Demo Data from EDBT 2026 / reviewers in the wild / expert
Hala H. Zayed
dblp:306/7249
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0001-6779-7577ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 62% Immersive interaction · 38% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › mental health technology
virtual reality therapy |
0.8 | 1 | 2024 | Efficacy of Virtual Reality Distraction for Reducing Chronic Pain · ISMAR 2024 |
Immersive interaction
multisensory experience |
0.2 | 1 | 2024 | Efficacy of Virtual Reality Distraction for Reducing Chronic Pain · ISMAR 2024 |
Immersive interaction
virtual reality |
0.2 | 1 | 2024 | Efficacy of Virtual Reality Distraction for Reducing Chronic Pain · ISMAR 2024 |
Methods — techniques the papers use, named apart from their topics
task performance metrics · 0.8pain score self-report · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Efficacy of Virtual Reality Distraction for Reducing Chronic PainabstractChronic pain is a major health problem that requires the development of novel treatment strategies to address this growing issue. This paper introduces the application of virtual reality technology for managing chronic pain in outpatient settings. Virtual reality is unique in its ability to engage users through a multisensory experience merging visual, auditory, and sometimes tangible stimuli. We conducted a study involving patients experiencing chronic lumbar and cervical pain to assess its effectiveness in reducing chronic pain. Participants were asked to report their pain scores before, during, and immediately after the virtual reality session. Additionally, the study automatically recorded each participant’s completion time and error rate. These metrics were then analyzed to investigate the potential relationship between pain intensity and task performance. The results demonstrated a significant decrease in pain ratings both during and after the virtual reality session. The findings also revealed an interaction between pain intensity levels and the time spent playing the virtual reality game. Specifically, higher pain levels were associated with shorter completion times for tasks. Additionally, as pain increased, patients’ accuracy in performing tasks decreased. The study we conducted showed a high potential for enhancing distraction levels for patients with chronic pain using virtual reality. Fatma E. Ibrahim, Hala H. Zayed, Manal H. Koura, Neven A. M. ElSayed |
ISMAR | 2 |
| 2024 | Automated library mapping approach based on cross-platform for mobile development programming languagesabstractAbstract Context The most popular mobile platforms, Android and iOS, are traditionally developed using native programming languages—Java and Kotlin for Android, and Objective‐C followed by Swift for iOS, respectively. Due to their popularity, there is always a demand to convert applications written for one of these two platforms to another. Cross‐platform mobile development is widely used as a solution where an application is written once and deployed on multiple platforms written in several other programming languages. One common cross‐platform approach that has been used recently by some research groups is the Trans‐Compilation approach. They focus on translating a program written in iOS into Android or vice versa. The main problem with their solutions is that library function mapping is not generalized and usually functions constitute most of the parts of any program. Objective This study aims to introduce an automatic library mapping approach for mobile programming languages. Method A library function of a source language will be automatically mapped to a corresponding function of the destination language by using the function structure for the two languages. The function structure includes the library to which the function belongs, the return type, parameter types, and the number of parameters. To test our approach, we map from Swift to Java. Results The results of our experiments show that our automatic library mapping approach achieves an average accuracy of 83.6% when tested on the most used libraries and outperforms current state‐of‐the‐art mapping techniques in terms of mapping accuracy. Conclusion These findings show that our automatic mapping approach is promising and can help to overcome the limitations of the trans‐compilation approaches. Ahmad A. Muhammad, Abdelrahman M. Soliman, Hala H. Zayed, Ahmed H. Yousef, Sahar Selim |
Softw. Pract. Exp. | 3 |