VLDB 2026 Research / reviewers in the wild / expert
Mohamed Kari
dblp:263/2217
· DBLP profile ↗
12ranked-venue papers
5as first author
12since 2021 · last 2026
0000-0003-4664-9983ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 5 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Explainable OOHRI: Communicating Robot Capabilities and Limitations as Augmented Reality AffordancesabstractHuman interaction is essential for issuing personalized instructions and assisting robots when failure is likely. However, robots remain largely black boxes, offering users little insight into their evolving capabilities and limitations. To address this gap, we present explainable object-oriented HRI (X-OOHRI), an augmented reality (AR) interface that conveys robot action possibilities and constraints through visual signifiers, radial menus, color coding, and explanation tags. Our system encodes object properties and robot limits into object-oriented structures using a vision-language model, allowing explanation generation on the fly and direct manipulation of virtual twins spatially aligned within a simulated environment. We integrate the end-to-end pipeline with a physical robot and showcase diverse use cases ranging from low-level pick-and-place to high-level instructions. Finally, we evaluate X-OOHRI through a user study and find that participants effectively issue object-oriented commands, develop accurate mental models of robot limitations, and engage in mixed-initiative resolution. Lauren W. Wang, Mohamed Kari, Parastoo Abtahi |
HRI | 2 |
| 2025 | Reality Promises: Virtual-Physical Decoupling Illusions in Mixed Reality via Invisible Mobile RobotsabstractFigure 1: Virtual-physical decoupling illusions create two levels of reality when manipulating the world.On the experiential level perceived by the user, objects can be manipulated in ways only virtuality affords.On the physical level, a robot replicates virtual manipulations without exposing itself to the user.Please watch the accompanying video for a full impression of the experience. Mohamed Kari, Parastoo Abtahi |
UIST | 1 |
| 2025 | Ultra-low-power ring-based wireless tinymouseabstractFigure 1: Overview of picoRing mouse, enabling 30-500 uW-class ultra-low-power wireless ring mouse for ubiquitous finger input.The ring can potentially operate over a month on a single charge of a 27 mAh battery (https://youtu.be/7RazVNMx0Ms). Masaaki Fukumoto, Mohamed Kari, Shigemi Ishida, Akihito Noda, Tomoyuki Yokota, Takao Someya, Yoshihiro Kawahara, Ryo Takahashi 0001 |
UIST | 3 |
| 2024 | OptiBasePen: Mobile Base+Pen Input on Passive Surfaces by Sensing Relative Base Motion Plus Close-Range Pen PositionabstractDigital pen input devices based on absolute pen position sensing, such as Wacom Pens, support high-fidelity pen input. However, they require specialized sensing surfaces like drawing tablets, which can have a large desk footprint, constrain the possible input area, and limit mobility. In contrast, digital pens with integrated relative sensing enable mobile use on passive surfaces, but suffer from motion artifacts or require surface contact at all times, deviating from natural pen affordances. We present OptiBasePen, a device for mobile pen input on ordinary surfaces. Our prototype consists of two parts: the "base" on which the hand rests and the pen for fine-grained input. The base features a high-precision mouse sensor to sense its own relative motion, and two infrared image sensors to track the absolute pen tip position within the base’s frame of reference. This enables pen input on ordinary surfaces without external cameras while also avoiding drift from pen micro-movements. In this work, we present our prototype as well as the general base+pen concept, which combines relative and absolute sensing. Andreas Rene Fender, Mohamed Kari |
UIST | 2 |
| 2023 | HandyCast: Phone-based Bimanual Input for Virtual Reality in Mobile and Space-Constrained Settings via Pose-and-Touch TransferabstractDespite the potential of Virtual Reality as the next computing platform for general purposes, current systems are tailored to stationary settings to support expansive interaction in mid-air. However, in mobile scenarios, the physical constraints of the space surrounding the user may be prohibitively small for spatial interaction in VR with classical controllers. In this paper, we present HandyCast, a smartphone-based input technique that enables full-range 3D input with two virtual hands in VR while requiring little physical space, allowing users to operate large virtual environments in mobile settings. HandyCast defines a pose-and-touch transfer function that fuses the phone’s position and orientation with touch input to derive two individual 3D hand positions. Holding their phone like a gamepad, users can thus move and turn it to independently control their virtual hands. Touch input using the thumbs fine-tunes the respective virtual hand position and controls object selection. We evaluated HandyCast in three studies, comparing its performance with that of Go-Go, a classic bimanual controller technique. In our open-space study, participants required significantly less physical motion using HandyCast with no decrease in completion time or body ownership. In our space-constrained study, participants achieved significantly faster completion times, smaller interaction volumes, and shorter path lengths with HandyCast compared to Go-Go. In our technical evaluation, HandyCast’s fully standalone inside-out 6D tracking performance again incurred no decrease in completion time compared to an outside-in tracking baseline. Mohamed Kari, Christian Holz 0001 |
CHI | 1 |
| 2023 | Scene Responsiveness for Visuotactile Illusions in Mixed RealityabstractManipulating their environment is one of the fundamental actions that humans, and actors more generally, perform. Yet, today’s mixed reality systems enable us to situate virtual content in the physical scene but fall short of expanding the visual illusion to believable environment manipulations. In this paper, we present the concept and system of Scene Responsiveness, the visual illusion that virtual actions affect the physical scene. Using co-aligned digital twins for coherence-preserving just-in-time virtualization of physical objects in the environment, Scene Responsiveness allows actors to seemingly manipulate physical objects as if they were virtual. Based on Scene Responsiveness, we propose two general types of end to-end illusionary experiences that ensure visuotactile consistency through the presented techniques of object elusiveness and object rephysicalization. We demonstrate how our Daydreaming illusion enables virtual characters to enter the scene through a physically closed door and vandalize the physical scene, or users to enchant and summon far-away physical objects. In a user evaluation of our Copperfield illusion, we found that Scene Responsiveness can be rendered so convincingly that it lends itself to magic tricks. We present our system architecture and conclude by discussing the implications of scene-responsive mixed reality for gaming and telepresence. Mohamed Kari, Reinhard Schütte, Raj Sodhi |
UIST | 1 |
| 2022 | Domain-Invariant Representation Learning from EEG with Private EncodersabstractDeep learning based electroencephalography (EEG) signal processing methods are known to suffer from poor test-time generalization due to the changes in data distribution. This becomes a more challenging problem when privacy-preserving representation learning is of interest such as in clinical settings. To that end, we propose a multi-source learning architecture where we extract domain-invariant representations from dataset-specific private encoders. Our model utilizes a maximum-mean-discrepancy (MMD) based domain alignment approach to impose domain-invariance for encoded representations, which outperforms state-of-the-art approaches in EEG-based emotion classification. Furthermore, representations learned in our pipeline preserve domain privacy as dataset-specific private encoding alleviates the need for conventional, centralized EEG-based deep neural network training approaches with shared parameters. David Bethge, Philipp Hallgarten, Tobias Alexander Große-Puppendahl, Mohamed Kari, Ralf Mikut, Albrecht Schmidt 0001, Ozan Özdenizci |
ICASSP | 4 |
| 2022 | EEG2Vec: Learning Affective EEG Representations via Variational AutoencodersabstractThere is a growing need for sparse representational formats of human affective states that can be utilized in scenarios with limited computational memory resources. We explore whether representing neural data, in response to emotional stimuli, in a latent vector space can serve to both predict emotional states as well as generate synthetic EEG data that are participant-and/or emotion-specific. We propose a conditional variational autoencoder based framework, EEG2Vec, to learn generative-discriminative representations from EEG data. Experimental results on affective EEG recording datasets demonstrate that our model is suitable for unsupervised EEG modeling, classification of three distinct emotion categories (positive, neutral, negative) based on the latent representation achieves a robust performance of 68.49%, and generated synthetic EEG sequences resemble real EEG data inputs to particularly reconstruct low-frequency signal components. Our work advances areas where affective EEG representations can be useful in e.g., generating artificial (labeled) training data or alleviating manual feature extraction, and provide efficiency for memory constrained edge computing applications. David Bethge, Philipp Hallgarten, Tobias Alexander Große-Puppendahl, Mohamed Kari, Lewis L. Chuang, Ozan Özdenizci, Albrecht Schmidt 0001 |
SMC | 4 |
| 2021 | HMInference: Inferring Multimodal HMI Interactions in Automotive ScreensabstractDriving requires high cognitive capabilities in which drivers need to be able to focus on first-level driving tasks. However, each interaction with the User Interface (UI) system presents a potential distraction. Designing UIs based on insights from field-collected user interaction logs, as well as real-time estimation of the most probable interaction modality, can contribute to engineering focus-supporting UIs. However, the question arises of how user interactions can be predicted in in-the-wild driving scenarios. In this paper, we present HMInference, an automotive machine-learning framework which exploits user interaction log data. HMInference analyzes the interaction sequences of users based on UI domains (e.g., navigation, media, settings) and driving context (e.g., vehicle trajectory) to predict different interaction modalities (e.g., touch, speech). In 10-fold cross-validation, HMInference achieves a mean accuracy of 73.2% (SD: 0.02). Our work advances areas where user interaction prediction for in-car scenarios is required e.g., to enable adaptive system designs. Jannik Wolf, Marco Wiedner, Mohamed Kari, David Bethge |
AutomotiveUI | 3 |
| 2021 | TransforMR: Pose-Aware Object Substitution for Composing Alternate Mixed RealitiesabstractDespite the advances in machine perception, semantic scene understanding is still a limiting factor in mixed reality scene composition. In this paper, we present TransforMR, a video see-through mixed reality system for mobile devices that performs 3D-pose-aware object substitution to create meaningful mixed reality scenes. In real-time and for previously unseen and unprepared real-world environments, TransforMR composes mixed reality scenes so that virtual objects assume behavioral and environment-contextual properties of replaced real-world objects. This yields meaningful, coherent, and humaninterpretable scenes, not yet demonstrated by today’s augmentation techniques. TransforMR creates these experiences through our novel pose-aware object substitution method building on different 3D object pose estimators, instance segmentation, video inpainting, and pose-aware object rendering. TransforMR is designed for use in the real-world, supporting the substitution of humans and vehicles in everyday scenes, and runs on mobile devices using just their monocular RGB camera feed as input. We evaluated TransforMR with eight participants in an uncontrolled city environment employing different transformation themes. Applications of TransforMR include real-time character animation analogous to motion capturing in professional film making, however without the need for preparation of either the scene or the actor, as well as narrative-driven experiences that allow users to explore fictional parallel universes in mixed reality. We make all of our source code and assets available1.1TransforMR code release: https://github.com/MohamedKari/transformr Mohamed Kari, Tobias Alexander Große-Puppendahl, Luis Falconeri Coelho, Andreas Rene Fender, David Bethge, Reinhard Schütte, Christian Holz 0001 |
ISMAR | 1 |
| 2021 | VEmotion: Using Driving Context for Indirect Emotion Prediction in Real-TimeabstractDetecting emotions while driving remains a challenge in Human-Computer Interaction. Current methods to estimate the driver’s experienced emotions use physiological sensing (e.g., skin-conductance, electroencephalography), speech, or facial expressions. However, drivers need to use wearable devices, perform explicit voice interaction, or require robust facial expressiveness. We present VEmotion (Virtual Emotion Sensor), a novel method to predict driver emotions in an unobtrusive way using contextual smartphone data. VEmotion analyzes information including traffic dynamics, environmental factors, in-vehicle context, and road characteristics to implicitly classify driver emotions. We demonstrate the applicability in a real-world driving study (N = 12) to evaluate the emotion prediction performance. Our results show that VEmotion outperforms facial expressions by 29% in a person-dependent classification and by 8.5% in a person-independent classification. We discuss how VEmotion enables empathic car interfaces to sense the driver’s emotions and will provide in-situ interface adaptations on-the-go. David Bethge, Thomas Kosch, Tobias Alexander Große-Puppendahl, Lewis L. Chuang, Mohamed Kari, Alexander Jagaciak, Albrecht Schmidt 0001 |
UIST | 5 |
| 2021 | SoundsRide: Affordance-Synchronized Music Mixing for In-Car Audio Augmented RealityabstractMusic is a central instrument in video gaming to attune a player’s attention to the current atmosphere and increase their immersion in the game. We transfer the idea of scene-adaptive music to car drives and propose SoundsRide, an in-car audio augmented reality system that mixes music in real-time synchronized with sound affordances along the ride. After exploring the design space of affordance-synchronized music, we design SoundsRide to temporally and spatially align high-contrast events on the route, e. g., highway entrances or tunnel exits, with high-contrast events in music, e. g., song transitions or beat drops, for any recorded and annotated GPS trajectory by a three-step procedure. In real-time, SoundsRide 1) estimates temporal distances to events on the route, 2) fuses these novel estimates with previous estimates in a cost-aware music-mixing plan, and 3) if necessary, re-computes an updated mix to be propagated to the audio output. To minimize user-noticeable updates to the mix, SoundsRide fuses new distance information with a filtering procedure that chooses the best updating strategy given the last music-mixing plan, the novel distance estimations, and the system parameterization. We technically evaluate SoundsRide and conduct a user evaluation with 8 participants to gain insights into how users perceive SoundsRide in terms of mixing, affordances, and synchronicity. We find that SoundsRide can create captivating music experiences and positively as well as negatively influence subjectively perceived driving safety, depending on the mix and user. Mohamed Kari, Tobias Alexander Große-Puppendahl, Alexander Jagaciak, David Bethge, Reinhard Schütte, Christian Holz 0001 |
UIST | 1 |