EDBT 2026 Demo / reviewers in the wild / expert
Fatma E. Ibrahim
dblp:323/9800
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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 | 1 |
| 2023 | Efficient frameworks for statistical seizure detection and prediction
Ali A. Khalil, Mostafa El-Khamy, Fatma E. Ibrahim, Ashraf A. M. Khalaf, Entessar Gemeay, Hossam Kasem, Salah Eldeen A. Khamis, Ghada M. El Banby, Walid El Shafai, S. El-Rabaie 0001, Adel S. El-Fishawy, Moawad I. Dessouky, Ibrahim M. Eldokany, Turky N. Alotaiby, Saleh Al-Shebeili, Fathi E. Abd El-Samie |
J. Supercomput. | 3 |