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Morteza Malekmakan

dblp:265/2277 · also Morteza Malek Makan · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2

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
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
augmented reality interaction
0.412020
Touch the Wall: Comparison of Virtual and Augmented Reality with Conventional 2D Screen Eye-Hand Coordination Training Systems · VR 2020
Virtual and augmented reality › immersive interaction
virtual reality training
0.412020
Touch the Wall: Comparison of Virtual and Augmented Reality with Conventional 2D Screen Eye-Hand Coordination Training Systems · VR 2020

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

user study · 0.4reaction test · 0.4fitts' law · 0.4
YearPublicationVenuePosition
2020 Touch the Wall: Comparison of Virtual and Augmented Reality with Conventional 2D Screen Eye-Hand Coordination Training Systems
abstract
Previous research on eye-hand coordination training systems has investigated user performance on a wall, 2D touchscreens, and in Virtual Reality (VR). In this paper, we designed an eye-hand coordination reaction test to investigate and compare user performance in three different virtual environments (VEs) – VR, Augmented Reality (AR), and a 2D touchscreen. VR and AR conditions also included two feedback conditions – mid-air and passive haptics. Results showed that compared to AR, participants were significantly faster and made fewer errors both in 2D and VR. However, compared to VR and AR, throughput performance of the participants was significantly higher in the 2D touchscreen condition. No significant differences were found between the two feedback conditions. The results show the importance of assessing precision and accuracy in eye-hand coordination training and suggest that it is currently not advisable to use AR headsets in such systems.
Anil Ufuk Batmaz, Aunnoy K. Mutasim, Morteza Malekmakan, Elham Sadr, Wolfgang Stuerzlinger
VR3
2020 Analyzing the Trade-off between Selection and Navigation in VR
abstract
Navigation and selection are critical in very large virtual environments, such as a model of a whole city. In practice, many VR applications require both of these modalities to work together. We compare different combinations of two navigation and two selection methods in VR on selection tasks involving distant targets in a user study. The aim of our work is to discover the trade-off between navigation and selection techniques and to identify which combination leads to better interaction performance in large virtual environments. The results showed that users could complete the task faster with the fly/drive method and traveled less, compared to the teleportation method. Additionally, raycasting exhibited a better performance in terms of time and (less) distance traveled, however, it significantly increased the error rate for the selection of targets.
Morteza Malekmakan, Wolfgang Stuerzlinger, Bernhard E. Riecke
VRST1
2020 The Effect of Room Complexity on Physical Object Selection Performance in 3-D Mobile User Interfaces
abstract
An important challenge in smart environments is how to manipulate the smart objects. Although mobile applications are typically used for controlling a smart environment, no previous study has evaluated the users performance in manipulating smart objects under different environmental complexities. This article presents an experimental comparison between three different selection techniques 3-D, 2-D, and physical user interfaces (UIs). We evaluate these techniques across two levels of environment complexity measuring 51 participants timing data and errors. Our results indicate that the 3-D UI is superior for task completion time and error, and the 2-D UI is not a better solution than the physical UI when the environment is not complex. The results also show the importance of considering the environment complexity in choosing the proper UI.
Maryam Rezaie, Morteza Malekmakan, Ali A. Nazari Shirehjini, Shervin Shirmohammadi
IEEE Trans. Hum. Mach. Syst.2