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Syed T. Mubarrat

dblp:360/3473 · also Syed Tanzim Mubarrat · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0002-9702-8901ORCID · verified

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 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
2 papers
Games and playful interaction · 44% Collaborative and social computing · 33% Human-robot interaction · 13%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
robotics education
1.012026
Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines · CHI 2026
Games and playful interaction
gamification
1.012026
Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines · CHI 2026
Human-robot interaction
educational robotics
0.312026
Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines · CHI 2026

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

systematic review · 2.0comparative synthesis · 2.0PRISMA · 2.0
YearPublicationVenuePosition
2026 Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines
abstract
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact remains unclear. We present the first PRISMA-aligned systematic review and comparative synthesis of GBL and gamification in robotics education, analyzing 95 studies from 12,485 records across four databases (2014–2025). We coded each study’s approach, learning context, skill level, modality, pedagogy, and outcomes (κ =.918). Three patterns emerged: (1) approach–context–pedagogy coupling (GBL more prevalent in informal settings, while gamification dominated formal classrooms [p <.001] and favored project-based learning [p =.009]); (2) emphasis on introductory programming and modular kits, with limited adoption of advanced software (~17%), advanced hardware (~5%), or immersive technologies (~22%); and (3) short study horizons, relying on self-report. We propose eight research directions and a design space outlining best practices and pitfalls, offering actionable guidance for robotics education.
Syed T. Mubarrat, Byung-Cheol Min, Tianyu Shao, E. Cho Smith, Bedrich Benes, Alejandra J. Magana, Christos Mousas, Dominic Kao
CHI1
2024 Exploring how gender-anonymous voice avatars influence women's performance in online computing group work
abstract
We investigate how gender-anonymous voice avatars influence women’s performance in online computing group work. Female participants worked with two male confederates. Voices were filtered according to four voice gender anonymity conditions: (1) All unmasked, (2) Male confederates masked, (3) Female participant masked, and (4) All masked. When only male confederates used masked voices (compared to all unmasked), female participants spoke for a longer period of time and scored higher on computing problems. When everyone used masked voices (compared to all unmasked), female participants spoke for a longer period of time, spoke more words, and scored higher on computing problems. Effects were not significant on subjective measures and one behavioral measure. We discuss the implications for virtual interactions between people.
Dominic Kao, Syed T. Mubarrat, Amogh Joshi 0003, Swati Pandita, Christos Mousas, Hai-Ning Liang, Rabindra A. Ratan
Int. J. Hum. Comput. Stud.2
2024 A Physics-Based Virtual Reality Haptic System Design and Evaluation by Simulating Human-Robot Collaboration
abstract
Recent advancements in virtual reality (VR) technology facilitate tracking real-world objects and users' movements in the virtual environment (VE) and inspire researchers to develop a physics-based haptic system (i.e., real object haptics) instead of computer-generated haptic feedback. However, there is limited research on the efficacy of such VR systems in enhancing operators’ sensorimotor learning for tasks that require high motor and physical demands. Therefore, this study aimed to design and evaluate the efficacy of a physics-based VR system that provides users with realistic cutaneous and kinesthetic haptic feedback. We designed a physics-based VR system, named PhyVirtual, and simulated human–robot collaborative (HRC) sequential pick-and-place lifting tasks in the VE. Participants performed the same tasks in the real environment (RE) with human–human collaboration instead of human–robot collaboration. We used a custom-designed questionnaire, the NASA-TLX, and electromyography activities from biceps, middle, and anterior deltoid muscles to determine user experience, workload, and neuromuscular dynamics, respectively. Overall, the majority of responses (>65%) demonstrated that the system is easy-to-use, easy-to-learn, and effective in improving motor skill performance. While compared to tasks performed in the RE, no significant difference was observed in the overall workload for the PhyVirtual system. The electromyography data exhibited similar trends (p> 0.05;r> 0.89) for both environments. These results show that the PhyVirtual system is an effective tool to simulate safe human–robot collaboration commonly seen in many modern warehousing settings. Moreover, it can be used as a viable replacement for live sensorimotor training in a wide range of fields.
Syed T. Mubarrat, Antonio S. Fernandes, Suman K. Chowdhury
IEEE Trans. Hum. Mach. Syst.1