VLDB 2026 Research / reviewers in the wild / expert
Sultan A. Alharthi
dblp:189/9107
· DBLP profile ↗
12ranked-venue papers
6as first author
5since 2021 · last 2025
0000-0003-4918-7390ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 12 · 6 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Digitizing Prayer: The Augmentation of Reality and SpiritualityabstractMuslims commonly recite the Quran, the holy book of Islam, during prayer by memorizing its Arabic text, a practice that can be challenging for some worshippers, particularly non-Arabic speakers. To explore how mobile and ubiquitous technologies might support this practice, we compared four ways of engaging with the Quran during prayer: reciting from memory alone, reciting with support from the printed Quran, reciting with assistance from a smartphone application, and reciting with guidance through smartglasses. For the wearable condition, we designed and implemented a prototype Quran recitation application for smartglasses display. Through a mixed-methods initial pilot study, we evaluated participants’ experiences across three dimensions: user experience, perceived spirituality, and social acceptance. The initial findings show how mobile and wearable augmentation can function as a form of cognitive offloading, lowering barriers to recitation while also reshaping user experience and spiritual engagement. By highlighting both opportunities and tensions in technology-mediated worship, this study situates its contribution within the broader discourse on techno-spirituality, offering insights into how ubiquitous systems integrate with and support established religious practices. Sultan A. Alharthi |
MUM | 1 |
| 2022 | TwoTorials: A Remote Cooperative Tutorial System for 3D Design Software
Sultan A. Alharthi, Benjamin J. Lafreniere, Tovi Grossman, George W. Fitzmaurice |
Graphics Interface | 1 |
| 2021 | An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning PracticesabstractSearch and rescue (SAR), a disaster response activity performed to locate and save victims, primarily involves collective sensemaking and planning. SAR responders learn to search and navigate the environment, process information about buildings, and collaboratively plan with maps. We synthesize data from five sources, including field observations and interviews, to understand the informational components of SAR and how information is recorded and communicated. We apply activity theory, uncovering unforeseen factors that are relevant to the design of collaboration systems and training solutions. Through our analysis, we derive design implications to support collaborative information technology and training systems: mixing physical and digital mapping; mixing individual and collective mapping; building for different levels and sources of information; and building for different rules, roles, and activities. Sultan A. Alharthi, Nicolas J. LaLone, Hitesh Nidhi Sharma, Igor Dolgov, Phoebe O. Toups Dugas |
CHI | 1 |
| 2021 | Developing Future Wearable Interfaces for Human-Drone Teams through a Virtual Drone Search Game
Marlena R. Fraune, Ahmed S. Khalaf, Mahlet Zemedie, Poom Pianpak, Zahra NaminiMianji, Sultan A. Alharthi, Igor Dolgov, William A. Hamilton, Tran Cao Son, Phoebe O. Toups Dugas |
Int. J. Hum. Comput. Stud. | 6 |
| 2021 | Investigating the Effects of Individual Cognitive Styles on Collaborative GameplayabstractIn multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, and FI-FI. We examined collaborative gameplay in terms of team performance, cognitive load, communication, and player experience. The analysis revealed that FD-I cognitive style affected the performance and mental load of teams. We expect the findings to provide useful insights on understanding how cognitive styles influence collaborative gameplay. Sultan A. Alharthi, George E. Raptis, Christina P. Katsini, Igor Dolgov, Lennart E. Nacke, Phoebe O. Toups Dugas |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2019 | A Comparative Study of Hand Gesture Recognition Devices in the Context of Game DesignabstractGesture recognition devices provide a new means for natural human-computer interaction. However, when selecting these devices for games, designers might find it challenging to decide which gesture recognition device will work best. In the present research, we compare three vision-based, hand gesture devices: Leap Motion, Microsoft's Kinect, and Intel's RealSense. We developed a simple hand-gesture based game to evaluate performance, cognitive demand, comfort, and player experience of using these gesture devices. We found that participants' preferred and performed much better using Leap Motion and Kinect compared to using RealSense. Leap Motion also outperformed or was equivalent to Kinect. These findings suggest that not all gesture recognition devices can be suitable for games and that designers need to make better decisions when selecting gesture recognition devices and designing gesture based games to insure the usability, accuracy, and comfort of such games. Ahmed S. Khalaf, Sultan A. Alharthi, Igor Dolgov, Phoebe O. Toups Dugas |
ISS | 2 |
| 2019 | A Taxonomy for Selecting Wearable Input Devices for Mixed RealityabstractComposite wearable computers consist of multiple wearable devices connected together and working as a cohesive whole. These composite wearable computers are promising for augmenting our interaction with the physical, virtual, and mixed play spaces (e.g., mixed reality games). Yet little research has directly addressed how mixed reality system designers can select wearable input devices and how these devices can be assembled together to form a cohesive wearable computer. We present an initial taxonomy of wearable input devices to aid designers in deciding which devices to select and assemble together to support different mixed reality systems. We undertook a grounded theory analysis of 84 different wearable input devices resulting in a design taxonomy for composite wearable computers. The taxonomy consists of two axes: TYPE OF INTERACTIVITY and BODY LOCATION. These axes enable designers to identify which devices fill particular needs in the system development process and how these devices can be assembled together to form a cohesive wearable computer. Ahmed S. Khalaf, Sultan A. Alharthi, Son Tran, Igor Dolgov, Phoebe O. Toups Dugas |
ISS | 2 |
| 2019 | Haptic-Payment: Stimulating 'Pain' of Payment through Vibration Feedback in Mobile DevicesabstractThe proliferation of mobile payment applications in recent years has further decoupled the physical act of paying from the consumption experience. Prior research suggests that this decreases the psychological 'pain' that consumers feel when making a purchase, and leads them to spend more money than they otherwise would. The present research proposes a system that restores the physical sensation of paying to mobile payment apps. Drawing on a preliminary user study, as well as prior theories on prehensile grip types and haptic vibration feedback thresholds, we develop a device consisting of an array of vibration motors that can be attached to the back of a mobile phone and can be controlled through a custom application to provide vibration feedback of varying frequencies and durations at the time of mobile payment. Our preliminary findings suggest that a configuration of vibration motors located around the right and left edges of the phone, and which give high frequency, short duration vibrations upon payment is the most effective way inducing the pain of payment. Muhanad S. Manshad, Daniel Brannon, Sultan A. Alharthi, Vish Iyer |
ISS | 3 |
| 2019 | Making Maps Available for Play: Analyzing the Design of Game Cartography InterfacesabstractMaps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read-only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design. Phoebe O. Toups Dugas, Nicolas J. LaLone, Sultan A. Alharthi, Hitesh Nidhi Sharma, Andrew M. Webb 0001 |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2018 | Playing to Wait: A Taxonomy of Idle GamesabstractIdle games are a recent minimalist gaming phenomenon in which the game is left running with little player interaction. We deepen understanding of idle games and their characteristics by developing a taxonomy and identifying game features. This paper examines 66 idle games using a grounded theory approach to analyze play, game mechanics, rewards, interactivity, progress rate, and user interface. To establish a clearly bounded definition of idle games, we analyzed 10 non-idle games with the same approach. We discuss how idle games move players from playing to planning, how they question dominant assumptions about gameplay, and their unusual use of resources such as player attention and computer cycles. Our work illuminates opportunities for the design of idle games, suggests design implications, and provides a framework for researchers to clearly articulate questions about this genre. Sultan A. Alharthi, Olaa Alsaedi, Phoebe O. Toups Dugas, Tess Tanenbaum, Jessica Hammer |
CHI | 1 |
| 2018 | Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer GamesabstractIn distributed multiplayer games, it can be difficult to communicate strategic information for planning game moves and player interactions. Often, players spend extra time communicating, reducing their engagement in the game. Visual annotations in game maps and in the gameworld can address this problem and result in more efficient player communication. We studied the impact of real-time feedback on planning annotations, specifically two different annotation types, in a custom-built, third-person, multiplayer game and analyzed their effects on player performance, experience, workload, and annotation use. We found that annotations helped engage players in collaborative planning, which reduced frustration, and shortened goal completion times. Based on these findings, we discuss how annotating in virtual game spaces enables collaborative planning and improves team performance. Sultan A. Alharthi, Ruth C. Torres, Ahmed S. Khalaf, Phoebe O. Toups Dugas, Igor Dolgov, Lennart E. Nacke |
CHI | 1 |
| 2018 | A Design Framework for Awareness Cues in Distributed Multiplayer GamesabstractIn the physical world, teammates develop situation awareness about each other's location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, distributed multiplayer games provide awareness cues - information that games automatically make available to players to support cooperative gameplay. The design of awareness cues can be extremely complex, impacting how players experience games and work with teammates. Despite the importance of awareness cues, designers have little beyond experiential knowledge to guide their design. In this work, we describe a design framework for awareness cues, providing insight into what information they provide, how they communicate this information, and how design choices can impact play experience. Our research, based on a grounded theory analysis of current games, is the first to provide a characterization of awareness cues, providing a palette for game designers to improve design practice and a starting point for deeper research into collaborative play. Jason Wuertz, Sultan A. Alharthi, William A. Hamilton, Scott Bateman, Carl Gutwin, Anthony Tang 0001, Phoebe O. Toups Dugas, Jessica Hammer |
CHI | 2 |