Demo Data from EDBT 2026 / reviewers in the wild / expert
Sharif Razzaque
dblp:92/4723
· DBLP profile ↗
8ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6Human-computer interaction and ubiquitous computing · 5Applied, interdisciplinary, general and emerging computing · 3 · 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.
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 77% Visualization and visual analytics · 23% | |
| Human-computer interaction and pervasive computing
4 papers |
Immersive interaction · 74% Usability and user experience research · 20% Wearable and physiological sensing · 6% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.1 | 1 | 2007 | Student Panel: Building the Future of and a Career in VR · VR 2007 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2005 | Comparing VE Locomotion Interfaces · VR 2005 |
Virtual and augmented reality
locomotion interfaces |
0.1 | 1 | 2005 | Comparing VE Locomotion Interfaces · VR 2005 |
Visualization and visual analytics › usability and user experience research
user experience research |
0.1 | 1 | 2005 | Comparing VE Locomotion Interfaces · VR 2005 |
Usability and user experience research
simulator sickness |
0.0 | 1 | 2003 | Effect of Latency on Presence in Stressful Virtual Environments · VR 2003 |
Immersive interaction › virtual reality › presence
virtual reality presence |
0.0 | 1 | 2003 | Effect of Latency on Presence in Stressful Virtual Environments · VR 2003 |
Computing education
computing careers |
0.0 | 1 | 2007 | Student Panel: Building the Future of and a Career in VR · VR 2007 |
Immersive interaction › virtual reality interaction
virtual object interaction |
0.0 | 1 | 2007 | MACBETH: The avatar which I see before me and its movement toward my hand · VR 2007 |
Visualization and visual analytics › perception
visual perception |
0.0 | 1 | 2005 | Comparing VE Locomotion Interfaces · VR 2005 |
Immersive interaction
head-mounted display |
0.0 | 1 | 2005 | The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception · VR 2005 |
Wearable and physiological sensing › vital sign monitoring
heart rate monitoring |
0.0 | 1 | 2003 | Effect of Latency on Presence in Stressful Virtual Environments · VR 2003 |
Methods — techniques the papers use, named apart from their topics
user study · 0.3position discrepancy reduction · 0.1psychophysical threshold measurement · 0.1kinematics analysis · 0.1empirical user study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Initial Exploration into Electrotactile Tongue Stimulation for Providing Force Feedback for Robot-Assisted SurgeryabstractWe report findings from initial exploration into using electrotactile stimulation, on the surgeon's tongue, as a potential lower-latency and less mechanically-complex way to provide force-feedback to the operator of robot-assisted surgery. We conducted a pilot feasibility study wherein participants attempted to teleoperate a robot to grasp and lift chicken eggs without breaking or dropping them. The force measured by the robot's gripper was displayed differently based on the experimental condition: visually only, or visually with electrotactile tongue stimulation. Participants were more successful lifting eggs with tongue stimulation. Data from this preliminary study, along with insights from informal interviews, suggest that tongue stimulation has potential to enhance the efficacy and safety of robot-assisted surgery. Dinmukhammed Mukashev, Agnieszka Lach, Chet W. Hammill, Zhanat Kappassov, Adwait Sharma, Aditya Shekhar Nittala, Luv Kohli, Sharif Razzaque |
BSN | 8 |
| 2013 | Localizing target structures in ultrasound video - A phantom study
Roland Kwitt, Nuno Vasconcelos, Sharif Razzaque, Stephen R. Aylward |
Medical Image Anal. | 3 |
| 2012 | Recognition in Ultrasound Videos: Where Am I?
Roland Kwitt, Nuno Vasconcelos, Sharif Razzaque, Stephen R. Aylward |
MICCAI (3) | 3 |
| 2007 | MACBETH: The avatar which I see before me and its movement toward my handabstractWhen a virtual environment system prevents a user's avatar hand from penetrating virtual objects, the seen and felt positions of the hand separate. We propose a new method for reducing this position discrepancy as quickly as possible without introducing perceptible discrepancy between the seen and felt motion of the user's hand. We performed a user study to compare this new method to two previous methods of dealing with position discrepancy. Our method showed statistically significant improvements in user-reported naturalness and user preference and showed no loss in user performance Eric Burns, Sharif Razzaque, Mary C. Whitton, Frederick P. Brooks Jr. |
VR | 2 |
| 2007 | Student Panel: Building the Future of and a Career in VR
Benjamin Lok, Nicholas F. Polys, Kyle Johnsen 0001, Sharif Razzaque, Catherine A. Zanbaka |
VR | 4 |
| 2005 | The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over ProprioceptionabstractFigure 1. A participant who believes he is aiming at the virtual game board directly in front of him. Without force feedback, a head-mounted display user's avatar may penetrate virtual objects. Some virtual environment designers prevent visual interpenetration, making the assumption that prevention improves user experience. However, preventing visual avatar interpenetration causes discrepancy between visual and proprioceptive cues. We investigated users ’ detection thresholds for visual interpenetration (the depth at which they see that two objects have interpenetrated) and sensory discrepancy (the displacement at which they notice mismatched visual and proprioceptive cues). We found that users are much less sensitive to visual-proprioceptive conflict than they are to visual interpenetration. We present our plan for using this result to create a better technique for dealing with virtual object penetration. Eric Burns, Sharif Razzaque, Abigail Panter, Mary C. Whitton, Matthew R. McCallus, Frederick P. Brooks Jr. |
VR | 2 |
| 2005 | Comparing VE Locomotion InterfacesabstractTo compare and evaluate locomotion interfaces for users who are (virtually) moving on foot in VEs, we performed a study to characterize task behavior and task performance with different visual and locomotion interfaces. In both a computer-generated environment and a corresponding real environment, study participants walked to targets on walls and stopped as close to them as they could without making contact. In each of five experimental conditions participants used a combination of one of three locomotion interfaces (really walking, walking-in-place, and joystick flying), and one of three visual conditions (head-mounted display, unrestricted natural vision, or field-of-view-restricted natural vision). We identified metrics and collected data that captured task performance and the underlying kinematics of the task. Our results show: 1) Over 95% of the variance in simple motion paths is captured in three critical values: peak velocity; when, in the course of a motion, the peak velocity occurs; and peak deceleration. 2) Correlations of those critical value data for the conditions taken pairwise suggest a coarse ordering of locomotion interfaces by 3) Task performance varies with interface condition, but correlations of that value for conditions taken pairwise do not cluster by naturalness. 4) The perceptual variable, r (also known as the time-to-contact) calculated at the point of peak deceleration has higher correlation with task performance than r calculated at peak velocity. Mary C. Whitton, Joseph Cohn, Jeff Feasel, Paul Zimmons, Sharif Razzaque, Sarah J. Poulton, Brandi McLeod, Frederick P. Brooks Jr. |
VR | 5 |
| 2003 | Effect of Latency on Presence in Stressful Virtual EnvironmentsabstractPrevious research has shown that even low end-to-end latency can have adverse effects on performance in virtual environments (VE). This paper reports on an experiment investigating the effect of latency on other metrics of VE effectiveness: physiological response, simulator sickness, and self-reported sense of presence. The VE used in the study includes two rooms: the first is normal and non-threatening; the second is designed to evoke a fear/stress response. Participants were assigned to either a low latency (/spl sim/50 ms) or high latency (/spl sim/90 ms) group. Participants in the low latency condition had a higher self-reported sense of presence and a statistically higher change in heart rate between the two rooms than did those in the high latency condition. There were no significant relationships between latency and simulator sickness. Michael Meehan, Sharif Razzaque, Mary C. Whitton, Frederick P. Brooks Jr. |
VR | 2 |