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Abraham M. Hashemian

dblp:165/9607 · DBLP profile ↗
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5ranked-venue papers
4as first author
3since 2021 · last 2024
0000-0001-8385-4332ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
5 papers
Immersive interaction · 90% User interface design and tools · 5% Interaction techniques and input · 4%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › locomotion › locomotion interface
leaning-based interface
2.342024
Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller · IEEE Trans. Vis. Comput. Graph. 2024
Leaning-Based Interfaces Improve Ground-Based VR Locomotion in Reach-the-Target, Follow-the-Path, and Racing Tasks · IEEE Trans. Vis. Comput. Graph. 2023
HeadJoystick: Improving Flying in VR Using a Novel Leaning-Based Interface · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction
virtual reality locomotion
2.032024
Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller · IEEE Trans. Vis. Comput. Graph. 2024
Leaning-Based Interfaces Improve Ground-Based VR Locomotion in Reach-the-Target, Follow-the-Path, and Racing Tasks · IEEE Trans. Vis. Comput. Graph. 2023
HeadJoystick: Improving Flying in VR Using a Novel Leaning-Based Interface · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction › locomotion
locomotion interface
0.522024
Lean into it: Exploring leaning-based motion cueing interfaces for virtual reality movement · VR 2017
Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction
motion sickness
0.532023
Leaning-Based Interfaces Improve Ground-Based VR Locomotion in Reach-the-Target, Follow-the-Path, and Racing Tasks · IEEE Trans. Vis. Comput. Graph. 2023
HeadJoystick: Improving Flying in VR Using a Novel Leaning-Based Interface · IEEE Trans. Vis. Comput. Graph. 2022
Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion · VR 2018
User interface design and tools › display technology
peripheral display
0.312018
Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion · VR 2018
Immersive interaction
virtual reality
0.312018
Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion · VR 2018
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.312017
Lean into it: Exploring leaning-based motion cueing interfaces for virtual reality movement · VR 2017
Interaction techniques and input › input device
handheld controller
0.212024
Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller · IEEE Trans. Vis. Comput. Graph. 2024
Usability and user experience research › usability evaluation
VR usability
0.112017
Lean into it: Exploring leaning-based motion cueing interfaces for virtual reality movement · VR 2017

Methods — techniques the papers use, named apart from their topics

user study · 2.3within-subject experiment · 2.0talk-aloud feedback · 0.6questionnaire · 0.6pilot user study · 0.6mixed methods · 0.6psychophysical evaluation · 0.3
YearPublicationVenuePosition
2024 Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller
abstract
Physical walking is often considered the gold standard for VR travel whenever feasible. However, limited free-space walking areas in the real-world do not allow exploring larger-scale virtual environments by actual walking. Therefore, users often require handheld controllers for navigation, which can reduce believability, interfere with simultaneous interaction tasks, and exacerbate adverse effects such as motion sickness and disorientation. To investigate alternative locomotion options, we compared handheld Controller (thumbstick-based) and physical walking versus a seated (HeadJoystick) and standing/stepping (NaviBoard) leaning-based locomotion interface, where seated/standing users travel by moving their head toward the target direction. Rotations were always physically performed. To compare these interfaces, we designed a novel simultaneous locomotion and object interaction task, where users needed to keep touching the center of upward moving target balloons with their virtual lightsaber, while simultaneously staying inside a horizontally moving enclosure. Walking resulted in the best locomotion, interaction, and combined performances while the controller performed worst. Leaning-based interfaces improved user experience and performance compared to Controller, especially when standing/stepping using NaviBoard, but did not reach walking performance. That is, leaning-based interfaces HeadJoystick (sitting) and NaviBoard (standing) that provided additional physical self-motion cues compared to controller improved enjoyment, preference, spatial presence, vection intensity, motion sickness, as well as performance for locomotion, object interaction, and combined locomotion and object interaction. Our results also showed that less embodied interfaces (and in particular the controller) caused a more pronounced performance deterioration when increasing locomotion speed. Moreover, observed differences between our interfaces were not affected by repeated interface usage.
Abraham M. Hashemian, Ashu Adhikari, Ivan Abdo Aguilar, Ernst Kruijff, Markus von der Heyde, Bernhard E. Riecke
IEEE Trans. Vis. Comput. Graph.1
2023 Leaning-Based Interfaces Improve Ground-Based VR Locomotion in Reach-the-Target, Follow-the-Path, and Racing Tasks
abstract
Using standard handheld interfaces for VR locomotion may not provide a believable self-motion experience and can contribute to unwanted side effects such as motion sickness, disorientation, or increased cognitive load. This paper demonstrates how using a seated leaning-based locomotion interface -HeadJoystick- in VR ground-based navigation affects user experience, usability, and performance. In three within-subject studies, we compared controller (touchpad/thumbstick) with a more embodied interface ("HeadJoystick") where users moved their head and/or leaned in the direction of desired locomotion. In both conditions, users sat on a regular office chair and used it to control virtual rotations. In the first study, 24 participants used HeadJoystick versus Controller in three complementary tasks including reach-the-target, follow-the-path, and racing (dynamic obstacle avoidance). In the second study, 18 participants repeatedly used HeadJoystick versus Controller (8 one-minute trials each) in a reach-the-target task. To evaluate potential benefits of different brake mechanisms, in the third study 18 participants were asked to stop within each target area for one second. All three studies consistently showed advantages of HeadJoystick over Controller: we observed improved performance in all tasks, as well as higher user ratings for enjoyment, spatial presence, immersion, vection intensity, usability, ease of learning, ease of use, and rated potential for daily and long-term use, while reducing motion sickness and task load. Overall, our results suggest that leaning-based interfaces such as HeadJoystick provide an interesting and more embodied alternative to handheld interfaces in driving, reach-the-target, and follow-the-path tasks, and potentially a wider range of scenarios.
Abraham M. Hashemian, Ashu Adhikari, Ernst Kruijff, Markus von der Heyde, Bernhard E. Riecke
IEEE Trans. Vis. Comput. Graph.1
2022 HeadJoystick: Improving Flying in VR Using a Novel Leaning-Based Interface
abstract
Flying in virtual reality (VR) using standard handheld controllers can be cumbersome and contribute to unwanted side effects such as motion sickness and disorientation. This article investigates a novel hands-free flying interface-HeadJoystick, where the user moves their head similar to a joystick handle toward the target direction to control virtual translation velocity. The user sits on a regular office swivel chair and rotates it physically to control virtual rotation using 1:1 mapping. We evaluated short-term (Study 1) and extended usage effects through repeated usage (Study 2) of the HeadJoystick versus handheld interfaces in two within-subject studies, where participants flew through a sequence of increasingly difficult tunnels in the sky. Using the HeadJoystick instead of handheld interfaces improved both user experience and performance, in terms of accuracy, precision, ease of learning, ease of use, usability, long-term use, presence, immersion, sensation of self-motion, workload, and enjoyment in both studies. These findings demonstrate the benefits of using leaning-based interfaces for VR flying and potentially similar telepresence applications such as remote flight with quadcopter drones. From a theoretical perspective, we also show how leaning-based motion cueing interacts with full physical rotation to improve user experience and performance compared to the gamepad.
Abraham M. Hashemian, Matin Lotfaliei, Ashu Adhikari, Ernst Kruijff, Bernhard E. Riecke
IEEE Trans. Vis. Comput. Graph.1
2018 Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion
abstract
Head-Mounted Displays (HMDs) provide immersive experiences for virtual reality. However, their field of view (FOV) is still relatively small compared to the human eye, which adding sparse peripheral displays (SPDs) could address. We designed a new SPD, SparseLightVR2, which increases the HMD's FOV to 180° horizontally. We evaluated SparseLightVR2 with a study (N=29) by comparing three conditions: 1) no SPD, where the peripheral display (PD) was inactive; 2) extended SPD, where the PD provided visual cues consistent with and extending the HMD's main screen; and 3) counter-vection SPD, where the PD's visuals were flipped horizontally during VR travel to provide optic flow in the opposite direction of the travel. The participants experienced passive motion on a linear path and reported introspective measures such as sensation of self-motion. Results showed, compared to no SPD, both extended and counter-vection SPDs provided a more natural experience of motion, while extended SPD also enhanced vection intensity and believability of movement. Yet, visually induced motion sickness (VIMS) was not affected by display condition. To investigate the reason behind these non-significant results, we conducted a follow-up study and had users increase peripheral counter-vection visuals on the central HMD screen until they nulled out vection. Our results suggest extending HMDs through SPDs enhanced vection, naturalness, and believability of movement without enhancing VIMS, but reversed SPD motion cues might not be strong enough to reduce vection and VIMS.
Abraham M. Hashemian, Alexandra Kitson, Thinh Nguyen-Vo, Hrvoje Benko, Wolfgang Stuerzlinger, Bernhard E. Riecke
VR1
2017 Lean into it: Exploring leaning-based motion cueing interfaces for virtual reality movement
abstract
We describe here a pilot user study comparing five different locomotion interfaces for virtual reality (VR) locomotion. We compared a standard non-motion cueing interface, Joystick, with four leaning-based seated motion-cueing interfaces: NaviChair, MuvMan, Head-Directed and Swivel Chair. The aim of this mixed methods study was to investigate the usability and user experience of each interface, in order to better understand relevant factors and guide the design of future ground-based VR locomotion interfaces. We asked participants to give talk-aloud feedback and simultaneously recorded their responses while they were performing a search task in VR. Afterwards, participants completed an online questionnaire. Although the Joystick was rated as more comfortable and precise than the other interfaces, the leaning-based interfaces showed a trend to provide more enjoyment and a greater sense of self-motion. There were also potential issues of using velocity-control for rotations in leaning-based interfaces when using HMDs instead of stationary displays. Developers need to focus on improving the controllability and perceived safety of these seated motion cueing interfaces.
Alexandra Kitson, Abraham M. Hashemian, Ekaterina R. Stepanova, Ernst Kruijff, Bernhard E. Riecke
VR2