Ibrahim Asadullah Tahmid

dblp:227/0788 · DBLP profile ↗
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11ranked-venue papers
3as first author
10since 2021 · last 2026
0000-0001-8727-4896ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 7 since 2021Security and privacy · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Semantic Prompting: Agentic Incremental Narrative Refinement through Spatial Semantic Interaction
abstract
Interactive spatial layouts empower users to synthesize information and organize findings for sensemaking. While Large Language Models (LLMs) can automate narrative generation from spatial layouts, current collage-based and re-generation methods struggle to support the incremental spatial refinements inherent to the sensemaking process. We identify three critical gaps in existing spatial-textual generation: interaction-revision misalignment, human-LLM intent misalignment, and lack of granular customization. To address these, we introduce Semantic Prompting, a framework for spatial refinement that perceives semantic interactions, reasons about refinement intent, and performs targeted positional revisions. We implemented S-prism to realize this framework. The empirical evaluation demonstrated that S-prism effectively enhanced the precision of interaction-revision refinement. A user study (N = 14) highlighted how participants leveraged S-prism for incremental formalization through interactive steering. Results showed that users valued its efficient, adaptable, and trustworthy support, which effectively strengthens human-LLM intent alignment.
Xuxin Tang, Ibrahim Asadullah Tahmid, Eric Krokos, Kirsten Whitley, Xuan Wang 0008, Chris North 0001
AVI2
2026 Evaluating the Viability of Additive Models to Predict Task Completion Time for 3D Interactions in Augmented Reality
abstract
Additive models of interaction performance, such as the Keystroke-Level Model (KLM), are tools that allow designers to compare and optimize the performance of user interfaces by summing the predicted times for the atomic components of a specific interaction to predict the total time it would take to complete that interaction. There has been extensive work in creating such additive models for 2D interfaces, but this approach has rarely been explored for 3D user interfaces. We propose a KLM-style additive model, based on existing atomic task models in the literature, to predict task completion time for 3D interaction tasks. We performed two studies to evaluate the feasibility of this approach across multiple input modalities, with one study using a simple menu selection task and the other a more complex manipulation task. We found that several of the models from the literature predicted actual task performance with less than 20% error in both the menu selection and manipulation study. Overall, we found that additive models can predict both absolute and relative performance of input modalities with reasonable accuracy.
Logan Lane, Ibrahim Asadullah Tahmid, Feiyu Lu 0001, Doug A. Bowman
VR2
2025 Enhancing Immersive Sensemaking with Gaze-Driven Recommendation Cues
abstract
Sensemaking is a complex task that places a heavy cognitive demand on individuals. With the recent surge in data availability, making sense of vast amounts of information has become a significant challenge for many professionals, such as intelligence analysts. Immersive technologies such as mixed reality offer a potential solution by providing virtually unlimited space to organize data. However, the difficulty of processing, filtering relevant information, and synthesizing insights remains. We proposed using eye-tracking data from mixed reality head-worn displays to derive the analyst’s perceived interest in documents and words, and convey that part of the mental model to the analyst. The global interest of the documents is reflected in their color, and their order on the list, while the local interest of the documents is used to generate focused recommendations for a document. To evaluate these recommendation cues, we conducted a user study with two conditions: a gaze-aware system, EyeST, and a “Freestyle” system without gaze-based visual cues. Our findings reveal that the EyeST helped analysts stay on track by reading more essential information while avoiding distractions. However, this came at the cost of reduced focused attention and perceived system performance. The results of our study highlight the need for explainable AI in human-AI collaborative sensemaking to build user trust and encourage the integration of AI outputs into the immersive sensemaking process. Based on our findings, we offer a set of guidelines for designing gaze-driven recommendation cues in an immersive environment.
Ibrahim Asadullah Tahmid, Chris North 0001, Kylie Davidson, Kirsten Whitley, Doug A. Bowman
IUI1
2025 Investigating Professional Analyst Strategies in Immersive Space to Think
abstract
Existing research on sensemaking in immersive analytics systems primarily focuses on understanding how users complete analysis within these systems with quantitative and qualitative datasets. However, these user studies mainly concentrate on understanding analysis styles and methodologies from a predominantly novice user study population. While this approach provides excellent initial insights into what users may do within IA systems, it fails to address how professionals may utilize an immersive analytic system for analysis tasks. In our work, we build upon an existing immersive analytics concept - "Immersive Space to Think" to understand how professional user populations differ from novice users in immersive analytic system usage. We conducted a user study with 11 professional intelligence analysts who completed three analysis sessions each. Using our results from this study, we provide deep analysis into how professional users complete sensemaking within immersive analytic systems, compare our findings to previously published findings with a novice user population, and provide insights into how to develop better IA systems to support the professional analyst's strategies within these systems.
Kylie Davidson, Lee Lisle, Ibrahim Asadullah Tahmid, Kirsten Whitley, Chris North 0001, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.3
2023 Uncovering Best Practices in Immersive Space to Think
abstract
As immersive analytics research becomes more popular, user studies have been aimed at evaluating the strategies and layouts of users’ sensemaking during a single focused analysis task. However, approaches to sensemaking strategies and layouts are likely to change as users become more familiar/proficient with the immersive analytics tool. In our work, we build upon an existing immersive analytics approach-Immersive Space to Think-to understand how schemas and strategies for sensemaking change across multiple analysis tasks. We conducted a user study with 14 participants who completed three different sensemaking tasks during three separate sessions. We found significant differences in the use of space and strategies for sensemaking across these sessions and correlations between participants’ strategies and the quality of their sensemaking. Using these findings, we propose guidelines for effective analysis approaches within immersive analytics systems for document-based sensemaking.
Kylie Davidson, Lee Lisle, Ibrahim Asadullah Tahmid, Kirsten Whitley, Chris North 0001, Doug A. Bowman
ISMAR3
2023 Spaces to Think: A Comparison of Small, Large, and Immersive Displays for the Sensemaking Process
abstract
Analysts need to process large amounts of data in order to extract concepts, themes, and plans of action based upon their findings. Different display technologies offer varying levels of space and interaction methods that change the way users can process data using them. In a comparative study, we investigated how the use of single traditional monitor, a large, high-resolution two-dimensional monitor, and immersive three-dimensional space using the Immersive Space to Think approach impact the sensemaking process. We found that user satisfaction grows and frustration decreases as available space increases. We observed specific strategies users employ in the various conditions to assist with the processing of datasets. We also found an increased usage of spatial memory as space increased, which increases performance in artifact position recall tasks. In future systems supporting sensemaking, we recommend using display technologies that provide users with large amounts of space to organize information and analysis artifacts.
Lee Lisle, Kylie Davidson, Leonardo Pavanatto, Ibrahim Asadullah Tahmid, Chris North 0001, Doug A. Bowman
ISMAR4
2023 Evaluating the Feasibility of Predicting Information Relevance During Sensemaking with Eye Gaze Data
abstract
Eye gaze patterns vary based on reading purpose and complexity, and can provide insights into a reader’s perception of the content. We hypothesize that during a complex sensemaking task with many text-based documents, we will be able to use eye-tracking data to predict the importance of documents and words, which could be the basis for intelligent suggestions made by the system to an analyst. We introduce a novel eye-gaze metric called ‘GazeScore’ that predicts an analyst’s perception of the relevance of each document and word when they perform a sensemaking task. We conducted a user study to assess the effectiveness of this metric and found strong evidence that documents and words with high GazeScores are perceived as more relevant, while those with low GazeScores were considered less relevant. We explore potential real-time applications of this metric to facilitate immersive sensemaking tasks by offering relevant suggestions.
Ibrahim Asadullah Tahmid, Lee Lisle, Kylie Davidson, Kirsten Whitley, Chris North 0001, Doug A. Bowman
ISMAR1
2022 Evaluating the Benefits of Explicit and Semi-Automated Clusters for Immersive Sensemaking
abstract
Immersive spaces have great potential to support analysts in complex sensemaking tasks, but the use of only manual interactions for organizing data elements can become tedious. We analyzed the user interactions to support cluster formation in an immersive sensemaking system, and we designed a semi-automated cluster creation technique that determines the user’s intent to create a cluster based on object proximity. We present the results of a user study comparing this proximity-based technique with a manual clustering technique and a baseline immersive workspace with no explicit clustering support. We found that semi-automated clustering was faster and preferred, while manual clustering gave greater control to users. These results provide support for the approach of adding intelligent semantic interactions to aid the users of immersive analytics systems.
Ibrahim Asadullah Tahmid, Lee Lisle, Kylie Davidson, Chris North 0001, Doug A. Bowman
ISMAR1
2022 Evaluation of Pointing Ray Techniques for Distant Object Referencing in Model-Free Outdoor Collaborative Augmented Reality
abstract
Referencing objects of interest is a common requirement in many collaborative tasks. Nonetheless, accurate object referencing at a distance can be challenging due to the reduced visibility of the objects or the collaborator and limited communication medium. Augmented Reality (AR) may help address the issues by providing virtual pointing rays to the target of common interest. However, such pointing ray techniques can face critical limitations in large outdoor spaces, especially when the environment model is unavailable. In this work, we evaluated two pointing ray techniques for distant object referencing in model-free AR from the literature: the Double Ray technique enhancing visual matching between rays and targets, and the Parallel Bars technique providing artificial orientation cues. Our experiment in outdoor AR involving participants as pointers and observers partially replicated results from a previous study that only evaluated observers in simulated AR. We found that while the effectiveness of the Double Ray technique is reduced with the additional workload for the pointer and human pointing errors, it is still beneficial for distant object referencing.
Yuan Li 0033, Ibrahim Asadullah Tahmid, Feiyu Lu 0001, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.2
2021 T-Miner: A Generative Approach to Defend Against Trojan Attacks on DNN-based Text Classification
Ahmadreza Azizi, Ibrahim Asadullah Tahmid, Asim Waheed, Neal Mangaokar, Jiameng Pu, Mobin Javed, Chandan K. Reddy, Bimal Viswanath
USENIX Security Symposium2
2018 Mining Developer Questions about Major Web Frameworks
Zakaria Mehrab, Raquib Bin Yousuf, Ibrahim Asadullah Tahmid, Rifat Shahriyar
WEBIST3