VLDB 2026 Research / reviewers in the wild / expert
Sarker Monojit Asish
dblp:251/1149
· DBLP profile ↗
6ranked-venue papers
5as first author
5since 2021 · last 2025
0000-0002-9710-6535ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Synthesizing Six Years of AR/VR Research: A Systematic Review of Machine and Deep Learning ApplicationsabstractAugmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), when combined with machine learning (ML) and deep learning (DL), represent both challenging and promising research areas. However, there is currently a lack of comprehensive surveys reviewing their contributions. In this review paper, we present a thorough analysis of the most recent research on AR/VR/MR applications with ML and DL models in the IEEE VR and ISMAR conferences from 2018 to 2023. Our literature review process, which involved multiple filtering steps, resulted in 154 relevant publications focusing on ML/DL. The paper covers a broad spectrum of topics, including object recognition, tracking, segmentation, depth estimation, 3D reconstruction, and interactive systems. We highlight the significant contributions of ML/DL and their potential impact on the AR/VR/MR fields and provide a curated list of publicly available datasets1from AR/VR/MR environments to support further research. This review offers a valuable resource for researchers and practitioners interested in the latest advancements and future directions in ML/DL applications within AR/VR/MR technologies. Additionally, we discuss emerging research trends and challenges, providing insights into the opportunities for future work in these fields. Sarker Monojit Asish, Bhoj B. Karki, Bharat KC, Niloofar Kolahchi, Shaon Sutradhar |
VR | 1 |
| 2025 | VR Eye Tracking Data for Gender Identification: A Look at Same-Domain and Cross-Domain ScenariosabstractPrior research has shown that cross-domain gender identification (GI) in VR is challenging, often due to limited overlapping features and a lack of shared users across datasets. In this work, we examine two distinct VR environments—a solar panel task and a biological exploration task—using a consistent feature set and eye-tracking (ET) data from common users. Our results confirm that cross-domain classification is substantially harder than domain-specific tasks and highlight head position as a key feature. Importantly, we show that incorporating common users improves model performance, emphasizing the role of user overlap in enhancing the generalizability of GI models in VR. Sarker Monojit Asish, Arijet Sarker |
VRST | 1 |
| 2024 | Classification of Internal and External Distractions in an Educational VR Environment Using Multimodal FeaturesabstractVirtual reality (VR) can potentially enhance student engagement and memory retention in the classroom. However, distraction among participants in a VR-based classroom is a significant concern. Several factors, including mind wandering, external noise, stress, etc., can cause students to become internally and/or externally distracted while learning. To detect distractions, single or multi-modal features can be used. A single modality is found to be insufficient to detect both internal and external distractions, mainly because of individual variability. In this work, we investigated multi-modal features: eye tracking and EEG data, to classify the internal and external distractions in an educational VR environment. We set up our educational VR environment and equipped it for multi-modal data collection. We implemented different machine learning (ML) methods, including k-nearest-neighbors (kNN), Random Forest (RF), one-dimensional convolutional neural network - long short-term memory (1 D-CNN-LSTM), and two-dimensional convolutional neural networks (2D-CNN) to classify participants' internal and external distraction states using the multi-modal features. We performed cross-subject, cross-session, and gender-based grouping tests to evaluate our models. We found that the RF classifier achieves the highest accuracy over 83% in the cross-subject test, around 68% to 78% in the cross-session test, and around 90% in the gender-based grouping test compared to other models. SHAP analysis of the extracted features illustrated greater contributions from the occipital and prefrontal regions of the brain, as well as gaze angle, gaze origin, and head rotation features from the eye tracking data. Sarker Monojit Asish, Arun K. Kulshreshth, Christoph W. Borst, Shaon Sutradhar |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | Internal Distraction Detection Utilizing EEG Data in an Educational VR EnvironmentabstractVirtual reality (VR) makes learning more interesting for students and could help them remember what they have learned better than traditional methods. However, a student could get distracted in a VR environment because of stress, wandering thoughts, unwanted noise, outside sounds, etc. Distractions could be classified as either external (due to the environment) or internal (due to internal thoughts). To identify external distractions, previous researchers have used eye-gaze data. Eye-gaze data cannot, however, detect internal distractions because a user may be looking at the educational material in VR while also thinking about something else. We explored the usage of electroencephalogram (EEG) data to detect internal distractions. We designed an educational VR environment and trained three machine learning models: Random Forest (RF), Support Vector Machine (SVM), and k-nearest-neighbors (kNN), to detect internal distractions of students. For data labeling, we considered two window lengths (20 and 30 seconds) starting at 5 seconds after the distraction task started. We did cross-subject and cross-session tests, and our results show that kNN provides a better accuracy (64%) compared to RF and SVM. We also found that the shorter window length of 20 seconds provided a slightly better accuracy then the 30 second window. Our results are not far from such random guessing. Therefore, our contribution lies more in the fostering of ideas for future work that must employ more advanced and sophisticated techniques. Sarker Monojit Asish, Arun K. Kulshreshth, Christoph W. Borst |
SAP | 1 |
| 2022 | Detecting distracted students in educational VR environments using machine learning on eye gaze dataabstractVirtual Reality (VR) has been found useful to improve engagement and retention level of students, for some topics, compared to traditional learning tools such as books, and videos. However, a student could still get distracted and disengaged due to a variety of factors including stress, mind-wandering, unwanted noise, and external alerts. Student eye gaze data could be useful for detecting these distracted students. Gaze data-based visualizations have been proposed in the past to help a teacher monitor distracted students. However, it is not practical for a teacher to monitor a large number of student indicators while teaching. To help filter students based on distraction level, we propose an automated system based on machine learning to classify students based on their distraction level. The key aspects are: (1) we created a labeled eye gaze dataset from an educational VR environment, (2) we propose an automatic system to gauge a student’s distraction level from gaze data, and (3) we apply and compare several classifiers for this purpose. Each classifier classifies distraction, per educational activity section, into one of three levels (low, mid or high). Our results show that Random Forest (RF) classifier had the best accuracy (98.88%) compared to the other models we tested. Additionally, a personalized machine learning model using either RF, kNN, or Extreme Gradient Boosting (XGBoost) model was found to improve the classification accuracy significantly. Sarker Monojit Asish, Arun K. Kulshreshth, Christoph W. Borst |
Comput. Graph. | 1 |
| 2020 | Exploring Eye Gaze Visualization Techniques for Identifying Distracted Students in Educational VRabstractVirtual Reality (VR) headsets with embedded eye trackers are appearing as consumer devices (e.g. HTC Vive Eye, FOVE). These devices could be used in VR-based education (e.g., a virtual lab, a virtual field trip) in which a live teacher guides a group of students. The eye tracking could enable better insights into students’ activities and behavior patterns. For real-time insight, a teacher’s VR environment can display student eye gaze. These visualizations would help identify students who are confused/distracted, and the teacher could better guide them to focus on important objects. We present six gaze visualization techniques for a VR-embedded teacher’s view, and we present a user study to compare these techniques. The results suggest that a short particle trail representing eye trajectory is promising. In contrast, 3D heatmaps (an adaptation of traditional 2D heatmaps) for visualizing gaze over a short time span are problematic. Yitoshee Rahman, Sarker Monojit Asish, Nicholas P. Fisher, Ethan C. Bruce, Arun K. Kulshreshth, Christoph W. Borst |
VR | 2 |