Demo Data from VLDB 2026 / reviewers in the wild / expert
Hakim Si-Mohammed
dblp:225/8288
· DBLP profile ↗
5ranked-venue papers
3as first author
2since 2021 · last 2026
0000-0002-6056-3089ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 1 since 2021
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.
| Human-computer interaction and pervasive computing
3 papers |
Immersive interaction · 45% Wearable and physiological sensing · 38% Interaction techniques and input · 10% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 10 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality interaction |
0.4 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
Wearable and physiological sensing
brain-computer interface |
0.4 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
Interaction techniques and input
hands-free interaction |
0.4 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
Virtual and augmented reality › immersive interaction
3d interaction |
0.3 | 1 | 2018 | Toward Intuitive 3D User Interfaces for Climbing, Flying and Stacking · VR 2018 |
Virtual and augmented reality › immersive interaction
3d user interfaces |
0.3 | 1 | 2018 | Toward Intuitive 3D User Interfaces for Climbing, Flying and Stacking · VR 2018 |
Virtual and augmented reality
immersive interaction |
0.3 | 1 | 2018 | Toward Intuitive 3D User Interfaces for Climbing, Flying and Stacking · VR 2018 |
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation |
0.3 | 1 | 2018 | Toward Intuitive 3D User Interfaces for Climbing, Flying and Stacking · VR 2018 |
User interface design and tools › interaction design
interaction design space |
0.1 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
Human-robot interaction › teleoperation
mobile robot teleoperation |
0.1 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
Virtual and augmented reality › immersive interaction
virtual reality training |
0.1 | 1 | 2018 | Toward Intuitive 3D User Interfaces for Climbing, Flying and Stacking · VR 2018 |
Methods — techniques the papers use, named apart from their topics
EEG · 1.4evoked potentials · 1.0user study · 0.4steady-state visually evoked potential · 0.4error-related potentials · 0.4electroencephalography · 0.4physics-based manipulation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Toward the Automatic Detection of Vection in Virtual Reality Using EEGabstractVection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit inherent limitations due to their subjective nature and prevent real-time adjustments. Detecting vection in real time would allow VR systems to adapt to users' needs, improving comfort and minimizing negative effects like cybersickness. This paper investigates the presence of vection markers in electroencephalographic (EEG) brain signals using evoked potentials (brain responses to external stimuli). We designed a VR experiment that induces vection using two conditions: (1) forward acceleration or (2) backward acceleration. We recorded electroencephalographic (EEG) signals and gathered subjective reports on thirty (30) participants. We found an evoked potential of vection characterized by a positive peak around 600 ms (P600) after stimulus onset in the parietal region and a simultaneous negative peak in the frontal region. This result paves the way for the automatic detection of vection using EEG as well as a better understanding of vection. It also provides insights into the functional role of the visual system and its integration with the vestibular system during motion-perception. It has the potential to help enhance VR user experience by qualifying users' perceived vection and adapting the VR environments accordingly. Gaël Van der Lee, Anatole Lécuyer, Maxence Naud, Reinhold Scherer, François Cabestaing, Hakim Si-Mohammed |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2022 | Designing Functional Prototypes Combining BCI and AR for Home Automation
Hakim Si-Mohammed, Coralie Haumont, Alexandre Sanchez, Cyril Plapous, Foued Bouchnak, Jean-Philippe Javaudin, Anatole Lécuyer |
EuroXR | 1 |
| 2020 | Detecting System Errors in Virtual Reality Using EEG Through Error-Related PotentialsabstractWhen persons interact with the environment and experience or witness an error (e.g. an unexpected event), a specific brain pattern, known as error-related potential (ErrP) can be observed in the electroencephalographic signals (EEG). Virtual Reality (VR) technology enables users to interact with computer-generated simulated environments and to provide multi-modal sensory feedback. Using VR systems can, however, be error-prone. In this paper, we investigate the presence of ErrPs when Virtual Reality users face 3 types of visualization errors: (Te) tracking errors when manipulating virtual objects, (Fe) feedback errors, and (Be) background anomalies. We conducted an experiment in which 15 participants were exposed to the 3 types of errors while performing a center-out pick and place task in virtual reality. The results showed that tracking errors generate error-related potentials, the other types of errors did not generate such discernible patterns. In addition, we show that it is possible to detect the ErrPs generated by tracking losses in single trial, with an accuracy of 85%. This constitutes a first step towards the automatic detection of error-related potentials in VR applications, paving the way to the design of adaptive and self-corrective VR/AR applications by exploiting information directly from the user’s brain. Hakim Si-Mohammed, Catarina Lopes Dias, Maria Duarte, Ferran Argelaguet, Camille Jeunet, Géry Casiez, Gernot R. Müller-Putz, Anatole Lécuyer, Reinhold Scherer |
VR | 1 |
| 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and EvaluationabstractBrain-Computer Interfaces (BCIs) enable users to interact with computers without any dedicated movement, bringing new hands-free interaction paradigms. In this paper we study the combination of BCI and Augmented Reality (AR). We first tested the feasibility of using BCI in AR settings based on Optical See-Through Head-Mounted Displays (OST-HMDs). Experimental results showed that a BCI and an OST-HMD equipment (EEG headset and Hololens in our case) are well compatible and that small movements of the head can be tolerated when using the BCI. Second, we introduced a design space for command display strategies based on BCI in AR, when exploiting a famous brain pattern called Steady-State Visually Evoked Potential (SSVEP). Our design space relies on five dimensions concerning the visual layout of the BCI menu; namely: orientation, frame-of-reference, anchorage, size and explicitness. We implemented various BCI-based display strategies and tested them within the context of mobile robot control in AR. Our findings were finally integrated within an operational prototype based on a real mobile robot that is controlled in AR using a BCI and a HoloLens headset. Taken together our results (4 user studies) and our methodology could pave the way to future interaction schemes in Augmented Reality exploiting 3D User Interfaces based on brain activity and BCIs. Hakim Si-Mohammed, Jimmy Petit, Camille Jeunet, Ferran Argelaguet, Fabien Spindler, Andéol Évain, Nicolas Roussel 0001, Géry Casiez, Anatole Lécuyer |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Toward Intuitive 3D User Interfaces for Climbing, Flying and StackingabstractIn this paper, we propose 3D user interfaces (3DUI) that are adapted to specific Virtual Reality (VR) tasks: climbing a ladder using a puppet metaphor, piloting a drone thanks to a 3D virtual compass and stacking 3D objects with physics-based manipulation and time control. These metaphors have been designed to provide the user with an intuitive, playful and efficient way to perform each task. Antonin Bernardin, Guillaume Cortes, Rebecca Fribourg, Tiffany Luong, Florian Nouviale, Hakim Si-Mohammed |
VR | 6 |