Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Fatma E. Ibrahim

dblp:323/9800 · DBLP profile ↗
← Back
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

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health technology
virtual reality therapy
0.812024
Efficacy of Virtual Reality Distraction for Reducing Chronic Pain · ISMAR 2024
Immersive interaction
multisensory experience
0.212024
Efficacy of Virtual Reality Distraction for Reducing Chronic Pain · ISMAR 2024
Immersive interaction
virtual reality
0.212024
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
YearPublicationVenuePosition
2024 Efficacy of Virtual Reality Distraction for Reducing Chronic Pain
abstract
Chronic 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
ISMAR1
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