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Ehsan Azimi

dblp:22/4495 · DBLP profile ↗
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9ranked-venue papers
5as first author
3since 2021 · last 2025
0000-0003-3433-7958ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Systems, architecture and hardware · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 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.

Computer graphics and multimedia
5 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Health and well-being technologies · 69% Usability and user experience research · 21% Learning and educational technologies · 10%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
1.042018
Evaluation of Optical See-Through Head-Mounted Displays in Training for Critical Care and Trauma · VR 2018
Prioritization and static error compensation for multi-camera collaborative tracking in augmented reality · VR 2017
Robust optical see-through head-mounted display calibration: Taking anisotropic nature of user interaction errors into account · VR 2017
Virtual and augmented reality › virtual environment
immersive virtual environments
0.712023
Active Engagement with Virtual Reality Reduces Stress and Increases Positive Emotions · ISMAR 2023
Health and well-being technologies › mental health technology
virtual reality therapy
0.712023
Active Engagement with Virtual Reality Reduces Stress and Increases Positive Emotions · ISMAR 2023
Virtual and augmented reality › immersive interaction
augmented reality calibration
0.312017
Robust optical see-through head-mounted display calibration: Taking anisotropic nature of user interaction errors into account · VR 2017
Virtual and augmented reality › augmented reality › optical see-through head-mounted display
optical see-through head-mounted display calibration
0.312017
Robust optical see-through head-mounted display calibration: Taking anisotropic nature of user interaction errors into account · VR 2017
Virtual and augmented reality
tracking
0.312017
Prioritization and static error compensation for multi-camera collaborative tracking in augmented reality · VR 2017
Usability and user experience research
user study
0.212023
Active Engagement with Virtual Reality Reduces Stress and Increases Positive Emotions · ISMAR 2023
Virtual and augmented reality › augmented reality › medical augmented reality
surgical augmented reality
0.112012
Augmented reality goggles with an integrated tracking system for navigation in neurosurgery · VR 2012
Learning and educational technologies › immersive learning
immersive training
0.112018
Evaluation of Optical See-Through Head-Mounted Displays in Training for Critical Care and Trauma · VR 2018
Virtual and augmented reality
augmented reality
0.112017
Prioritization and static error compensation for multi-camera collaborative tracking in augmented reality · VR 2017
Virtual and augmented reality › display
head-mounted display calibration
0.112017
Robust optical see-through head-mounted display calibration: Taking anisotropic nature of user interaction errors into account · VR 2017
Medical and health informatics
surgical navigation
0.012012
Augmented reality goggles with an integrated tracking system for navigation in neurosurgery · VR 2012

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

linear regression · 1.3between-subjects study · 1.3user study · 0.7integrated tracking system · 0.3static error compensation · 0.3simulation · 0.3prioritization · 0.3nonlinear optimization · 0.3mahalanobis distance · 0.3error covariance · 0.3
YearPublicationVenuePosition
2025 AI-Driven Microelectronics Education Using Digital Twins and Extended Reality
Ruoshan Lan, Ehsan Azimi
ACM Great Lakes Symposium on VLSI2
2023 Active Engagement with Virtual Reality Reduces Stress and Increases Positive Emotions
abstract
Stress, anxiety, and depression negatively affect productivity and the global economy with an estimated annual cost of ${\$}$1 trillion U.S. dollars, according to the World Health Organization. Moreover, prolonged daily stress—even if minor—can lead to severe health consequences, including cancer and various mental disorders. Virtual reality (VR) has been shown to be a promising tool for relieving daily stressors given its accessibility and its projected availability as compared to visiting with mental health professionals. Prior work in this area has mostly focused on the restorative effects of nature simulations, demonstrating that passively experiencing immersive nature scenes improves positive affect. However, aside from providing opportunities for exercise, little is known about how active VR engagement can improve one’s mental health. To address this research gap, this paper presents a new, active form of VR therapy and assesses its effectiveness as compared to passive VR experiences. We developed VR Drawing—inspired by art therapy, which promotes positive emotions through artistic creation—and VR Throwing—inspired by “rage rooms”, which allow people to release negative emotions via intentional destruction. In a between- participants study (n = 64), we found that both VR Drawing and VR Throwing significantly reduced participants’ stress levels and increased positive affect when compared to passively watching nature scenes in VR. Linear regression models suggest that the total number of user interactions positively affects improvement in positive emotions for VR Drawing, but has a negative impact on positive emotions for VR Throwing. This study provides empirical evidence of how active VR experiences may reduce stress and offers guidelines for creating future VR applications to promote psychological well-being.
Irene Kim, Ehsan Azimi, Peter Kazanzides, Chien-Ming Huang 0001
ISMAR2
2021 Mobile Teleoperation: Feasibility of Wireless Wearable Sensing of the Operator's Arm Motion
abstract
Teleoperation platforms often require the user to be situated at a fixed location to both visualize and control the movement of the robot and thus do not provide the operator with much mobility. One example is in existing robotic surgery solutions that require the surgeons to be away from the patient, attached to consoles where their heads must be fixed and their arms can only move in a limited space. This creates a barrier between physicians and patients that does not exist in normal surgery. To address this issue, we propose a mobile telesurgery solution where the surgeons are no longer mechanically limited to control consoles and are able to teleoperate the robots from the patient bedside, using their arms equipped with wireless sensors and viewing the endoscope video via optical see-through head-mounted displays (HMDs). We evaluate the feasibility and efficiency of our user interaction method compared to a standard surgical robotic manipulator via two tasks with different levels of required dexterity. The results indicate that with sufficient training our proposed platform can attain similar efficiency while providing added mobility for the operator.
Guanhao Fu, Ehsan Azimi, Peter Kazanzides
IROS2
2020 An Interactive Mixed Reality Platform for Bedside Surgical Procedures
Ehsan Azimi, Zhiyuan Niu, Maia Stiber, Nicholas Greene, Ruby Liu, Camilo A. Molina, Judy Huang, Chien-Ming Huang 0001, Peter Kazanzides
MICCAI (3)1
2018 Evaluation of Optical See-Through Head-Mounted Displays in Training for Critical Care and Trauma
abstract
One major cause of preventable death is a lack of proper skills for providing critical care. Conventional training for advanced emergency medical procedures is often limited to a verbal block of instructions and/or an instructional video. In this study, we evaluate the benefits of using an optical see-through head-mounted display (OST-HMD) for training of caregivers in an emergency medical environment. A rich user interface was implemented that provides 3D visual aids including images, text and tracked 3D overlays for each task. A user study with 20 participants was conducted for two medical tasks, where each subject received conventional training for one task and HMD training for the other task. Our results indicate that using a mixed reality HMD is more engaging, improves the time-on-task, and increases the confidence level of users.
Ehsan Azimi, Alexander Winkler, Emerson Tucker, Manyu Sharma, Jayfus T. Doswell, Nassir Navab, Peter Kazanzides
VR1
2017 Robust optical see-through head-mounted display calibration: Taking anisotropic nature of user interaction errors into account
abstract
Uncertainty in measurement of point correspondences negatively affects the accuracy and precision in the calibration of head-mounted displays (HMD). In general, the distribution of alignment errors for optical see-through calibration are not isotropic, and one can estimate its distribution based on interaction requirements of a given calibration process and the user's measurable head motion and hand-eye coordination characteristics. Current calibration methods, however, mostly utilize the Direct Linear Transformation (DLT) method which minimizes Euclidean distances for HMD projection matrix estimation, disregarding the anisotropicity in the alignment errors. We utilize the error covariance in order to take the anisotropic nature of error distribution into account. The main hypothesis of this study is that using Mahalonobis distance within the nonlinear optimization can improve the accuracy of the HMD calibration. The simulation results indicate that our new method outperforms the standard DLT method both in accuracy and precision, and is more robust against user alignment errors. To the best of our knowledge, this is the first time that anisotropic noise has been accommodated in the optical see-through HMD calibration.
Ehsan Azimi, Peter Kazanzides, Nassir Navab
VR1
2017 Prioritization and static error compensation for multi-camera collaborative tracking in augmented reality
abstract
An effective and simple method is proposed for multi-camera collaborative tracking, based on the prioritization of all tracking units, and then modeling the discrepancy between different tracking units as a locally static transformation error. Static error compensation is applied to the lower-priority tracking systems when high-priority trackers are not available. The method does not require high-end or carefully calibrated tracking units, and is able to effectively provide a comfortable augmented reality experience for users. A pilot study demonstrates the validity of the proposed method.
Jianren Wang, Ehsan Azimi, Peter Kazanzides
VR3
2012 Augmented reality goggles with an integrated tracking system for navigation in neurosurgery
abstract
Precise tumor identification is crucial in image-guided neurosurgical procedures. With existing navigation systems, the surgeon must turn away from the patient to view the imaging data on a separate monitor. In this study, an innovative system is introduced that illustrates the tumor boundaries precisely augmented on the spot where the tumor is located with regard to the patient. Additionally, it allows the surgeon to track the distal end of the tools contextually, where direct visualization is not possible. In this approach, the tracking system is compact and worn by the surgeon, eliminating the need for additional devices that are bulky and typically limited by line of sight constraints.
Ehsan Azimi, Jayfus T. Doswell, Peter Kazanzides
VR1
2004 Three-Dimensional Smooth Trajectory Planning Using Realistic Simulation
Ehsan Azimi, Mostafa Ghobadi, Ehsan Tarkesh Esfahani, Mehdi Keshmiri, Alireza Fadaei Tehrani
RoboCup1