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Kiran Gani

dblp:358/8137 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0002-5303-1949ORCID · corroborated

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

Artificial intelligence and machine learning · 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
Haptics and multimodal interaction · 50% Immersive interaction · 50%

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

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic interface
haptic proxy
0.712023
VoxelHap: A Toolkit for Constructing Proxies Providing Tactile and Kinesthetic Haptic Feedback in Virtual Reality · UIST 2023
Immersive interaction
virtual reality
0.712023
VoxelHap: A Toolkit for Constructing Proxies Providing Tactile and Kinesthetic Haptic Feedback in Virtual Reality · UIST 2023

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

voxel-based construction · 0.7user study · 0.7
YearPublicationVenuePosition
2026 Looking for an Even Better Fit? A Personalized Incremental Reinforcement Learning Multimodal Object Referencing Framework
abstract
The rapid advancement of the automotive industry toward automated and semi-automated vehicles has rendered traditional methods of vehicle interaction, such as touch-based and voice command systems, inadequate for a widening range of non-driving related tasks, such as referencing objects outside of the vehicle. Consequently, research has shifted toward gestural input (e.g., hand, gaze, and head pose gestures) as a more suitable mode of interaction during driving. However, due to the dynamic nature of driving and individual variation, there are significant differences in drivers’ gestural input performance. While, in theory, this inherent variability could be moderated by substantial data-driven machine learning models, prevalent methodologies lean toward constrained, single-instance trained models for object referencing. These models show a limited capacity to continuously adapt to the divergent behaviors of individual drivers and the variety of driving scenarios. To address this, we proposed, in our previous work, an incremental learning approach, adapting to changing user behavior. Although this method proved superior over state-of-the-art approaches, it still lacked in performance and had some computational resource limitations, mainly the small-sized memory needed to store a subset of old data for incremental learning. Therefore, in this work, we propose an alternative solution using reinforcement learning that can be used to overcome memory storage limitations, achieving a zero data storage approach for incremental learning without performance loss. Our newly enhanced solution has been added to our previous framework at https://github.com/amrgomaaelhady/IcRegress .
Amr Gomaa, Kiran Gani, Michael Feld, Antonio Krüger
ACM Trans. Interact. Intell. Syst.2
2023 VoxelHap: A Toolkit for Constructing Proxies Providing Tactile and Kinesthetic Haptic Feedback in Virtual Reality
abstract
Experiencing virtual environments is often limited to abstract interactions with objects. Physical proxies allow users to feel virtual objects, but are often inaccessible. We present the VoxelHap toolkit which enables users to construct highly functional proxy objects using Voxels and Plates. Voxels are blocks with special functionalities that form the core of each physical proxy. Plates increase a proxy’s haptic resolution, such as its shape, texture or weight. Beyond providing physical capabilities to realize haptic sensations, VoxelHap utilizes VR illusion techniques to expand its haptic resolution. We evaluated the capabilities of the VoxelHap toolkit through the construction of a range of fully functional proxies across a variety of use cases and applications. In two experiments with 24 participants, we investigate a subset of the constructed proxies, studying how they compare to a traditional VR controller. First, we investigated VoxelHap’s combined haptic feedback and second, the trade-offs of using ShapePlates. Our findings show that VoxelHap’s proxies outperform traditional controllers and were favored by participants.
Martin Feick, Cihan Biyikli, Kiran Gani, Anton Wittig, Anthony Tang 0001, Antonio Krüger
UIST3