Hasan Shahid Ferdous

dblp:31/10762 · DBLP profile ↗
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17ranked-venue papers
6as first author
4since 2021 · last 2026
0000-0002-2439-2462ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 12 · 4 first-author · 4 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Computer networks · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Credibility, Anonymity, and Algorithmic Gatekeeping in Leveraging Social Media as a Justice-Seeking Tool
abstract
Social media platforms increasingly function as informal infrastructures to seek justice in contexts where formal justice systems are inaccessible or distrusted. We examine how Bangladeshi individuals leverage Facebook to disclose personal experiences of harm (e.g., sexual harassment, fraud, and abuse) and pursue justice. Our in-depth interviews with 18 participants unpacked the motivations, strategic choices, and sociotechnical risks involved in such disclosures. Our participants carefully navigated trade-offs between visibility, credibility, privacy, and legal vulnerability. Our findings contribute to HCI by (1) conceptualizing justice-seeking behaviors in low-trust, high-risk environments; (2) offering empirical insights into post-curation, audience targeting, and identity management; and (3) identifying design opportunities for safer, more equitable platform interactions. We present implications for platform governance and moderation, including features that support credibility, mitigate emotional harm, and enhance the legibility of justice claims. This work advances critical HCI and social computing perspectives on safety, care, and power in digital participation.
Marshia Nujhat, Ahmed Mahir Ruhan, Sameha Kamrul, Pratyasha Saha, S. M. Taiabul Haque, Sharifa Sultana, Hasan Shahid Ferdous
COMPASS7
2024 Cohabitant: The Design, Implementation, and Evaluation of a Virtual Reality Application for Interfaith Learning and Empathy Building
abstract
Lack of interfaith communication often gives rise to prejudice and group-based conflict in multi-faith societies. Nurturing this communication via interfaith learning may reduce this conflict by fostering interfaith empathy. HCI has a dearth of knowledge on interfaith coexistence and empathy building. To address this gap, we present the design, implementation, and usability of Cohabitant: a virtual reality (VR) application that promotes interfaith learning and empathy. Cohabitant’s design is theoretically underpinned by Allport’s intergroup contact theory and informed by insights from a participatory workshop we ran with members of three religious groups: Christians, Hindus, and Muslims. Our evaluation study, combining quantitative and qualitative data from 30 participants, suggests that Cohabitant may enhance general interpersonal empathy, but falls short for ethnocultural empathy. We discuss the possible design and policy implications of using this kind of VR technology for interfaith learning and empathy building.
Md. Rashidujjaman Rifat, Reem Ayad, Ashratuz Zavin Asha, Bingjian Huang, Selin Okman, Dina Sabie, Hasan Shahid Ferdous, Robert Soden, Syed Ishtiaque Ahmed
CHI7
2023 Be Our Guest: Intercultural Heritage Exchange through Augmented Reality (AR)
abstract
This paper explores how interactive applications can help mitigate the adversity of facing cultural differences between migrants and the host community, and between migrants of diverse backgrounds to foster intercultural exchange. Based on literature about situated cognition, immersive theater, and affordance, we designed and built Be Our Guest: an augmented reality application where a user is invited to the houses of people from different cultures and is asked to help with one of their cultural rituals around simple everyday objects. We detail the various phases we took to collect the cultural stories and construct the application. We then report the results of a user study with the developed application. Our findings show that participants were easily immersed in the augmented space due to the app’s narrative, visuals, and interactive nature. Moreover, they enjoyed exploring cultural rituals, including their own, and felt more confident connecting with people from other cultures.
Dina Sabie, Hala Sheta, Hasan Shahid Ferdous, Vannie Kopalakrishnan, Syed Ishtiaque Ahmed
CHI3
2023 A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports
abstract
The increased availability of immersive headsets in the games industry has promoted wide adoption of immersive technology amongst consumers. The benefits of spatial freedom and agency for body movements in virtual reality pave the way for everyday fitness and physical training applications. We conducted a systematic review through ACM Digital Library, IEEEXplore, and Scopus, to investigate how immersive technologies have been applied for physical training in fitness and sports. Our review included all peer-reviewed papers, published and written in English, discussing all forms of hardware for VR, AR, and MR technologies, targeted towards healthy population. We excluded applications for clinical populations and treatment of specific diseases, and all non-peer reviewed articles like position papers, workshops, tutorials, and magazine columns. From the shortlisted 144 papers, we summarize the development trends of immersive technologies and highlight the challenges of designing immersive technologies for everyday fitness. We also provide recommendations for future work and highlight the need to support better collaboration with industry partners, trainer-trainee experiences, and social dynamics of sports for designing better experiences.
Thuong N. Hoang, Deepti Aggarwal, Guy Wood-Bradley, Tsz-Kwan Lee, Rui Wang 0008, Hasan Shahid Ferdous, Alexander Baldwin 0001
ISMAR6
2019 Biometric Mirror: Exploring Ethical Opinions towards Facial Analysis and Automated Decision-Making
abstract
Facial analysis applications are increasingly being applied to inform decision-making processes. However, as global reports of unfairness emerge, governments, academia and industry have recognized the ethical limitations and societal implications of this technology. Alongside initiatives that aim to formulate ethical frameworks, we believe that the public should be invited to participate in the debate. In this paper, we discuss Biometric Mirror, a case study that explored opinions about the ethics of an emerging technology. The interactive application distinguished demographic and psychometric information from people's facial photos and presented speculative scenarios with potential consequences based on their results. We analyzed the interactions with Biometric Mirror and media reports covering the study. Our findings demonstrate the nature of public opinion about the technology's possibilities, reliability, and privacy implications. Our study indicates an opportunity for case study-based digital ethics research, and we provide practical guidelines for designing future studies.
Niels Wouters, Ryan Kelly 0001, Eduardo Velloso, Katrin Wolf 0001, Hasan Shahid Ferdous, Joshua Newn, Zaher Joukhadar, Frank Vetere
Conference on Designing Interactive Systems5
2019 "What's Happening at that Hip?": Evaluating an On-body Projection based Augmented Reality System for Physiotherapy Classroom
abstract
We present two studies to discuss the design, usability analysis, and educational outcome resulting from our system Augmented Body in physiotherapy classroom. We build on prior user-centric design work that investigates existing teaching methods and discuss opportunities for intervention. We present the design and implementation of a hybrid system for physiotherapy education combining an on-body projection based virtual anatomy supplemented by pen-based tablets to create real-time annotations. We conducted a usability evaluation of this system, comparing with projection only and traditional teaching conditions. Finally, we focus on a comparative study to evaluate learning outcome among students in actual classroom settings. Our studies showed increased usage of visual representation techniques in students'11 note taking behavior and statistically significant improvement in some learning aspects. We discuss challenges for designing augmented reality systems for education, including minimizing attention split, addressing text-entry issues, and digital annotations on a moving physical body.
Hasan Shahid Ferdous, Thuong N. Hoang, Zaher Joukhadar, Martin Reinoso, Frank Vetere, David Kelly, Louisa Remedios
CHI1
2019 Can Mobile Augmented Reality Stimulate a Honeypot Effect?: Observations from Santa's Lil Helper
abstract
In HCI, the honeypot effect describes a form of audience engagement in which a person's interaction with a technology stimulates passers-by to observe, approach and engage in an interaction themselves. In this paper we explore the potential for honeypot effects to arise in the use of mobile augmented reality (AR) applications in urban spaces. We present an observational study of Santa's Lil Helper, a mobile AR game that created a Christmas-themed treasure hunt in a metropolitan area. Our study supports a consideration of three factors that may impede the honeypot effect: the presence of people in relation to the game and its interactive components; the visibility of gameplay in urban space; and the extent to which the game permits a shared experience. We consider how these factors can inform the design of future AR experiences that are capable of stimulating honeypot effects in public space.
Ryan Kelly 0001, Hasan Shahid Ferdous, Niels Wouters, Frank Vetere
CHI2
2018 Body as a Canvas: An Exploration on the Role of the Body as Display of Digital Information
abstract
Human body in HCI is often seen as an actuator for issuing commands and providing input to digital systems. We present the concept of the body as a canvas, in which the body acts as both an actuator and a display for information. Body as a canvas creates an interaction loop where interaction with information causes changes in the body, which in turn changes the display of information. Our qualitative study using an on-body projection system in a public exhibition investigates this concept with regards to body characteristics, types of body input, interactions between multiple bodies, and comparison to other display technologies. Our findings show that body as a canvas create connectedness between the body and information. Finally, we discuss how body characteristics and appearances can complement the information, when the body acts as a canvas.
Thuong N. Hoang, Hasan Shahid Ferdous, Frank Vetere, Martin Reinoso
Conference on Designing Interactive Systems2
2017 Celebratory Technology to Orchestrate the Sharing of Devices and Stories during Family Mealtimes
abstract
While the idea of "celebratory technologies" during family mealtimes to support positive interactions at the dinner table is promising, there are few studies that investigate how these technologies can be meaningfully integrated into family practices. This paper presents the deployment of Chorus - a mealtime technology that orchestrates the sharing of personal devices and stories during family mealtimes, explores related content from all participants' devices, and supports revisiting previously shared content. A three-week field deployment with seven families shows that Chorus augments family interactions through sharing contents of personal and familial significance, supports togetherness and in-depth discussion by combining resources from multiple devices, helps to broach sensitive topics into familial conversation, and encourages participation from all family members including children. We discuss implications of this research and reflect on design choices and opportunities that can further enhance the family mealtime experience.
Hasan Shahid Ferdous, Frank Vetere, Hilary Davis 0001, Bernd Ploderer, Kenton O'Hara, Rob Comber, Geremy Farr-Wharton
CHI1
2016 TableTalk: integrating personal devices and content for commensal experiences at the family dinner table
abstract
This paper joins the ubiquitous computing scholarship that investigates the use of technologies in collocated shared settings like family mealtime. Family mealtimes are an important site for fostering togetherness, sharing everyday experiences, and nurturing familial ties. While technologies, especially television and personal devices are often criticized for disrupting the social aspects of mealtimes, they are widely available and commonly used nevertheless. In this paper, we explore this tension and present a novel system TableTalk, which transforms personal devices into a communal shared display on the table to enrich mealtime interactions and experience. Our field study shows that TableTalk does not undermine togetherness, but supports familial expectations and experiences by stimulating conversation, reminiscing, bonding, education, and socializing. We discuss how technology that is sensitive to the needs of family interactions can augment the commensal experience and reflect on design choices and opportunities that contribute, rather than disrupt, family mealtimes.
Hasan Shahid Ferdous, Bernd Ploderer, Hilary Davis 0001, Frank Vetere, Kenton O'Hara, Geremy Farr-Wharton, Rob Comber
UbiComp1
2016 Commensality and the Social Use of Technology during Family Mealtime
abstract
This article examines familial interactions, which are mediated through information and communication technologies, during domestic mealtimes. We seek to understand how technologies are used and negotiated among family members and the influence of technology on commensality. We conducted an observational study of six families. The findings showed how technologies are integrated into the mealtime activities. Our study identifies domestic circumstances where background technologies are raised to the foreground, visible devices are hidden, unwanted distractions become desired, and ordinary technologies are integrated into mealtime experiences. We identify four patterns of arrangement between technologies and family members during mealtimes, and we discuss how technologies contribute to mealtime satiety and commensality. Finally, we present implications of our findings and directions for technological advancements focusing on the social and celebratory nature of family mealtimes.
Hasan Shahid Ferdous, Bernd Ploderer, Hilary Davis 0001, Frank Vetere, Kenton O'Hara
ACM Trans. Comput. Hum. Interact.1
2014 Protibadi: a platform for fighting sexual harassment in urban bangladesh
abstract
Public sexual harassment has emerged as a large and growing concern in urban Bangladesh, with deep and damaging implications for gender security, justice, and rights of public participation. In this paper we describe an integrated program of ethnographic and design work meant to understand and address such problems. For one year we conducted surveys, interviews, and focus groups around sexual harassment with women at three different universities in Dhaka. Based on this input, we developed "Protibadi", a web and mobile phone based application designed to report, map, and share women's stories around sexual harassment in public places. In August 2013 the system launched, user studies were conducted, and public responses were monitored to gauge reactions, strengths, and limits of the system. This paper describes the findings of our ethnographic and design-based work, and suggests lessons relevant to other HCI efforts to understand and design around difficult and culturally sensitive problems.
Syed Ishtiaque Ahmed, Steven J. Jackson, Nova Ahmed, Hasan Shahid Ferdous, Md. Rashidujjaman Rifat, A. S. M. Rizvi, Shamir Ahmed, Rifat Sabbir Mansur
CHI4
2012 Performance comparison of medium access control schemes for IEEE 802.11
abstract
The distributed coordination function (DCF) of the IEEE 802.11 standard based medium access control has drawn significant interest from the researchers in the past decade. Many proposals of its performance analysis and modifications to remove its limitations are proposed. In this paper we are considering some recent proposals to make a detailed study of the performance comparison between DCF, CONTI, k-EC, and PREMA, which are various contention resolution schemes proposed in various independent researches. The criteria for performance comparison that we use are collision rate, throughput, and average delay between successful transmissions. Also, we consider queuing delay using an exponential on-off based unsaturated model for these protocols whose implementation and performance is consistent with the saturated mode used in the above contention schemes.
Amran Kabir, Mahjabeen Alam, Lubna Ahmed, Sanjida Sabah, Hasan Shahid Ferdous
APCC5
2012 Rotation and scale invariant posture recognition using Microsoft Kinect skeletal tracking feature
abstract
Human posture identification for motion controlling applications is becoming more of a challenge. We present a posture classification system using skeletal-tracking feature of Microsoft Kinect sensor. Posture recovery is carried out by detecting the human body joints, its position, and orientation at the same time. Angular representation of the skeleton data makes the system very robust and avoids problems related to human body occlusions and motion ambiguities. The implemented system is tested on a class of relatively common postures comprising hundreds of human pose instances by different people, where our classifier shows an average accuracy of 94.9%, 96.7% and 96.9% for linear, exponential and priority based matching systems respectively.
Samiul Monir, Sabirat Rubya, Hasan Shahid Ferdous
ISDA3
2011 Analytical modeling of enhanced IEEE 802.11 with multiuser dynamic OFDMA under saturation load
abstract
Multiuser dynamic OFDMA based IEEE 802.11 distributed coordination function (DCF) has received significant interest from the researchers in recent time. Though several proposals have been made, to the best of our knowledge, none of these have presented an analytical model for this kind of medium access control protocols for IEEE 802.11. This paper provides a simple, nevertheless, very accurate analytical model to estimate the performance characteristics of IEEE 802.11 DCF with OFDMA under the assumptions of ideal channel conditions and saturation load. Our model accounts for important system parameters like throughput, collision rate, transmission delay, average contention window size, average retry count and average time wasted in backoff. Analytical results are verified through extensive simulations.
Hasan Shahid Ferdous, M. Manzur Murshed
APCC1
2011 Developing the Concept of Money by Interactive Computer Games for Autistic Children
abstract
Autism is a general term used to describe a group of complex developmental brain disorders known as Pervasive Developmental Disorders (PDD). It is a life-long disability that prevents people from understanding what they see, hear, and sense. This results in severe problems with social relationships, communications, and behavior. Autism is typically diagnosed between the ages of two and six, although variations of ASD (Autism Spectrum Disorders) can sometimes be diagnosed earlier or later [1]. Children with learning disability such as autism who have serious impairments with social, emotional and communication skills require high degree of personalization in using the educational software developed for them. In this paper we present a personalized game based on digital story-telling concept that helps the children of age ranging from 9 to 14 years old with autism to understand the use of money. It also teaches the autistic children the social behavior appropriate while shopping. The game is developed on BYOB (Build Your Own Block, an advanced offshoot of the game engine Scratch).
Arshia Zernab Hassan, Bushra Tasnim Zahed, Fatema Tuz Zohora, Johra Muhammad Moosa, Tasmiha Salam, Hasan Shahid Ferdous, Syed Ishtiaque Ahmed
ISM7
2011 Ad hoc operations of enhanced IEEE 802.11 with multiuser dynamic OFDMA under saturation load
abstract
In this paper, we discuss the challenges associated with integrating multiuser OFDMA in a single cell IEEE 802.11 based wireless ad hoc network and propose a new, dynamic and robust approach to improve it. Our new MAC, using OFDMA in the physical layer, can incorporate multiple concurrent transmissions or receptions in a dynamic manner and can adjust the collision probability based on the traffic load when nodes are endowed with a single half-duplex radio only. Simulation results show that for moderate number of users, our system improves throughput by up to 20%, decreases collision in control messages by up to 45% and reduces the average delay by up to 18%.
Hasan Shahid Ferdous, M. Manzur Murshed
WCNC1