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Habiba H. AbdelAziz

dblp:420/7534 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, 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
Immersive interaction · 77% Haptics and multimodal interaction · 23%

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

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion
redirected walking
0.912025
Have a Seat: An Enhanced Reactive Alignment of a Single Target's Position and Angle from the User's Perspective in VR · ISMAR 2025
Haptics and multimodal interaction › haptic feedback
prop-based haptics
0.312025
Have a Seat: An Enhanced Reactive Alignment of a Single Target's Position and Angle from the User's Perspective in VR · ISMAR 2025

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

saccadic redirection · 0.9rotation gain control · 0.9eye tracking · 0.9
YearPublicationVenuePosition
2025 Have a Seat: An Enhanced Reactive Alignment of a Single Target's Position and Angle from the User's Perspective in VR
abstract
Redirected Walking (RDW) techniques allow users to explore virtually infinite environments within constrained physical spaces. However, achieving precise alignment between physical and virtual targets remains a significant challenge. In particular, when both position and orientation of the targets need to align in order to get a proper haptic feedback like siting on a virtual chair. This paper introduces a revised version of the Reactive Alignment (REA) controller that simultaneously minimizes the Angular and Positional Distance Errors between a physical and a virtual target. The proposed method enhances spatial alignment and optimizes user navigation using a novel rotation gain control algorithm that takes angular misalignment into account. In addition, a new metric,$\Delta p$, is proposed to quantify the angular alignment, complementing the redefined Physical Distance Error (PDE) for positional accuracy. We implemented the algorithm on Oculus Quest head-mounted display and utilized the HMD's physical space tracking to locate the physical prop's location without the need of any external tracking. We also incorporated saccadic redirection by utilizing the HMD's eyetracking functionality to complement the revised REA approach. A user study demonstrates that the revised REA controller outperforms the original REA by reducing Physical Distance Error, angular error, and reset counts. It also enhanced user interaction with physical props by enabling users to successfully sit on a physical chair 60% of the time compared to 0% with the original REA when$\Delta p$is zero.
Habiba H. AbdelAziz, Yutaro Hirao, Monica Perusquía-Hernández, Hideaki Uchiyama, Kiyoshi Kiyokawa
ISMAR1