent can affect the emotions of the player and consequently his gameplay behavior. In this initial study, we test our hypothesis on a two-player adversarial car racing game. We perform a comprehensive user study to evaluate the emotions, behaviors, and attitudes of players in emotion aware versus emotion agnostic game versions. Our findings suggest that expressing the emotional state of the opponent through an emoji in real-time affects the emotional state and behavior of players that can consequently affect their playing experience.
Yoones A. Sekhavat, Samad Roohi, Hesam Sakian Mohamadi, Georgios N. Yannakakis
IEEE Trans. Games1
2021 KeepStep: Interactive Projection-mapping Based Exergames for People with Multiple Sclerosis
abstract
People with neurological illnesses, such as MS, may benefit from effective training approaches that increase their potential to perform daily tasks. This paper focuses on the concept of adaptive training games for gait rehabilitation in people with multiple sclerosis (PwMS) using individualized exergames. These exergames were influenced by four separate routine physiotherapy exercises. A projection-mapping technique is used to view the planned games on the floor to indicate a safe space for play and to ensure realistic exercise training for PwMS. This is also aided by dynamic difficulty adjustment algorithms, which enable the games to be more adaptable. We anticipate that incorporating adaptability will enable them to provide appropriate challenges, provide an individualized training plan for PwMS, reduce boredom, and minimize therapist involvement. The following phase will be a thorough user analysis.
Zahra Amiri, Yoones A. Sekhavat, Sakineh Goljaryan
CoG2
2021 Affective interaction: Using emotions as a user interface in games
Yoones A. Sekhavat, Milad Jafari Sisi, Samad Roohi
Multim. Tools Appl.1
2020 CFM: collusion-free model of privacy preserving frequent itemset mining
abstract
Although many privacy preserving frequent itemset mining protocols have been proposed to preserve the privacy of participants, most of them are vulnerable against collusion. Usually, these protocols are designed for semi-honest model; where in this model, it is assumed that the participants do not deviate from the protocol. However, in real world, participants may collude with each other in order to falsify the protocol or to obtain the secret values of other parties. In this paper, we analyse the vulnerability of previous privacy preserving frequent itemset mining protocols from privacy point of view, and then, we proposes a new protocol (CFM), which preserves the privacy of participants, even in collusion state. CFM is designed for mining frequent itemsets from homogenous (horizontally partitioned) data, which not only preserves the privacy of participants in collusion states, but also shows better performance in comparison with previous works. In order to achieve this goal, CFM employs a new secret sharing and secret summation scheme, which distributes secret values among participants. Privacy preserving level of CFM is evaluated based on the disclosure of sensitive information.
Yoones A. Sekhavat
Int. J. Inf. Comput. Secur.1
2020 Battle of minds: a new interaction approach in BCI games through competitive reinforcement
Yoones A. Sekhavat
Multim. Tools Appl.1
2018 Sense of Immersion in Computer Games Using Single and Stereoscopic Augmented Reality
abstract
As a novel interaction and presentation technology, Augmented Reality (AR) has been widely used in education, tourism, entertainment, psychology, and many other applications. In the game industry, this revolutionary technology has introduced a new form of interaction between players and the gaming environment. In this article, we aim to find if exploiting AR in computer games can enhance the sense of immersion, and consequently, satisfying the players. To this end, a mobile game called Ladybug is implemented using three different techniques including the regular virtual reality (VR) camera, single AR camera, and stereoscopic AR camera. The results of a comprehensive user study on these techniques showed that the single AR camera and stereoscopic AR camera can result in more sense of immersion in players in comparison to the VR camera. However, the hypothesis that the stereoscopic AR results in more sense of presence in comparison to the single AR camera is rejected. On the other hand, our findings show that the AR stereoscopic camera can lead to a better emotional involvement and enjoyment in comparison to the single AR camera and VR camera.
Yoones A. Sekhavat, Hossein Zarei
Int. J. Hum. Comput. Interact.1
2018 The effect of tracking technique on the quality of user experience for augmented reality mobile navigation
Yoones A. Sekhavat, Jeffrey Parsons
Multim. Tools Appl.1
2018 Projection-Based AR: Effective Visual Feedback in Gait Rehabilitation
abstract
Effective real-time feedback is crucial to enhance motor learning in physical and cognitive rehabilitation. Although monitor-based (MB) platforms are widely used to provide visual feedback for users, the discrepancy between where the feedback is presented and where the actual movement occurs can negatively affect the use of feedback. In this paper, we propose a novel visual feedback system using projection-based augmented reality (AR) to provide a better understanding of the relationship between body perception and movement kinematics. A set of experiments were performed to assess and compare the ability of unimpaired and impaired participants to detect real-time feedback and make modifications to gait using this feedback in MB and AR platforms. The results showed a significant improvement in participants' ability to better adapt the changes in projection-based AR than MB. This improvement represents the efficacy of this system in enabling users to better synchronize their foot-eye coordination.
Yoones A. Sekhavat, Mohammad S. Namani
IEEE Trans. Hum. Mach. Syst.1
2017 SEDEX: Scalable Entity Preserving Data Exchange
abstract
Data exchange is the process of generating an instance of a target schema from an instance of a source schema such that source data is reflected in the target. The prevailing approach for data exchange is based on schema mappings, which are high level expressions that describe relationships between database schemas [1]. However, schema-mapping based data exchange techniques suffer from two problems: (1) entity fragmentation, in which information about a single entity is spread across several tuples in the target schema, and (2) ambiguity in generalization, in which incorrect mappings result from using different methods to represent entity type generalization in source and target schemas. In this paper, we propose the Scalable Entity Preserving Data Exchange (SEDEX) method, which combines schema-level and datalevel information to address these problems. We also provide extensive evaluation to demonstrate the benefits and scalability of the approach.
Yoones A. Sekhavat, Jeffrey Parsons
ICDE1
2017 An image encryption scheme based on elliptic curve pseudo random and Advanced Encryption System
Shahryar Toughi, Mohammad H. Fathi, Yoones A. Sekhavat
Signal Process.3
2017 Privacy Preserving Cloth Try-On Using Mobile Augmented Reality
abstract
Virtual try-on applications make it possible for buyers to watch themselves wearing different garments without physically trying on them. The prevailing approach for virtual try-on has been based on virtual fitting rooms, in which several cameras are used to identify the skeleton and posture of a user in order to render a garment on the user's image. Although this approach has been implemented successfully using different techniques, the privacy of users can be compromised as some users might be reluctant to stand in front of cameras in a fitting room. This paper proposes an alternative approach that allows a customer to watch a three-dimensional (3D) model of her/him wearing garments on a personal mobile device using augmented reality (AR). Among 3D human models that are automatically generated, a model selection technique is proposed that makes it possible to find the right size model representing the anthropometric features of the user. This approach is accompanied by body customization and face generation modules to generate a realistic representation. Several quantitative experiments as well as user studies were performed to evaluate the accuracy, efficiency, usefulness, and privacy of the proposed technique.
Yoones A. Sekhavat
IEEE Trans. Multim.1
2016 SEDEX: Scalable Entity Preserving Data Exchange
abstract
Data exchange is the process of generating an instance of a target schema from an instance of a source schema such that source data is reflected in the target. Generally, data exchnge is performed using schema mapping, representing high level relations between source and target schemas. In this paper, we argue that data exchange solely based on schema level information limits the ability to express semantics in data exchange. We show such schema level mappings not only may result in entity fragmentation, they are unable to resolve some ambiguous data exchange scenarios. To address this problem, we propose Scalable Entity Preserving Data Exchange (SEDEX), a hybrid method based on data and schema mapping that employs similarities between relation trees of source and target relations to find the best relations that can host source instances. Our experiments show SEDEX outperforms other methods in terms of quality and scalability of data exchange.
Yoones A. Sekhavat, Jeffrey Parsons
IEEE Trans. Knowl. Data Eng.1
2013 EDEX: Entity Preserving Data Exchange
Yoones A. Sekhavat, Jeffrey Parsons
DATA1
2012 Sliced Column-Store (SCS): Ontological Foundations and Practical Implications
Yoones A. Sekhavat, Jeffrey Parsons
ER1
2010 Mining frequent itemsets in the presence of malicious participants
abstract
Privacy preserving data mining (PPDM) algorithms attempt to reduce the injuries to privacy caused by malicious parties during the rule mining process. Usually, these algorithms are designed for the semi-honest model, where participants do not deviate from the protocol. However, in the real-world, malicious parties may attempt to obtain the secret values of other parties by probing attacks or collusion. In this study, the authors study how to preserve the privacy of participants in a collusion-free model of the frequent itemset mining process, where the protocol protects against probing attacks and collusion. The mining of frequent itemsets is the main step of association rule mining algorithms, and, in this study, the authors propose two privacy-preserving frequent itemset mining algorithms for both two-party and multi-party states in a collusion-free model for vertically partitioned (heterogeneous) data; in addition, a privacy measuring technique is proposed, which quantifies privacy based on the amount of disclosed sensitive information.
Yoones A. Sekhavat, Mohammad Fathian
IET Inf. Secur.1
2008 Efficient anonymous secure auction schema (ASAS) without fully trustworthy auctioneer
abstract
Purpose In traditional commerce, an auction is known as a mechanism of determining the value of a commodity that does not have a fixed price. Auctions are exciting and an increasing number of transactions are performed through e‐auctions. But most current auctions cannot address all the important security requirements. Usually, auction systems force bidders and sellers to trust the auctioneer and, on the other hand, do not provide anonymity for bidders and sellers. This paper aims to solve these problems by presenting an efficient anonymous secure auction schema (ASAS) without a fully trustworthy auctioneer. Design/methodology/approach The paper analyzes security properties and the complexity of previous works in auction security and then proposes a new ASAS that is more secure and efficient than previous works. Finally, security properties and the complexity of the new schema and previous works are compared with one another. Findings The proposed auction protocol does not force bidders and sellers to trust the auctioneer. In addition, it provides anonymity for both of them. Owing to these newly added features and high degree of security of ASAS, it is suggested that its use in high‐value auctions should require tighter security. Originality/value The paper proposes a new schema for electronic auctions that is secure and efficient and, in addition, does not force bidders and sellers to trust the auctioneer.
Yoones A. Sekhavat, Mohammad Fathian
Inf. Manag. Comput. Secur.1