VLDB 2026 Research / reviewers in the wild / expert
A. K. M. Amanat Ullah
dblp:298/0558
· DBLP profile ↗
7ranked-venue papers
3as first author
7since 2021 · last 2026
0000-0001-5402-0160ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Leveraging Head Movement for Navigating Off-Screen Content on Large Curved DisplaysabstractLarge curved displays are ideal for viewing 360° content, such as 3D maps, but typically restrict users to a 180° viewport, leaving information off-screen. Since users naturally direct their heads toward regions on-screen before interacting, head movements offer a promising alternative for workspace manipulation to bring off-screen content into view. We explore rate control functions (linear, sigmoid, polynomial) and zone control functions (continuous, friction, interrupted, additive) to translate head rotations into workspace control, enabling users to access off-screen content. Polynomial rate control emerges as the best choice, achieving the fastest trial times and highest subjective ratings. Using a map navigation task, our second study demonstrates that users perform better with the polynomial head-based technique than with the industry-standard controller-based methods, click-and-drag and joystick-push, for 360° workspace navigation. Based on these findings, we provide guidelines to inform the design of future 360° workspace navigation techniques for large curved displays. A. K. M. Amanat Ullah, David Ahlström, Khalad Hasan |
CHI | 1 |
| 2025 | Exploring Pointing and Confirmation Techniques for Teleportation Across Varying Elevations in Virtual RealityabstractTeleportation in Virtual Reality (VR) is a locomotion technique that allows users to navigate between locations within a virtual environment instantly. Traditionally, VR teleportation is performed using physical controllers, where users control a teleportation pointer — represented by a straight line or parabola — and activate the teleportation to the target destination by pressing a button. Recent advances in hand and eye-tracking capabilities in Head-Mounted Displays (HMDs) enable designers to leverage hand and eye-based interactions to enhance the immersion and naturalness of controller-free VR usage. However, there has been limited research on comparing different controller-free methods for VR teleportation across various elevations. To address this gap, we conducted a user study exploring three controller-free pointing techniques (gaze, hand, and head), four confirmation modalities (finger pinch, eye-blink, dwell, and voice), and two types of teleportation pointers (linear and parabolic) for VR teleportation across various elevations. Our results show that head-based pointing was faster and more accurate than other techniques, with head and gaze achieving higher throughput than hand-based methods. For confirmation, finger pinch yielded the best performance in terms of task completion time and throughput, followed by dwell, voice, and eye-blink; dwell was the most accurate. The linear pointer outperformed the parabolic pointer in some contexts. Based on these findings, we propose design guidelines to enhance controller-free VR teleportation using various input modalities. Bakdauren Narbayev, A. K. M. Amanat Ullah, Jaisie Sin, Patricia Lasserre, Khalad Hasan |
ISMAR | 2 |
| 2024 | Exploring Bi-Manual Teleportation in Virtual RealityabstractTeleportation, a widely-used locomotion technique in Virtual Reality (VR), allows instantaneous movement within VR environments. Enhanced hand tracking in modern VR headsets has popularized hands-only teleportation methods, which eliminate the need for physical controllers. However, these techniques have not fully explored the potential of bi-manual input, where each hand plays a distinct role in teleportation: one controls the teleportation point and the other confirms selections. Additionally, the influence of users’ posture, whether sitting or standing, on these techniques remains unexplored. Furthermore, previous teleportation evaluations lacked assessments based on established human motor models such as Fitts’ Law. To address these gaps, we conducted a user study $( \mathrm{N}=20)$ to evaluate bi-manual pointing performance in VR teleportation tasks, considering both sitting and standing postures. We proposed a variation of the Fitts’ Law model to accurately assess users’ teleportation performance. We designed and evaluated various bi-manual teleportation techniques, comparing them to uni-manual and dwell-based techniques. Results showed that bi-manual techniques, particularly when the dominant hand is used for pointing and the non-dominant hand for selection, enable faster teleportation compared to other methods. Furthermore, bi-manual and dwell techniques proved significantly more accurate than uni-manual teleportation. Moreover, our proposed Fitts’ Law variation more accurately predicted users’ teleportation performance compared to existing models. Finally, we developed a set of guidelines for designers to enhance VR teleportation experiences and optimize user interactions. Siddhanth Raja Sindhupathiraja, A. K. M. Amanat Ullah, William Delamare, Khalad Hasan |
VR | 2 |
| 2024 | Exploring Pointer Enhancement Techniques for Target Selection on Large Curved DisplayabstractLarge curved displays are becoming increasingly popular due to their ability to provide users with a wider field of view and a more immersive experience compared to flat displays. Current interaction techniques for large curved displays often assume a user is positioned at the display's centre, crucially failing to accommodate general use conditions where the user may move during use. In this work, we investigated how user position impacts pointing interaction on large curved displays and evaluated cursor enhancement techniques to provide faster and more accurate performance across positions. To this effect, we conducted two user studies. First, we evaluated the effects of user position on pointing performance on a large semi-circular display (3m-tall, 3270R curvature) through a 2D Fitts' Law selection task. Our results indicate that as users move away from the display, their pointing speed significantly increases (at least by 9%), but accuracy decreases (by at least 6%). Additionally, we observed participants were slower when pointing from laterally offset positions. Secondly, we explored which pointing techniques providing motor- and visual-space enhancements best afford effective pointing performance across user positions. Across a total of six techniques tested, we found that a combination of acceleration and distance-based adjustments with cursor enlargement significantly improves target selection speed and accuracy across different user positions. Results further show techniques with visual-space enhancements (e.g., cursor enlargement) are significantly faster and more accurate than their non-visually-enhanced counterparts. Based on our results we provide design recommendations for implementing cursor enhancement techniques for large curved displays. Dhruv Bihani, A. K. M. Amanat Ullah, Charles-Olivier Dufresne Camaro, William Delamare, Pourang Irani, Khalad Hasan |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2023 | Exploring Users' Pointing Performance on Virtual and Physical Large Curved DisplaysabstractLarge curved displays have emerged as a powerful platform for collaboration, data visualization, and entertainment. These displays provide highly immersive experiences, a wider field of view, and higher satisfaction levels. Yet, large curved displays are not commonly available due to their high costs. With the recent advancement of Head Mounted Displays (HMDs), large curved displays can be simulated in Virtual Reality (VR) with minimal cost and space requirements. However, to consider the virtual display as an alternative to the physical display, it is necessary to uncover user performance differences (e.g., pointing speed and accuracy) between these two platforms. In this paper, we explored users’ pointing performance on both physical and virtual large curved displays. Specifically, with two studies, we investigate users’ performance between the two platforms for standard pointing factors such as target width, target amplitude as well as users’ position relative to the screen. Results from user studies reveal no significant difference in pointing performance between the two platforms when users are located at the same position relative to the screen. In addition, we observe users’ pointing performance improves when they are located at the center of a semi-circular display compared to off-centered positions. We conclude by outlining design implications for pointing on large curved virtual displays. These findings show that large curved virtual displays are a viable alternative to physical displays for pointing tasks. A. K. M. Amanat Ullah, William Delamare, Khalad Hasan |
VRST | 1 |
| 2023 | Exploring Users Pointing Performance on Large Displays with Different Curvatures in Virtual RealityabstractLarge curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view and offer users a high level of immersion. However, little is known about users' performance (e.g., pointing speed and accuracy) on them. We explore users' pointing performance on large virtual curved displays. We investigate standard pointing factors (e.g., target width and amplitude) in combination with relevant curve-related factors, namely display curvature and both linear and angular measures. Our results show that the less curved the display, the higher the performance, i.e., faster movement time. This result holds for pointing tasks controlled via their visual properties (linear widths and amplitudes) or their motor properties (angular widths and amplitudes). Additionally, display curvatures significantly affect the error rate for both linear and angular conditions. Furthermore, we observe that curved displays perform better or similar to flat displays based on throughput analysis. Finally, we discuss our results and provide suggestions regarding pointing tasks on large curved displays in VR. A. K. M. Amanat Ullah, William Delamare, Khalad Hasan |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | WriArm: Leveraging Wrist Movement to Design Wrist+Arm Based Teleportation in VRabstractTeleportation, a widely used locomotion technique in Virtual Reality (VR), is used to move users through a virtual environment. Until recently, handheld controllers have been used for teleportation, where users use controllers to point to a location and perform an action (e.g., button press) to be instantly moved to the targeted location. Recent advancements in VR hand tracking enable users to move through and interact with the virtual world without controllers. This opens the opportunity for compelling alternatives to explore hand tracking-based teleportation techniques for more natural, intuitive and immersive interactions. Prior work mostly explores using arm movement for teleportation as an alternative to using the controller. In this paper, we design and evaluate WriArm, a VR locomotion technique that leverages both wrist and arm movement for VR teleportation. We first conduct a design study to find suitable hand gesture sets that can be mapped to teleportation activities such as activation, pointing, confirmation and cancellation for WriArm and arm-based techniques. Based on the results, we conduct a study comparing users’ performance while navigating tasks with the two techniques and three gesture sets. Results show that WriArm improves navigation efficiency by allowing users to navigate the environment quickly. We conclude with design guidelines for arm and wrist-based teleportation in VR. Sohan Chowdhury, A. K. M. Amanat Ullah, Nathan Bruce Pelmore, Pourang Irani, Khalad Hasan |
ISMAR | 2 |