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Naheem Noah

dblp:297/9231 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0001-8416-1415ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Security and privacy · 1 · 1 since 2021

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.

Network and information security
1 paper
Authentication and access control · 50% Usable security · 50%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usable security
authentication usability
0.912025
From PINs to Gestures: Analyzing Knowledge-Based Authentication Schemes for Augmented and Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Authentication and access control
knowledge-based authentication
0.912025
From PINs to Gestures: Analyzing Knowledge-Based Authentication Schemes for Augmented and Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
immersive interaction
0.312025
From PINs to Gestures: Analyzing Knowledge-Based Authentication Schemes for Augmented and Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025

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

systematic framework · 1.7bonneau et al. framework extension · 1.7
YearPublicationVenuePosition
2025 From PINs to Gestures: Analyzing Knowledge-Based Authentication Schemes for Augmented and Virtual Reality
abstract
As Augmented and Virtual Reality (AR/VR) advances, secure and user-friendly authentication becomes vital. We evaluated 17 authentication schemes across gaze, gesture, PIN, spatial, and recognition-based categories using a systematic framework focused on effectiveness, security, and usability. Our analysis revealed varied performance and significant gaps requiring standardized methods. For example, Beat-PIN demonstrated strong security with 140-bit entropy, while RubikAuth achieved high usability with authentication times of 1.69 seconds. Gaze-based methods, though innovative, faced accuracy issues. We also observed a preference for schemes like In-Air Handwriting and Things, which balanced security and ease of use. By extending Bonneau et al.'s framework [5] to develop an AR/VR-specific evaluation model, we identified schemes like RubikAuth and Things as particularly promising for AR/VR. This study highlights the strengths and limitations of current methods and emphasizes the need for cross-modal and context-aware techniques to advance AR/VR authentication.
Naheem Noah, Sanchari Das 0001
IEEE Trans. Vis. Comput. Graph.1
2022 SoK: A Systematic Literature Review of Knowledge-Based Authentication on Augmented Reality Head-Mounted Displays
abstract
The adoption of Augmented Reality (AR) technology has increased over the years. AR enhances various activities for consumers and businesses, particularly in industrial contexts. The three-dimensional virtual experience is realized by the usage of Head-Mounted Displays (HMD). These devices provide access to sensitive data and services. Thus, secure and usable authentication schemes are essential to control access to the HMD and the stored data as well as schemes to authenticate to the services one wants to use with the AR device. We conducted a systematic literature review on knowledge-based authentication schemes for AR HMD. 31 different schemes were identified. These schemes were assessed regarding various aspects including the type of AR HMD, the type of secret, how users input their secret, as well as usability and security aspects. We discuss gaps for future work.
Reyhan Duezguen, Naheem Noah, Peter Mayer 0001, Sanchari Das 0001, Melanie Volkamer
ARES2
2021 Exploring evolution of augmented and virtual reality education space in 2020 through systematic literature review
abstract
Abstract Research is increasingly being conducted to identify the benefits provided by the latest developments in the AR/VR domain, which has seen an increase in interest as a result of the stay‐at‐home phenomena in 2020. Of particular interest is the application of AR/VR to education, a discipline that has seen a rapid shift to online modules in 2020. To better understand the advancements in AR/VR enabled education, we conducted a systematic literature review consisting of papers published in the year 2020 that focused on AR/VR in the education sector. We particularly focused on papers where studies have evaluated user perceptions in different countries, academic fields, and at varied educational levels. We found that while most papers conducted user studies and evaluated the technical applications of AR/VR, user perceptions, impact, and awareness were not explored in detail. Our findings highlight trends that can drive critically needed innovations through AR/VR especially to help a globalized digital evolution in the education sector.
Naheem Noah, Sanchari Das 0001
Comput. Animat. Virtual Worlds1