Mohamed Amer

dblp:262/1212 · DBLP profile ↗
← Back
5ranked-venue papers
0as first author
5since 2021 · last 2026
0009-0007-3729-0354ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
YearPublicationVenuePosition
2026 Experiencing the Path: Comparing Visual Cues for User Experience and Performance in Outdoor Augmented Reality Navigation
Juliane Henning, Francesco Vona, Sina Hinzmann, Mohamed Amer, Jan-Niklas Voigt-Antons
QoMEX4
2026 How Close Is Too Close? Exploring the Impact of Avatar Proximity on User Experience in Collaborative Augmented and Virtual Reality
Francesco Vona, Mohamed Amer, Omar O. Abdellatif, Michael Stern, Catarina Moreira, Joaquim Jorge 0001, Jan-Niklas Voigt-Antons
QoMEX2
2026 Hearing the Way: Influence of Varying Spatialized Audio Cues and Device Type on AR Navigation Experience
abstract
Spatialized audio cues in Augmented Reality (AR) provide an alternative to visually dominated navigation systems, yet little is known about how device type and cue design jointly shape user experience and performance. This study presents a within-subject experiment comparing artificial versus nature sounds across two AR platforms: a smartphone and a mixed-reality headset. Thirty-four participants completed audio-only outdoor navigation tasks, with 27 included in the final analysis. Subjective measures (UEQ, NASA-TLX, custom items) and objective metrics (completion time, path efficiency) were collected. Results showed that nature sounds were rated significantly higher in efficiency, pleasantness, and overall navigation experience compared to artificial sounds, while device type had limited influence on subjective ratings. Participants with prior AR audio navigation experience completed tasks faster, suggesting training benefits. These findings highlight the importance of cue design and user adaptation for future AR navigation systems.
Juliane Henning, Sina Hinzmann, Francesco Vona, Mohamed Amer, Jan-Niklas Voigt-Antons
IEEE Trans. Vis. Comput. Graph.4
2025 Finding My Way: Influence of Different Audio Augmented Reality Navigation Cues on User Experience and Subjective Usefulness
abstract
As augmented reality (AR) becomes increasingly prevalent in mobile and context-aware applications, the role of auditory cues in guiding users through physical environments is becoming critical. This study investigates the effectiveness and user experience of various categories of audio cues, including fully non-verbal sounds and speech-derived Spearcons, during outdoor navigation tasks using the Meta Quest 3 headset. Twenty participants navigated five outdoor routes using audio-only cue types: Artificial Sounds, Nature Sounds, Spearcons, Musical Instruments, and Auditory Icons. Subjective evaluations were collected to assess the perceived effectiveness and user experience of each sound type. Results revealed significant differences in perceived novelty and stimulation across sound types. Artificial Sounds and Musical Instruments were rated higher than Spearcons in novelty, while Artificial Sounds were also rated higher than Spearcons in stimulation. Overall preference was evenly split between Nature Sounds and Artificial Sounds. These findings suggest that incorporating aspects of novelty and user engagement in auditory feedback design may enhance the effectiveness of AR navigation systems.
Sina Hinzmann, Francesco Vona, Juliane Henning, Mohamed Amer, Sameh O. Abdellatif, Tanja Kojic, Jan-Niklas Voigt-Antons
QoMEX4
2025 Unmanned Aerial Vehicles Control in a Digital Twin: Exploring the Effect of Different Points of View on User Experience in Virtual Reality
abstract
Controlling Unmanned Aerial Vehicles (UAVs) is a cognitively demanding task, with accidents often arising from insufficient situational awareness, inadequate training, and bad user experiences. Providing more intuitive and immersive visual feedback—particularly through Digital Twin technologies—offers new opportunities to enhance pilot awareness and the overall experience quality. In this study, we investigate how different virtual points of view (POVs) influence user experience and performance during UAV piloting in Virtual Reality (VR), utilizing a digital twin that faithfully replicates the real-world flight environment. We developed a VR application that enables participants to control a physical DJI Mini 4 Pro drone while immersed in a digital twin with four distinct camera perspectives: Baseline View (static external), First Person View, Chase View, and Third Person View. Nineteen participants completed a series of ring-based obstacle courses from each perspective. In addition to objective flight data, we collected standardized subjective assessments of user experience, presence, workload, cybersickness, and situational awareness. Quantitative analyses revealed that the First Person View was associated with significantly higher mental demand and effort, greater trajectory deviation, but smoother control inputs compared to the Third Person and Chase perspectives. Complementing these findings, preference data indicated that the Third Person View was most consistently favored, whereas the First Person View elicited polarized reactions.
Francesco Vona, Mohamed Amer, Omar O. Abdellatif, Michelle Celina Hallmann, Maximilian Warsinke, Adriana Simona Mihaita, Jan-Niklas Voigt-Antons
VRST2